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powerbats

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  • @Lowbei said:

    i think the mechanics are fine, and the devs agree. git gud.

    **“That which can be asserted without evidence, can be dismissed without evidence.” **– Christopher Hitchens.

    Again nothing but insults and the devs don't agree or they wouldn't be changing things or did the latest dev talk and PBT changes completely sail through that space between your ears again? If things are fine then looping and pallet changes don't need to happen, SWF doesn't need to be adjusted and by your logic all killers and survivors need to shut up and play as it is.

    Now since we know for a fact the devs have said the mechanics aren't fine and they're removing some pallets to cut down on looping. That'd once again make you completely and utterly wrong as well as being a arse again.

    It seems the only one that needs to git gud is you, perhaps go take a debate class in school so you can actually debate on the forums instead of doing nothing but troll. > @Lowbei said:

    Up to perhaps 50% bonus xp if its 4 SWF.

    This doesnt hurt the survivors, gives the killer an incentive to not dodge the lobby, and solves the entire problem. Why hasnt this simple solution been applied?

    Oh and lets not forget this gem from your 1st post.

    @Lowbei said:
    Up to perhaps 50% bonus xp if its 4 SWF.

    This doesnt hurt the survivors, gives the killer an incentive to not dodge the lobby, and solves the entire problem. Why hasnt this simple solution been applied?

    If game mechanics are fine then the killer won't dodge the lobby and since the killer won't dodge the lobby your solution isn't required, you just need to GIT GUD.

  • @Juya said:

    That's basically what it is to be solo survivor. Hit or miss, with your teammate.

    Also the only time I consider the hatch a free escape it's when the survivor taking it didn't work on gens at all.

    I totally agree and even when I'm one of last left or last left I still try and do gens, especially if the killer is camping the hatch lol. But when there's 2 gens left and the killer is just patrolling back and forth between the 2 cough chainsaws anyone or Hag/Nurse I'll try and find the hatch too.

  • @Tsulan said:

    @mintchapstick said:

    @Tsulan said:
    The problem is not only the hook. Once the gates are open, the survivors block the killer, so het can´t down the injured survivor. Since they get a speed burst, they can easily take rounds at protecting the injured.

    There´s not really much the killer can do.

    Yeah, damn those people working as a team in a 4 vs 1 game.

    Hold on...

    When the team sucks = "give me my free escape, because it´s not fair that i get punished because my team sucks"
    When the team wins = "yeah we are supposed to work as a team, that´s why we win"

    Find the error.

    It's fine when the team sucks and the killer doesn't camp/bunch of newbs because you as the more experienced player will hopefully carry. It sucks when it's a really experienced team with top of the line perks because then you're basically screwed unless they screw up.

    For perks why not make it limit one non personal perk for all chars/sides and or make it so that each additional perk can only be 1 rank lower. So you get your personal perk tier 3. If you have 3 teachable perks then either the 2nd one can only be tier 2 then 2 1's or 3,2,1 in that order.

    That would make it more important to choose which perk is 2nd and so on. No more free I win perks for high ranks/swrt groups. The killer would still be the same but for each SWF group member gets to add 1 tier to each perk. So if it's 2 SWF members they get tier 3 personal and 2nd and 3rd could be tier 2. The 4th would still be tier 1. For 3 it'd go up to 3 tier 3's and 1 tier 2 and maxing out at 4 tier 4s with full group.

    The killer wouldn't only know they were getting a partial or full group by the highlighted perk slots beyond the 1st one. They wouldn't know who was who unless it was a 4 man or they had clan tags etc This is probably too complicated to work but if so someone else could make it better..

  • @EpicFailTryHard said:
    i just want to avoid them altogether myself.  sick of the mic players.  swf never should have been implemented.

    It wasn't implementing that was the problem, it's how it was that's the issue since killers weren't buffed or SWF groups adjusted accordingly.

    I mean if they really want o get freaky with it make it a 2 killer game or simply adjust the stats to fix it. Now if they really want to toast those marshmallows then add the 2nd killer but add 2 more survivors and more gens needed.

  • @Lowbei said:
    SadonicShadow said:

    @Lowbei said:

    SadonicShadow said:

    @Lowbei said:
    
    Up to perhaps 50% bonus xp if its 4 SWF.
    
    This doesnt hurt the survivors, gives the killer an incentive to not dodge the lobby, and solves the entire problem. Why hasnt this simple solution been applied?
    
    
    
    **This is not an a good incentive to not dodge the lobby and it most certainly does not solve the problem in any way, shape or form. Blood point incentives will not make up for bad game play and busted balance. My number one reason i play this game is to have fun and playing against SWF is not fun. Bonus bloodpoints doesn't make it any less frustrating. You could not give me enough bloodpoints to make it worth it.**
    

    ... this game is about scoring points. escaping or killing people is simply a scoring event. Your logic that this doesnt do enough to solve the problem, and thus shouldnt be considered, is very ignorant.

    You will find that practically no one here agrees with the stupidity you just typed. I am baffled that you think this solves the problem of SWF. That broken ass game mechanics and poor design can all of a sudden be made up for by giving someone more points. The game will still be a broken ######### show whether or not we get 50% more bloodpoints. You are either trolling or just straight up dumb. I honestly cant tell which but regardless what you have to say regarding this game is worth less than dirt. Come back here when you actually have good suggestions because you look like an idiot.

    lol the irony that by the current posting, you agreed that the 50% was a good idea, while whining and flagging the op. you are a perfect example of the flagging issue as well as the false reporting issue.

    the games mechanics are fine. git gud if you have a problem with them.

    Here once you again you show yourself to be a jack a*s. He wasn't saying that in the original post and you taking his last post out of context is hilarious. I bolded the 1st part where he clearly says it won't solve the problems currently.

    His latest post says he's all for more bloodpoints in any shape form or fashion. He in no way tied that to his earlier post but in a general sense that he'd like more as would pretty much everyone here. The proof is in the countless threads here and on the Steam forums saying as much.

    As far as the game mechanics go if they were fine the devs wouldn't be trying to address the current issues with them now would they? If anyone needs to git gud here it's your debating skills since using Logical fallacies left and right shows you need help.

  • @TheWind said:
    The new update doesn't include the hatch as far as I can tell. Personally this update doesn't do anything to help killers at all imo. To me, devs announced they don't care if killer gameplay sucks because survivors either ######### louder or are more important to them.

    I'm not sure that's the case, perhaps they found some bugs with it or wanted to tweak it more. Just because something didn't make it in doesn't mean they don't care. Would it be better if they''d added it in with known bugs if that was the reason for not including it? If they'd done that you all would be complaining non stop about how they didn't care or how could they let this go through.

    Why not wait and see what the patch notes say why they didn't add it or for a dev response instead of just saying they don't care without knowing the reason.

  • Something nice would be to have your most played character be given a harder daily but worth a lot more to do in addition to the casual easier to do daily.

  • @Jack11803 said:

    @Jack11803 said:
    @SadonicShadow

    It'd be extremely fast to perform and code, while being a good placeholder for balance. You completely ######### on him, while also being kinda rude; but his idea wasn’t extreme or bad, it just didn’t fix balance. But who said that was what his idea was for, he said it would be a nice incentive and help, even if only a little. I agree, as a killer, I’d LOVE this.

    Also don’t get why he was flagged, not saying you did it, but what YOU said wasn’t flag worthy, and it was meaner, (not that that’s a problem necessarily) so there’s no reason what he said should’ve been flagged.

    I'm not sure who flagged him but his rely was asinine to say the least. The game isn't just about points but about having fun while doing so as well as other things. The points are the end result of the players actions on both sides.

    The killer wants to find the survivors, down said survivors, hook them, sactifice them, damage gens, keep gens from being done, keep survivors from being rescued, keep them from escaping etc. The survivors on the other hand want the exact opposite and how each side goes about it determines the points for the match.

  • @Shadowchao121 said:

    He can be more difficult on certain maps but not OP by any means.

    I can agree with that to the most point, just with the extended terror radius/electrode range he may'be seems op on those certain maps. I've been on both Lery's and Gideons with people ranked as high as 10ish or so in good groups all well geared/experienced and gottne nuked by a doctor using extended range and acing whole team in under 3-7 mins.

    They just ran either down the middle or just outside the middle and got everyone nailed pretty quickly. The Gideons one was stupid because he spawned above 3 survivors in 1 corner of map and got all 3 to tier 3 in less than a minute. He got all 3 of them to stage one within 15 secs of map starting.

    I don't want him nerfed just adjusted really really/balanced the same as all killers/survivors/perks but we all know how that goes :p

  • @Shadowchao121 said:

    @powerbats said:

    @Shadowchao121 said:

    @powerbats said:

    @Shadowchao121 said:
    A lot of that is known and agreeable.

    There is one huge red flag in there

    "Doc is OP" He's mid tier at best.

    Doc is op at lower tiers and on certain maps, Gideons, Lery's and even Haddonfield/Springfield if using extended terror radius with extended electrode radius.

    At lower tiers. As in he does good against bad survivors. That doesn't hold a birthday candle to the term "OP"

    according to that argument, Freddy is "OP".

    Way to take it out of context and use a bad analogy. He's good at low tiers against even good survivors and as stated which you conveniently ignored the maps mentioned. There's been others who're higher ranked than me that've stated the same thing but i guess that doesn't fit the square peg into your round hole argument.

    So again in low tiers with those addons and on those maps he's op compared to say most of the other killers. On Lery's, Gideons, and Haddonfield/ Springfield I'd much rather face Huntress, Hillbilly, Pig, The Shape, Nurse etc. While they're all really strong and good on those maps they're not super oppressive.

    Man the defensiveness and ego behind that.

    Out of context? When someone says "OP at low tier" that only means that he does well against new/bad players. This has nothing to do with his MAXIMUM potential as a Killer. It only means that new/bad players misunderstand how he works.

    No ego and no defensiveness there you're reading way too much into that and projecting your own thoughts onto my post. Again you completely ignored my point about higher ranked and experienced players having issues with him as I already pointed out.

    I understand how he works and on other maps how to play against him which isn't the point. You just keep using the excuse of new bad players to avoid the real issue which is he's a problem on certain maps and tiers.
    If I never choose to do the dailies on survivors I don't play I'd be much higher ranked, the same is true for killers.

    On most maps he's fine and he requires a different play style and tactics, the same as any killer does. But again as pointed out above on others he's way more difficult. while every killer ahs maps they're good on he just blows away on those maps compared to other killers.

  • @weirdkid5 said:
    Shadowchao121 said:

    @powerbats said:

    @Shadowchao121 said:

    A lot of that is known and agreeable.

    There is one huge red flag in there

    "Doc is OP" He's mid tier at best.

    Doc is op at lower tiers and on certain maps, Gideons, Lery's and even Haddonfield/Springfield if using extended terror radius with extended electrode radius.

    At lower tiers. As in he does good against bad survivors. That doesn't hold a birthday candle to the term "OP"

    according to that argument, Freddy is "OP".

    Exactly. You cannot say Nurse is fine and then immediately say Doc is OP lmao

    Show me where i said in that post that nurse is fine again? If you're referring to the op that's different.

  • @Shadowchao121 said:

    @powerbats said:

    @Shadowchao121 said:
    A lot of that is known and agreeable.

    There is one huge red flag in there

    "Doc is OP" He's mid tier at best.

    Doc is op at lower tiers and on certain maps, Gideons, Lery's and even Haddonfield/Springfield if using extended terror radius with extended electrode radius.

    At lower tiers. As in he does good against bad survivors. That doesn't hold a birthday candle to the term "OP"

    according to that argument, Freddy is "OP".

    Way to take it out of context and use a bad analogy. He's good at low tiers against even good survivors and as stated which you conveniently ignored the maps mentioned. There's been others who're higher ranked than me that've stated the same thing but i guess that doesn't fit the square peg into your round hole argument.

    So again in low tiers with those addons and on those maps he's op compared to say most of the other killers. On Lery's, Gideons, and Haddonfield/ Springfield I'd much rather face Huntress, Hillbilly, Pig, The Shape, Nurse etc. While they're all really strong and good on those maps they're not super oppressive.

  • @Shadowchao121 said:
    A lot of that is known and agreeable.

    There is one huge red flag in there

    "Doc is OP" He's mid tier at best.

    Doc is op at lower tiers and on certain maps, Gideons, Lery's and even Haddonfield/Springfield if using extended terror radius with extended electrode radius.

  • @GhostEuant said:
    Paddy4583 said:

    There are specific perks that encourage the killer to tunnel too, making hens take longer should be implemented but it won’t discourage tunneling

    There are perks that encourage not camping and perks that encourage camping but killers still do what they want. We can’t rely on perks to change behaviors on either side. 

    This is so true and they're always be people doing what they want and the fix is to encourage better gameplay.

  • @MocaJava said:
    White_Owl said:

    That's actually good. Claudettes tend to hide badly because they think they are invisible, let's keep making them believe so :) (also their breath is quite loud, especially with Stridor)

    I can't count the number of times I've caught a Claudette crouching in a corner and they don't run because they think they're invisible. Never ceases to amaze me.

    As a a Claudette main I've seen the same thing and I pretty much know where you can and can't hide on certain maps. So as a killer when I see 4 Claudettes in a lobby i have to laugh because only red Forest can you be really sneaky with her dark outfits. But even then a really good killer with the enhanced night vision or know how where to look can still get you.

  • @MocaJava said:
    It should be zombie R. Lee Ermey  (RIP). His powerful insults would strike true fear in the hearts of survivors. 

    I loved watching his shows he was great and is sorely missed. His voice would be great perhaps as a prompt like do gens faster maggots or something like that lol. I highly doubt they could get him licensed for this though but if they could sky's the limit. He'd be a great survivor type, leaadership perks through the roof, gritty etc.

    As an added bonus to make him a super funny survivor if the killer misses a swing he'd throw off some great taunt line and the same for when he got away or downed/sacrificed.

  • This would be kinda fun with shell holes deep enough to hide in but slow to get out of with water at the bottom. There'd be military hardware there like tanks/planes/howitzers etc. The buildings could be bunkers/pillboxes that may or may not have gens in them. You could have barracks and supply depots/fuel depots etc.

  • I don't want to derail this anymore than it already is but why not make 2 queues, one for hardcore ranked players and 1 for casuals? That would probably have to wait until after they rewrite the code but balancing would be a lot simpler. Although that'd probably bring the WOW arena issue into the game where the highly skilled and geared killers/survivors go wreak havoc in the normal game modes.

  • @RemoveSWF said:

    @powerbats said:
    One solution would be if it's more than 1 survivor you get an increased chance of downing them in 1 hit. So 1 person you have 25% chance, 2 50% and 3 75% chance to insta down them. That'd make blocking much more strategic than it currently is. This would be especially true against SWF groups.

    Overly complicated.

    One guy above had the perfect solution - Make it a perk. You down survivors in one hit when you're carrying another survivor. It needs to be a separate perk because Agitation is already strong enough.

    It wouldn't be OP because after the first time, they'd just stop doing it. Even though they'd stop doing it, your perk would still be useful because you'd be able to get people to the hook quicker.

    Would you add a 5th perk slot for really high ranks aka 1-5/SWF groups for this or just overall ? But perhaps as I said make it so it has a chance based upon how many are there. It'd be a 5th perk usable only in that slot (might be stupid idea and prob is). It'd have the 25/50/75% insta down in 1 hit which would keep it from being op.

  • I've never rage quit/dc'd as either killer or survivor even though I've been sorely tempted to, especially when 1-3 others in my group all quit. His problem isn't so much that you can't stealth against him it's that with the terror radius being extended he can just electrode till 3rd stage madness without actually looking for survivors.

    Gideon walk down 1/4 of map/middle pretty much nail everyone above and below you. Haddonfield/Springfield is the same and so is Lery's.

  • One solution would be if it's more than 1 survivor you get an increased chance of downing them in 1 hit. So 1 person you have 25% chance, 2 50% and 3 75% chance to insta down them. That'd make blocking much more strategic than it currently is. This would be especially true against SWF groups.

    to make it even more interesting but also completely broken if you down them they're marked for x minutes with the exposed effect, but only if you down them while carrying a hooked survivor. This wouldn't stack with exposed effect ie Shape.

    Now if you want to make it completely busted and guaranteed of a nerf within hours of it going live then do the following in addition. If you're downed with the exposed effect from this and not the other than it stacks so if you get downed a 2nd time with this particular exposed effect while still under the 1st stack then if you get hooked a 2nd time the Entity is automatically summoned to sacrifice you.

    For some completely op no way this would ever make it out of PTB but would still be funny as heck you could add the following. If you get a 3rd stack and are downed but are hooked for the 1st time the entity is automatically summoned to sacrifice you.

  • @easi_solstice said:

    @GhostEuant said:
    A small but maybe meaningful nerf to the doctor suggestion:
    Survivors don’t start gaining madness by his terror radius until they are directly shocked by the Doctor at least once. Once they’ve been shocked once they can begin passively gaining madness.

    Reasons:
    -Doctor doesn’t get a free “here I am” notification by just walking around and not actually looking for survivors
    -Better rewards survivors who are good at hiding/evading

    Yes I agree lets nerf the killers that are low to mid tier so they're even worse so we have even less reason to play with them..... have you never faced a good Nurse, Billy, or Huntress? You're in for a rude awakening once you face one.

    Translation lets ignore the issue and blame it on other things instead of actually looking for a balanced solution. That's like blaming the fact the doctor isn't meta at high ranks because he's not the best killer. Well there's always going to be a meta both for killers and survivors at higher ranks. There isn't a game out that that doesn't have this issue so stop using that as an excuse.

  • Here's some thoughts and just to note I don't use DS and have yet to see it but have seen it on fellow survivors and as a killer. I think removing it from the game is a mistake and it's not about try getting good and the ppl using that just stop. You do nothing to advance your arguments and instead make yourselves look like petulant children. We can all agree even survivor mains that it needs to be balanced better, the disagreement is on what that balance means. So instead of playing the blame game and pointing fingers have an actual discussion.

    1. Make it a limited use perk and be scaling with the difficulty check. So if the match has just started and you're the unlucky victim that got downed it stays at the 35% difficulty meter. However after that the difficulty goes up and uses go down. You get 1 more usage but the difficulty jumps up to 75% or worse depending on rank/whether you're ina SWF group.

    2. For really high ranks say the 1-5/8(?) range it's 1 time usage but the difficulty starts at 75% but after x minutes goes up to 90% and if you fail there should be some type of penalty. You could bleed more heavily and move slower for x time or something along those lines or can't use adrenaline etc for x time..

    Now this sounds harsh and it is but the perk will still be valuable but won't be a free get out of jail I win card anymore. You're going to have to be really strategic on it's use and with SWF groups it can be tuned even more.

    1. Based upon the ranks it's usage could scale but it should have a much longer cd between uses so if you just used it it goes on cd for x mins based upon rank, match length and whether in group or not. For instance if in full 4 man SWF than the difficulty meter should be 75% bare minimum and after x mins it scales to 90-95% difficulty.

    Now if it's 3 SWF and 1 random the random gets elss of a penalty and for the SWF ppl your're still a group and still have an advantage, just not such a big one.

    I'm sure this will make some survivor mains mad but with some tweaking this could be workable, I just don't know if the devs could pull it off.

  • @weirdkid5 said:

    At some point he has to come out of Treatment mode to chase around. Staying in treatment mode will never catch him anyone. I know we all have a hard time using them, but we were given brains to think through situations like these.

    I agree he has to come out of treatment mode at some time but usually when it happens he's already held the game hostage for 5+ minutes or more of doing nothing but getting ppl to stage 2 madness or worse. My issue is with the terror radius affecting his shock therapy radius.

    It'd be one thing if like Trapper etc it affected skill checks but when he can hit you 30-50+ yards away and through walls/floors just by patrolling the center of the small to mid size maps it's an issue. While I dislike the skill checks as a survivor with increased terror radius they can be dealt with.

    As I posted in my screenshot when I'm that far away i shouldn't be getting hit by shock therapy while he's chasing someone else. Against a SWF group it's a whole different ball game since he needs that but in a bunch of my game slately both as kill and survivor i've been going up against ppl up to 13 ranks above me.

    I'd just like to see it balanced better without nerfing him in higher ranks/against SWF groups. I don't want him nerfed into the ground just balanced better is all.

  • @weirdkid5 said:

    @powerbats said:

    @KiraElijah said:

    I rarely see that happen, and poor doctor needs no nerf

    Lower ranks it's pretty standard in the 15-20 range.

    Just because low ranks dont know how to overcome it doesnt mean he needs a nerf.

    This is the same crap that got Freddy sent into oblivion.

    Don't you mean that just because it can be abused on small maps doesn't mean it's need an adjustment? Oh and inb4 you try the low ranks stuff again I'e been in groups with really high ranked players who got nailed just as easily.

    If you look even some of the high ranked players have agreed it needs to be adjusted since otherwise you just encourage the survivors to go hide/loop endlessly more than they might normally do.

  • @KiraElijah said:

    I rarely see that happen, and poor doctor needs no nerf

    Lower ranks it's pretty standard in the 15-20 range.

  • Wait respawns, that's just plain stupid unless it's setup way better like each time the survivor dies they come back weaker and have to build up with items/something they find etc.

  • I've gotten off the hook 5 times and 4 of those times the killer was camping me with the 4th time face camping me. I finally had a match where i got off the hook and ran right for the exit and got the achievements. I don't ever camp and if someone gets off the hook when I'm on other side of map I'm heading that way as a standard move as if they'd been rescued.

    It'd be nice to have a ultra very rare perk that'd give you a better base chance of getting off the hook but the law of averages will eventually work out (hopefully lol)

  • @Zanfer said:

    Yupp I was in a game with someone running it. Sadly it still happens time to time.

    I don't understand why if they know it can't be obtained the system doesn't just auto nuke them, or take it out of game. The game has enough problems without adding known ones to it lol.

  • I'll just leave this here since this is known to be unobtainable unless you hack the game client. I do wonder why if it's known so well by the devs why they 1 left it in game and 2 don't auto ban accounts the moment the game detects it's being used.

  • I always love the ones that pick her and then go with the bright flaming outfits and then get nailed 1st because they stand out so badly.

  • @Cake1100 said:
    Stop complaining and simply play the game. Others are going to be more difficult to find - just get good and listen to breathing & moaning.

    As I posted earlier black clothing or the standard dark clothing meets Lery's and is about as good as having a flashing neon sign pointing at you saying free kill here.

  • @CallMeRusty420 said:
    I'm a 2k+ hour Killer main and I actually like this idea. I think it would be a fiar change but only after the balance is fixed. Killers don't need a nerf right now. They need fair maps, fair mechanics, and slight buffs. Until then, no bad change for Killers.

    I'm hopeful after the patch hits and they get some time to see how things go they'll start working on the real problem which is SWF groups and high ranked play/SWF groups. It'd be really nice if their was 2 different queues, one for ranked and 1 for casual play. That might make it easier to balance things so that the higher you go especially as a survivor(most definitely SWF groups) the more powerful the killer gets and or the weaker your perks get.

  • @SlipperyFunTime said:

    @powerbats said:

    @SlipperyFunTime said:

    @ThePloopz said:
    All this post does is add more fuel to the toxicity fire

    Right. Because saying something about all the irrational butthurt in game is the same as contributing to it. You're a real brainiac.

    Well lets see I could post all the pics and videos of Killers being jerks and or toxic both in game and chat but that'd mean both sides need to take responsibility for when their jerks. You're title blames it on survivors being entitled, where's the killer entitlement bashing?

    I've been in queues where we're all low ranked/newbs and the killer either rage quits the lobby instantly or waits to see the offerings/map before quitting. They chase someone and don't get them down in 30 secs quit, down them and no one takes the Hooked camping bait, quit.

    I've had just as many killers rage quit as survivors lately because they couldn't have it easy. For awhile it was survivors quitting the moment they got hit/downed/hooked/about to get sacrificed. That's still a major issue but killers have been doing it way more often lately and it hasn't been due to looping or anything else.

    So to sit there and say entitlement survivors are the issue while ignoring the idiots on the other side is HYPOCRITICAL. Both sides have their jerks on them and yes it gets worse at higher ranks but don't act like killers are innocent either.

    Just as many killers DC as survivors? Ridiculous. Nobody believes you. Pretending you know the killer's motivation is ridiculous. Such nonsense about all the supposed killers who rage-quit because they can't "get them down in 30 seconds" and "no one takes the hooked camping bait". Again, nobody believes you. That's ridiculous.

    Also, there's no such thing as rage-quitting a lobby. A killer is not obligated to start a match every time. You playing the victim because killers will sometimes leave a lobby before a match even starts is ridiculous.

    Again with the phony victim stuff and the false equivalencies. A real brainiac.

    What, do you feel guilty because you're a survivor who DCs and complains about camping/tunneling in chat? Is that why you are trying to hard to invert reality and pretend killers are just as bad with the DCs and in-game chat tantrums as survivors? Nobody who has played this game even 50 hours and has half a brain thinks killers are just as likely to do that crap as survivors. Give me a break.

    “That which can be asserted without evidence, can be dismissed without evidence.” – Christopher Hitchens.

    That quote just shoots your post down in flames and give me a break, you couldn't refute my post so you basically threw a bunch of bs against the wall hoping it'd stick. There is indeed such a thing as rage quitting a lobby and several killers including some of the higher ranked ones on here have stated as much.

    I had a match where the Hillbilly on Haddonfield downed someone because they ran right into them at start near a hook. The killer then sat there for 10 seconds and when no one came for the hooked survivors but we started 3 different gens they quit at the 30 second mark.

    I've had killers chase and rage quit because they didn't get someone down instantly just as I've had survivors do the same in under 30 seconds. I've had killers quit other times when no one takes the camping bait strategy and instead does gens. The smarter ones wait for the sacrifice then bail.

    Also I'm not playing the victim at all because the killer quit teh lobby, I'm actually laughing my ass off each time it happens. If at super low ranks they can't handle not being given an easy match that's their own fault not mine.

    The only phony victim and false equivalencies user and definitely not a brainiac here is you. I mean that's one of the worst Ad Hominem attacks I've ever seen.

    Also just to show you how bad your arguments and attacks are I'll put it in bold for easier understanding.** I've never ever dc'd or rage quit in this game.** That's another of your personal attacks shot down in flames and you've still not refuted a single thing I've said.

    I get tunneled all the time and sometimes i outdo the killer and sometimes I don't, that's just the law of averages. From what I can see of your post you had nothing to come back at me with except insults and deflections. Which is a time honored tactic for when you can't beat their arguments resort to personal attacks and insults and deflections.

    But I've been dealing with posters like you since BBS boards were a thing and probably long before you were born so you're attacks mean nothing to me ot to the facts at hand of which your post has none. Lastly the devs know I'm telling the truth because my match history is right there in front of them and they could easily prove me wrong just as they could you.

    Lastly if you want to have an actual discussion without flinging insults and deflections I'll be waiting.

  • Her axes do seem off both when playing survivor and playing as ehr and you know it should'e missed or when her hit but goes through the,

  • @SlipperyFunTime said:

    @ThePloopz said:
    All this post does is add more fuel to the toxicity fire

    Right. Because saying something about all the irrational butthurt in game is the same as contributing to it. You're a real brainiac.

    Well lets see I could post all the pics and videos of Killers being jerks and or toxic both in game and chat but that'd mean both sides need to take responsibility for when their jerks. You're title blames it on survivors being entitled, where's the killer entitlement bashing?

    I've been in queues where we're all low ranked/newbs and the killer either rage quits the lobby instantly or waits to see the offerings/map before quitting. They chase someone and don't get them down in 30 secs quit, down them and no one takes the Hooked camping bait, quit.

    I've had just as many killers rage quit as survivors lately because they couldn't have it easy. For awhile it was survivors quitting the moment they got hit/downed/hooked/about to get sacrificed. That's still a major issue but killers have been doing it way more often lately and it hasn't been due to looping or anything else.

    So to sit there and say entitlement survivors are the issue while ignoring the idiots on the other side is HYPOCRITICAL. Both sides have their jerks on them and yes it gets worse at higher ranks but don't act like killers are innocent either.

  • @Zanfer said:

    @powerbats said:

    @TreblucFayle said:
    @powerbats whether or not he gets 4 kills every game should not be the point.

    All I'm advocating for is that they somehow limit his ability to take a game hostage.

    I'm also confused as to whether you're talking about his static field or shock therapy. In your picture, there is no way (even with add-ons) that a shock therapy could reach you at that range. His static field could affect you, but that's passive and can't be "spammed" as you said.

    I agree with the hostage taking part but I've been getting hit with shock therapy from those ranges which is what's making me think it needs a nerf/adjustment. The static field I know can reach really far but it also gives an indication based upon ticks how close he is.

    But the shock therapy range is stupidly long at the moment and once I finally find the screenshot of where I got hit with doctor in shot chasing someone else I'll post it.

    depends on how close you are to this killer. Should try staying a great distance from him while he chases other people so he doesn't shock you or be as stealthy as you can during the time which is possible if you are trying to going past him, not following him.

    The one I was referring to I was doing a gen near that same building but a bit further away but same map. I saw him coming due to the survivor running down right side of the bldg so I crouched backwards and went behind a rock in case the person ran towards me. (Some survivors are jerks and will intentionally run a killer into you to get away.)

    The person ran in front of the building and doctor did as well and did shock therapy right in front of opening and got the person he was chasing. But also myself and the person who decided to stay on gen so we both screamed giving away our positions. We also got the 1st stack and it quickly went south from there which is why I've got an issue with the range being so huge.

    Doing what you suggested doesn't work on small maps and or if the person gets within x distance depending on extended range/terror radius being extended.

  • @ThePloopz said:
    @powerbats why do you call them svf groups and not swf groups? I’ve been thinking about it and I just can’t figure the v part of it

    Total brain fart on that, mind says one thing super fast fingers say another.

  • @TreblucFayle said:
    @powerbats whether or not he gets 4 kills every game should not be the point.

    All I'm advocating for is that they somehow limit his ability to take a game hostage.

    I'm also confused as to whether you're talking about his static field or shock therapy. In your picture, there is no way (even with add-ons) that a shock therapy could reach you at that range. His static field could affect you, but that's passive and can't be "spammed" as you said.

    I agree with the hostage taking part but I've been getting hit with shock therapy from those ranges which is what's making me think it needs a nerf/adjustment. The static field I know can reach really far but it also gives an indication based upon ticks how close he is.

    But the shock therapy range is stupidly long at the moment and once I finally find the screenshot of where I got hit with doctor in shot chasing someone else I'll post it.

  • @TreblucFayle said:
    @Zanfer I'd agree, for the most part.

    Biggest issue the doctor has right now (in my opinion) isn't his mechanics, but HOW people choose to use them. The lock-down strategy many people use him for is boring to play against for many people. No other killer can just stall the game as well as the doc can.

    This is my biggest issue when all he does is nothing but spam electrode with 25+ extended range and sues the extended terror radius to do it. When you're getting hit non stop 25-60 yards way and above and below him through floors/walls you can't do much. There's several maps where the doctor does only that until he gets everyone to stage 3 and or hit and downed. The inevitable ace ensues and quite a few brag in post game chat about how it was too ez and git gud.

    This isn't the one I wanted but it still illustrates the issue with the extended range and using terror radius that's extended. I got nailed by a doctor on this map who was near where the red was and around the corner chasing someone else. I've also been hit from the other side of the building and further away to show you how stupidly broken that is.

    Some perfect examples are Gideons, Haddonfield/Springfield/Lery's and even Backwater Swamp where he just runs down the center and spams electrode and hits everyone. This isn't about git gud or learning to counterplay.since there is none in those situations. He can even be extremely oppressive on Crotus and Red Forest even more so than other killers.

    As @TreblucFayle said adjust it which is what those of us that have issues with how he currently is really want. He needs to be balanced so that in low rank solo queue he doesn't almost always get 4 sacrifices. for higher ranks and or against SVF groups he can be stronger but now it takes no skill to just spam electrode all game.

  • Few things here that i want to point out.

    1. What other strategy is there, the only way survivors can escape is to get gens done. The best way to do that is gen rush or play hide and seek to see what type of killer you have and where they're at before starting said gen rush.

    For SVF groups of course they're gonna do that and even solo queue will as well and in solo the gen rush is a lot harder since it's usually not coordinated very well and killers have a much higher win rate. If you add parts they have to scavenge that's not a bad idea but again where the complaints seem to be aimed at is SVF and really high ranks.

    If you change those you screw everyone else over, especially with all of the highly ranked intentionally depipped killers out there. While adding parts to scavenge will help it does nothing to address the real issues that affect those root causes.

    1A. To add to the scavenge idea make it scale with both SVF group size as well as rank difficulty. So if say there's 4 man SVF they have to find 20-40 parts laying around on ground. They don't take up a carry slot ie medkit/toolbox/flashlight. But each person can only carry so many unless they bring a toolbox. If it's a 3 man the 1 odd person out would be able to carry more or something to not penalize them etc.

    The higher ranks would be the same and it would have to be balanced around map size as well and the killer wouldn't be able to see where the parts are since that'd be too op. The parts could be in multiple sizes in each pile and in chests that would be specifically colored. These would be scattered over the map but the killer would see them like gens and know when someone starts to to open them.

    1. I had to laugh that only vote up is available not down as an option if you don't like the post. I just wanted to point out the hilarity of that one since my dislike of some of your ideas was made in my post so no need to use it.
  • @ACoolName said:

    @Mc_Harty said:
    Get 2 sacrifices as the Nightmare

    I didn't want fun anyway...

    this dude and the urge to hide in lockers dude.
    freddy fedora tip to you guys

    Speaking of Freddy doing a daily I was doing mine and had outrun freddy and went to go hop through a window because there was a nice path ahead and I could turn and hide and instead it clicked hide in the damn locker right in view of him. I didn't even struggle and we both had a laugh post game about it broken game pathing there lol.

  • @Shipthebread said:

    @powerbats said:

    want to be racist go to a KKK meeting.

    I went, it was just a bunch of survivor mains tho. Boring night won't attend again

    Ok I had to laugh but given the toxicity from killers as well doing the same thing it's probably about equal representation based upon ranks right now.

  • Just had a survivor get all mad because the Dream tunneled him and he went full blown racist in pot game chat. It got worse after about 15 seconds when teh killer did the same but said Nig**er was a foreign dock worker. Then said a lazy one and both were level 12-15.

    I mean good grief people it's just a game, want to be racist go to a KKK meeting or private chat.

  • Oh I totally understand the looping thing and hopefully it gets fixed sooner rather than later.

  • I actually finally got it done but took several matches since the game doesn't count multiple chases in 1 game. This last game would've qualified if i still needed it. She chased me endlessly for several minutes then did it again.

  • @projecteulogy said:

    @powerbats said:
    As someone who goes up against docs regularly almost all of them have the range extending addon and I've been working on gens while someone else gets chased 40 yards away. I get hit by the electrode at that range all the time and it isn't a case of finding stealthy players as much as the doctors just spam it non stop until they get you to phase 3 and or down you.

    On Gideon's, Lery's and Haddonfield/Springfield they literally just have to walk around and do nothing but spam it. There's no skill involved there nor any counter to it and in solo queue it's rare to get a group that knows what their doing against him. It's even worse when the doctor just camps and walks back and forth with 40 yards of the hooked survivor and spams it. They'll interrupt saving and any gen work being done.

    The only nerf I could see for him would be if you use the range extending it gets a 10 sec cd so you can't just spam it and make it so even with a cdr addon it still can't go below 7. If you're not using a cdr addon then give a addon they can ge to reduce charge time or something like this.

    I'm looking at this from the point of a solo queue player since in SVF that enrf isn't needed unless it's a duo in which case buff against SVF.

    I doc main as killer and solo as survivor. He doesn't need any type of nerf except that remaining crouch would drastically decrease madness gain(lower to the ground/grounded, if you know how electricity works). However, Doctor is so easily looped its not even funny. If his shock therapy actually hurt you besides putting you in a madness tier, then yes he would be OP. As it is, you HAVE to run an addon that causes Exhaustion like Iridescent King or Obedience.

    10 seconds would be extremely long to cooldown his ability. If it hurt you, then sure.

    Also, Doc spamming his shock leaves his terror radius unable to raise your madness. The moment you start charging, your terror rad stops emitting electricity. IIRC he's the only killer that doesnt have an addon that reduces charge time. So Doctor has a drastic disadvantage. Unless they run Ruin and protect it, Doc will get gen-rushed almost every time and considering 70%+ of games are "SWF", i doubt he will get any type of nerf anytime soon.

    The bolded part is only true at higher tiers since solo queue I've had probably 10-15 groups in total as a survivor and 5 as a killer. But for solo his extended range is op considering group make up and most doctors are all highly ranked/prestiged and have intentionally deranked to farm.

    There was a doctor I'll have to see if I took a screenshot of it or not that had a reduced charged time addon going.Which is why I suggest a longer cd on charge time. The Calm Carters notes increases the terror radius while charging. He also has Monitor and Abuse to increase the terror radius so if he has the 75% range and the 2 things he's going to destroy on the 2 smaller maps and even the larger ones he's super hard.

    Again solo queue low ranked is where the biggest issue lies since in SVF it's easier for the group to counter him.

    But this brings back the problem of they can't really fix this until they rewrite the code from scratch in order to balance the 2 queues better.

  • As someone who goes up against docs regularly almost all of them have the range extending addon and I've been working on gens while someone else gets chased 40 yards away. I get hit by the electrode at that range all the time and it isn't a case of finding stealthy players as much as the doctors just spam it non stop until they get you to phase 3 and or down you.

    On Gideon's, Lery's and Haddonfield/Springfield they literally just have to walk around and do nothing but spam it. There's no skill involved there nor any counter to it and in solo queue it's rare to get a group that knows what their doing against him. It's even worse when the doctor just camps and walks back and forth with 40 yards of the hooked survivor and spams it. They'll interrupt saving and any gen work being done.

    The only nerf I could see for him would be if you use the range extending it gets a 10 sec cd so you can't just spam it and make it so even with a cdr addon it still can't go below 7. If you're not using a cdr addon then give a addon they can ge to reduce charge time or something like this.

    I'm looking at this from the point of a solo queue player since in SVF that enrf isn't needed unless it's a duo in which case buff against SVF.

  • @Master said:

    @powerbats said:
    @Master In most of my games the survivors are suckers for the hooked person. If I notice the killer is a Wraith or Hag I'm pretty sure they're camping and they usually are, the same is true for hillbilly. If I know they're camping I won't bother and I'll try and do gens to punish the killer but when it's 2-3 quick downs and or rage quits it's a free win for the killer at that point.

    I had a Wraith camp last night and as the only survivor i couldn't get the 4th gen done to make the hatch open, I'd get close but he'd just chase me down everytime. I actually had 4 wraiths in a row on Crotus and 3 of them all did nothing but camp and all had top of the line perks/addons and 2 had the ultra very rare mori sacrifice all by own hand offering.

    Absolutely no skill required and 1 even flamed me post game telling me to git gud homo f*g etc when I called him out on it after he teabagged everyone. The 4th Wraith was really skilled and never camped and still managed to nail us all repeatedly.

    I dont understand, how can a wraith tbagg you?
    Is there something wrong using perks and addons or even moris?

    Dont wanna insult you, but it sounds like you are hovering at really low ranks^^

    The wraith can tea bag you by circling your head on in the case of the mori start the execute then repeatedly cancel it and rinse and repeat.

    Also good grief that was an insult plain and simple and my rank has nothing to do with my experiences in the game being bad. I've gotten close to rank 16 only to derank when 2-3 others in my group all dc/quit after getting hit 1x/downed or the killer camps newbs that don't know better. Most of my losses are that way along with the highly ranked/intentionally deranked killer with P3 and best stuff for them.

    When I lose to a good killer i give them props afterwards for a great game played.I'm not going to bash them or flame them for getting outplayed. I learn from my mistakes and from the good things they did both to make myself a better survivor but also a better killer.

    Lastly it doesn't take a rocket scientist to recognize a jerk or bad gameplay mechanics inherent in the game.

  • @JEWberry In this case the killer only stayed around the hook but was also nice enough to broadcast the fact he was camping by spamming his chainsaw next to the victim. But I agree something snarky would've been funny. Which ironically I posted about in another thread and got flamed by a homophobic jackass who went off in chat. He even had the gall to say git gud, rofl a Wraith doing nothing but camp lowbies with P3 and best stuff.

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