Avatar

powerbats

powerbats

About

Username
powerbats
Joined
Visits
3,483
Last Active

Comments

  • @snozer said:

    @thesuicidefox said:
    1) Pallets are really screwy now, you will constantly drop a pallet and STILL get hit when it shouldn't have. I've even been killer and said to myself "that should not have hit". Vacuum is gone and it favors the killer now, so the changes will balance it out more so that you don't get stuns AND hits at the same time.

    2) Bloodlust is kinda bogus. On the one hand it's a necessity because of maps, but on the other it wouldn't be a necessity if they fixed some looping spots. All pallets, sans 2 god pallets (shack and another by other basement location) should have mindgames. Right now there are too many safe pallets because there is no mindgame. Haddonfield is notorious for this.

    3) The unhook change makes it so that killers can't play like total scrubs and still get kills. It's completely unfair that you can be hit down before you can even act. Now the survivor will have if only a moment to avoid the hit, and killers will have to time it properly if they want the guy on the hook.

    Killers got fixes and buffs. Now survivors get fixes and buffs. All to make the game better for everyone. Really all they need to do for killers is fix maps to remove loops/god pallets and remove mist as an offering (maybe keep the white ones for tad less/more) and killers will be in a good place.

    but they are NEVER GOING TO FIX THE MAPS.

    Pallets reduced- check
    Looping spots reduced=check
    Some vault locations removed=check
    Spots where survivors couldn't get grabbed/downed removed=check
    Other fixes=check

    It's almost as if you've been pulling a Rip Van Winkle routine and have missed all the map fixing things they've done in the last few patches.

  • @ChesterTheMolester said:
    Am i the only one who actually dislikes Marth? 
    He seems to have an unhealthy ego and little self reflection.

    It's the same fanboys every time especially after the tourney where he and depip screwed up in several games. If he says it it must be true type of thing and Jen discussed stuff they had already looked into. If all these killers want to leave over something that's not even in game then leave.

    Also they should take their own advice when some survivor mains whined over the proposed nerfs before last patch. Wait and see what really is there before complaining so much.

  • @Raccoon said:
    Clearly powerbats has some secret Dance Magic up his sleeve!

    Maybe everyone else is just massively ignorant and this lone dude is right >_>

    Or perhaps I know what i'm talking about based upon experience and past posts from others about the you know phantom hit boxes thing.How about all the Freddy players that have no issue with it at rank 1-2, at least those with the proper addons.

  • @Master said:

    @powerbats said:

    @thesuicidefox said:

    @Raccoon said:

    @thesuicidefox said:

    @Raccoon said:
    This also nerfs Freddy slightly more, too.

    Beautiful. 

    How so? You can't hit the guy that just go unhooked anyway, even if you run paint brush + Z block they can still get off and do something for 3 seconds after. If anything, Freddy is the least affected by the i-frames.

    Can you Dream People during I-Frames?

    More particularly, during Sprint Burst I-Frames?

    Yes, why wouldn't you be able to?

    And does SB even have i-frames? I don't think it does I think it just distends your hitbox. I've never had an instance where someone was immune to being slept.

    SB doesn't keep you from being slept nor being hit and it never has, the smarter killers adjust accordingly.

    How do you explain it that if you chase a sprinbursting survivor as billy and you get into "hit range", then the chainsaw just stops as if you were stuck on sth and the hit isnt applied.

    That's still an issue with the hitboxes the phantom kind they fixed but made worse. Before it was get a hit/hit when there shouldn't have been one or don't when there should've been one. Billy's are hitting me around trees and rocks right now similar to Leatherface swing radius.

  • @thesuicidefox said:

    @Raccoon said:

    @thesuicidefox said:

    @Raccoon said:
    This also nerfs Freddy slightly more, too.

    Beautiful. 

    How so? You can't hit the guy that just go unhooked anyway, even if you run paint brush + Z block they can still get off and do something for 3 seconds after. If anything, Freddy is the least affected by the i-frames.

    Can you Dream People during I-Frames?

    More particularly, during Sprint Burst I-Frames?

    Yes, why wouldn't you be able to?

    And does SB even have i-frames? I don't think it does I think it just distends your hitbox. I've never had an instance where someone was immune to being slept.

    SB doesn't keep you from being slept nor being hit and it never has, the smarter killers adjust accordingly.

  • @Tsulan said:
    thesuicidefox said:

    @Tsulan said:

    Yeah it´s a bad map for him. But i think Crotus Penn is the worst. Since i can´t see #########, when i enter the building. Pitchblack

    This is why I have been using Nancy's Picture/Sketch lately. The range increase really helps you to just spam his power around and catch people you normally wouldn't be able to see. Coldwind and swamp maps are actually quite good for him using stacked drawings because the range is 30m, which is 6m farther than his lullaby and 2m farther than Nurse's Calling (which is IMO the top perk for Freddy). You can sleep people before they even know you are coming, and they don't even know from where most the time. You can easily check an entire area super fast by just circling around it with your power channeled.

    I never thought about that add-on. I always use the dress or the cubes. A really good idea.

    Yeah pure evil on large maps like Macmillan, Coldwind, Crotus etc the range is beyond stupidly good.

  • @Tsulan said:

    @powerbats said:

    @Tsulan said:

    Marth plays PC with a controller. Don´t know which region tho.

    Just a example. Yesterday i had a match, where 3 gens poped by the time i downed the first survivor as Freddy. It wasn´t a long chase or looping. But simply the size of the map (swamp).
    If survivors are dedicated to finish the gen, then it takes less than 80 seconds for a single survivor to do it. Most chases take longer than 80 seconds, IF the survivor starts looping.

    He might be EU then like a lot of others are at least pc side and yeah sometimes matches go really quick but in most cases it's either the killer does it or survivors do based on map rng and killer choice. Freddy on Swamp I've never run into and that seems like a really bad map for him due to lOS issues.

    Yeah it´s a bad map for him. But i think Crotus Penn is the worst. Since i can´t see #########, when i enter the building. Pitchblack

    He really needs a complete overhaul.

    I've faced him on Crotus a few times one the obsession couldn't move and never dc'd till after I got tunneled and hooked. The others he just left the middle alone and once center gen was done he wrecked.

  • @Tsulan said:

    Marth plays PC with a controller. Don´t know which region tho.

    Just a example. Yesterday i had a match, where 3 gens poped by the time i downed the first survivor as Freddy. It wasn´t a long chase or looping. But simply the size of the map (swamp).
    If survivors are dedicated to finish the gen, then it takes less than 80 seconds for a single survivor to do it. Most chases take longer than 80 seconds, IF the survivor starts looping.

    He might be EU then like a lot of others are at least pc side and yeah sometimes matches go really quick but in most cases it's either the killer does it or survivors do based on map rng and killer choice. Freddy on Swamp I've never run into and that seems like a really bad map for him due to lOS issues.

  • @Raccoon said:

    @powerbats said:

    @Hodderfodder said:
    We sure do need two threads at the top of the forum saying the same thing.

    There's several all by the same posters all repeating the same regurgitated arguments after not getting the fuzzy responses they crave. It's almost as if they have amnesia where they forgot how they told the survivors to adapt and or wait to see how things actually work out.

    A guaranteed escape after being unhooked is pretty devastating.

    It's even worse if the killer actually leaves / is not near the hook, as the newly rescued survivor can immediately sprint off in the opposite direction, get [self]/team-healed, and reset the game state.

    It isn't set in stone how it's going to work and my post was about other things than what you're describing. Besides the hook farming is beyond stupid for both sides and a fix is needed.

  • @thesuicidefox said:
    Every pallet should have a mindgame. There should honestly only be 2 god pallets on every map near spots where basements spawns (eg. shack). There are too many pallets that are safe because there's no mindgame. There are also too many very LONG loops on some maps.

    They also need to get rid of mist entirely. The only ones who use it are survivors, it doesn't benefit killer in any way.

    The pallets should have mind games but there also needs to be more places to hide and lose the killer so survivors aren't forced into the looping behavior. I'd love to have 2-3 if not more ways to go if I run into a trash heap area and the killer won't know which way I'm going to go if i run in and then sneak off.

    The mist is fine and killers use it as well since as Trapper I love thicker mist, same for Hag players. Throw in the Pig and it's like Myers jump scares only worse because you can't actually see the last 2. I've had matches where as trapper 2 did purple mist and 2 did common mist. I got swamp and it was hilarious.

    I've had similar results with Pig on that map and other maps like Shelter Woods, Auto Haven etc all are great with thicker mist. Myers laughs at the mist issue, the doctor laughs about your mist complaints. If you're worried about the mist then throw in an offering that greatly reduces it if you're killer isn't the mist loving type.

  • @Master said:

    @popoles said:
    I don't understand it. Nothing was done with looping in this patch, nor gentime. Just the FL saves are harder and the exhaustion is not recovering while running. Like TF?
    You can still loop them for a long time. So stop being so childish and try to accept these changes!

    By crying loud about minor nerfs they think they can prevent bigger nerfs in the future

    I personally don't have an issue with the nerfs and so what it got review bombed by less than 500 people out of over 16k. What I find funny is when killers review bomb it for something it's ok but when survivors do it it's childish.

    If only 450ish people review bombing can get under your skin you've got way more issues then. since the changes the devs are talking about again were discussed long ago. The same certain people are using the review bombs as an excuse to bash them the same as the survivors just did.

  • @LRGamer said:
    He started the sprint around the corner

    There does seem to be an issue however with Billy's charging and still turning on a dime during the charge and downing people like Cannibal can.

  • @No_Mither_No_Problem said:

    @Bbbrian2013 said:

    @No_Mither_No_Problem said:

    @Bbbrian2013 said:

    @Chi said:
    They are balancing the game. Balancing the game does not mean survivors only need nerfs and killers only need buffs.

    When killers are significantly weaker than the other side that's exactly what it means.

    When one side is lower you don't raise the other to become even higher. You level the field.

    You bring one side down or keep it where it's at while only touching the other until they're even.

    So if Survivors had all the advantages they currently do with the exception of Killers being able to clip through all solid objects Survivors would still need a nerf?

    No?...Because clipping through everything would remove the survivors advantage...That'd be OP. Like Nurse.

    What about gen rushing?
    What about stuns?
    What about DS?
    SB?
    SC?
    SWF?

    If you’re going to be straight about it, Survs still have an advantage, just not in chases. But how can Survs and Killers be on a level playing field if the balancing is centered around keeping a brokenly OP aspect of the “lesser” side?

    BNP=nerfed
    Bitter Murmur= hey would you look at that you can see survivor auras now for free.
    That's what Enduirn is for. don't want to run it then don't complain about stuns.
    DS= getting nerfed and see above.
    SB= gee it's almost as if the exhaustion nerf already hit last week, oh wait it did.
    SC=getting nerfed
    SWF= it's here to stay so adapt like killers always say to survivors. You win some you lose some.

    Yes survivors are still stronger but that's changing.

    Omg broken aspect would you seriously stop whining they took out BNP insta gens and nerfed SB. What you really want is an ez mode 4k game which isn't ever happening.

  • @Hodderfodder said:
    We sure do need two threads at the top of the forum saying the same thing.

    There's several all by the same posters all repeating the same regurgitated arguments after not getting the fuzzy responses they crave. It's almost as if they have amnesia where they forgot how they told the survivors to adapt and or wait to see how things actually work out.

  • Good grief the whininess is astounding, you didn't get the warm fuzzy response you wanted in the other thread. So after getting a dev response explaining things you create another whine thread whee you'll get the same non fuzzy responses.

  • @Bbbrian2013 said:

    The time they were mentioned isn't the issue.

    The fact that it's now going into an actual PTB is. This isn't the time for killer nerfs we are still weak. This will just make us weaker.

    They were mentioned months ago and killers didn't have an issue with it, now that's it's happening it's the end of the world. It's almost as if them balancing maps that everyone asked for in order for BL to be removed is a bad thing.

    This also isn't a nerf if they fix the maps, how hard is that to understand if the maps are more balanced then BL isn't needed. It's almost as if each time they try and adjust killers properly to make balancing them overall better you lot whine about it as if it's a nerf.

    I mean how is this any different than telling survivors who whined about the sprint nerfs to adapt and wait to see how it actually works out? Pot meet kettle since killers told survivors to wait and see how things would work out.

  • @FrenziedRoach said:

    @KillingInstinct said:

    @FrenziedRoach said:
    They've been talking about those Bloodlust changes for a very long time actually - long before the review bomb. And the trap buffering was in the game before and was never really that big of a deal.

    And getting a cooldown from exhaustion when hooked makes sense to me.

    I think you are overreacting.

    That's not what this is about. It's about the fact that survivors got nerfed, review bombed the game and are now gonna get rewarded with buffs in the next patch while killer players have always been acting properly and they are getting nerfed. ######### bs

    Except most of what you mentioned has been talked about in the past BEFORE the review bomb.

    Ssshhh don't let facts and logic get int the way of their rantings it would mean they'd have to stop with the histrionics.

  • Oh to not side track anything I had this thought early this am on how to deal with the insta heals issue without ruining it completely.

    So the medkits all have a base charges amount without addons and you can add 2 addons that could add more.

    1. common - 12 charges
    2. uncommon - 16 charges
    3. rare - 18 charges
    4. ultra rare - 24 charges

    Now you could add more with 2 addons but this idea would negate the bring high tier medkit issue with insta heals.

    So if you equip either the Styptic Agent or Syringe on any medkit regardless of tier it has 1 and only one charge. When you M2 (pc) you immediately consume both the medkit and the addon and thus have no need to secondary action IE spacebar.

    For instance say they bring the ultra rare medkit and add the gel dressing which adds 10 charges to it which would give it 34 charges. Now normally say the Syringe would deplete that by 50% giving you only 17 charges instead. But under the new formula it wouldn't matter because you'd still only have 1 charge to use.

    Now this might be too harsh so a compromise could be made instead whereby each med kit tier would have some charges but not many depending on addons.

    As an example a common medkit has12 but with Styptic Agent it's only 6 and any addons you add in to add more charges would give you the extra charges but at a cost. So say you add the uncommon for an extra 10 charges giving you then 16 plus the Styptic Agent.

    You decide to heal with the primary portion of the medkit and try and save the Styptic for an emergency but here's the catch. Well 2 possible ones actually that could be done to make it a risky proposition.

    1. Option 1 would be that if you decide to use the primary medkit heal then you'd get faced with difficult skill checks of really high difficulty. If you fail then 2x the amount of any the charges that would've consumed are lost as well. So if you would've used 8 charges you just used all 16 and kit is gone so it's a gamble how far you want to try and use that med kit before the primary is used up. Do you gamble and risk the entire medkit or use it partway and then use solo healing only?

    2. The 2nd option is similar to the 1st but instead of difficult skill checks there's a chance that using the primary function of the medkit you have a chance of the secondary effect being triggered. The lower the quality of the medkit the higher the chance you get ruined. This could also be in reverse since the higher quality medkit always heals faster so hence you could be going so fast you mess up and boom there goes the secondary.

    You could also make it so the killers terror radius makes it more likely you'll trigger the secondary effect on the higher end medkits since you're already healing quickly anyways.

    This would put some sort of risk into using the item while still rewarding those who choose to bring them and would assuage the concerns of killers while not nuking survivors into the ground on an nice item.

    Personally I prefer option 2 since highly skilled players would probably make the skill checks still and low ranks would suffer tremendously.

  • @Master said:

    A walker is a zombie, walking around searching for brains. At least thats the definition I know, for some extent, it fits for survivors in DBD :wink:

    Oh damn that's the best one yet and I just had to since you made me think of it.

    Also ty mods.

  • @Master said:

    @GT_Legend2 said:
    The thing is that yoy have the potential as a killer of going agaisnt 4 Insta heals, which can prove to be a problem

    But this is exactly what has to be taken into account, especially since they added SWF

    So you have the potential as a killer of going against 4 isnta heals, so what it doesn't mean it's going to happen. You also have the potential of going against a bunch of complete idiots screwing around. You have the potential of your ISP cutting out on you etc. The list of potential things that could happen is endless and the only thing that's constant is that it's one thing after another complaint wise that's the problem.

    In no particular order since these have all been used as excuses but after a complaint was dealt with it was onto something else that was the biggest problem.

    1. BNP's - nerfed.
    2. Flashlights - nerfed
    3. Pallets - nerfed
    4. Vaulting - some spots nerfed
    5. Looping - some spots nerfed
    6. SB - nerfed along with all exhaustion perks
      7 SC - going to be nerfed.
    7. DS - going to be nerfed

    Now instead of it's 4 flashlights or toolboxes with bnp's it's 4 md kits with insta heals. How many groups bring 4 med kits with insta heals and how often does it actually happen? So they nerf med kit insta heals next and then what will you complain about?

    1-8 I don't have a problem with other than they needed to make it so that survivors don't have to try to endlessly loop etc to get away. If they're going to make it so killers really are the power role then they better redesign it so survivors actually have a chance at hiding.

    But lets be serious it's moving in the right direction but the endless stream of excuses of what if's is getting tiresome. I mean what if they stopped development and shut the game down there's the potential for that too.

    They could remove swf or create separate lobbies for it and you'd still have certain killer complaining about things even when the game was balanced. The killer mains complaining the most need to be careful what they wish for because if they actually fix it properly there won't be anymore wide open chases.

    It'll actually be a true cat and mouse style game where the mouse has plenty of places to hide and the killer has to outsmart them and vice versa.

    Lastly I'd love for them to fix the game to what it should be as I described above but that requires a complete rewrite of the code as they've acknowledged. But that takes both time and money with time being the bigger issue since that won't be quick.

  • @Tsulan said:

    Oh i just made a resume of the different logic traps survivors actually do, with a strong amount of sarcasm.

    3-4 matches on rank 1 are not the killers fault. Or please enlighten me on how 1 killer can keep 4 people off gens at the same time? If the killer chases 1, the other 3 do gens. If the killer breaks the chase to go for a easier target, there are still 3 survivors doing gens. Maybe it´s different on consoles, but on PC, survivors usually don´t [BAD WORD] around and get out. Of course, there are some people which don´t belong to rank 1, but somehow play at that rank and don´t unhook or use meme builds. But a killer can´t count on those things every match.

    Maybe take a look at Marth88 and tell me, what all the rank 1 killers did wrong.

    Apologies since that was on 3 hours of sleep but some things to point out.

    1. You should've specified you were generalizing there for the logic trap since it looked like you were referring to me. Also killers do the same thing but on both sides it's the outliers that do that.

    2. If 3-4 minutes matches are the norm then yes that's the killers fault since bnp fix that doesn't happen hardly ever.Around 95% of my rank 1-2 matches that end early or with no to 1 sac are because someone was doing a daily.

    3.What does Marth play on anyways same as some of the others? I'm wondering if perhaps consoles the killers are at a more serious disadvantage perhaps.

    1. Yes on pc most survivors don't tend to screw around at rank 1-2, but even when they don't most games don't end that quickly. The few that do end that quickly on killers not doing dailies on champs they suck at the map rng isn't good. I've had games where Freddy's just destroy although it helps on wide open maps Cough Cold wind any Cough. The same is true for some others as well that normally you wouldn't think are good but hen well played combined with map rng it's a slugheterfest.

    5.I totally agree that some at rank 1 don't really belong there and hopefully once they start going after all the baddies that hack/lag switch on both sides etc the ranks will really thin out.

    Craaap forgot to ask this but what region does Marth play in as well as platform?

  • @Tsulan said:

    @powerbats said:

    @Orion said:
    If the Killer plays how Survivors want (leaves the hook unguarded, goes after the rescuer and not the rescuee), it is a free escape, and I dare anyone to pretend otherwise.

    If a killer plays stupidly you mean and doesn't go bash gens, doesn't go look for survivors, doesn't do anything but no skill camp at 1st hook. You may want to play badly that way but at rank 1-2 most killers leave the hook and don't have an issue getting kills.

    It's only a free escape if you let it be a free escape IE that person makes it out of the match alive. Why no try not using excuses and semantics and insults in your posts for once. You might actually have some good points for once. :p In case you failed to realize the somewhat sarcastic nature of the last 2 sentences.

    Sooooooo
    Just to get this straight...
    If the killer camps, he´s a bad camping killer.
    If the killer leaves the hook, he´s a bad killer who relies solely on BBQ.
    If the killer goes for the freshly unhooked survivor, he´s a tunneler.
    If the killer does ignore the freshly unhooked survivor, he gives him a free escape, which he shouldn´t. He´s also stupid.

    Are you sure about the "on rank 1-2 (or do you mean rank 12?) most killers leave the hook and don´t have an issue getting kills"? Because if the killer tries to get 12 hooks on rank 1, he´ll surely have some time problems. Because the match has been over after 3-4 minutes.

    1. Sarcasm was highly intended because the persons was being their usual idiot.
    2. At ranks 1-2 most matches the killers have had no issue leaving the hook and getting 2-4 kills.
    3. If you're matches are all over in 3-4 minutes then that's your own fault.
    4. Most matches that end that quickly are because the killer usually a Billy nailed everyone because of good map rng.
    5. The occasions where matches end that early are rare and are almost always because it's someone doing their dailies.
    6. If the killer lets the freshly unhooked person get away he isn't being stupid that's you putting words out there I didn't say. Why not try reading that again and notice who actually said that. :HINT IT WASN'T ME.
    7. I never said a killer who leaves the hook is a bad killer who only relies on bbq. You're as bad as the others with the Logical fallacy crap.

    Lastly you killers that throw out the Straw Mans, Red Herrings and other logical fallacy crap just make yourselves look that much more idiotic each time. This is especially pathetic coming from some who actually usually have good discussions. But for some reason decide to defend someone who's being a jack arse and playing with semantics trying to sound cute.

  • @jiyeonlee said:

    @Jack11803 said:Thus, looping is a problem

    '
    '
    '

    that think have no point and stop whine like main something and still bad skilled at it same time

    this forum infested full of these type of stupid morons needs to git gud already

    **
    This right here shows why you can't be talked to, you always insult anyone that points out flaws with your ideas or offers any kind of constructive criticism. Perhaps the problem isn't everyone else but you.
    **

    man

    looping never be a 'problem'

    mostly playing as killer is annoying like noble volunteer

    cause only one survivor escape and if he taunt you can make you feel like you lose

    but devs consider 3-4kills is win so they thinking its all up to your mind (they are idiots)

    and basically this game is about run and chase so looping is part of game

    lots of annoying stupid kids here doesn't realize what they playing is cat and mice

    also mice players are not a npc so it have to have some "balance" on that

    so if you don't like to being looped or be a looper in this game is just mean this game is not fit to you

  • That's pretty rare to have that many offerings of that type and you can counter it by running Hang mans rtick.

  • @Orion said:
    Just for the record, when I said I dared anyone to pretend otherwise, it wasn't a real dare. Still, thanks for taking it, powerbats.

    Thanks for taking my bait since you always change what you meant when someone challenges what you said. You just proved it yet again and do in every post where you say one thing then pulled a Sarah Sanders and said that's not what you meant.

  • @Orion said:
    If the Killer plays how Survivors want (leaves the hook unguarded, goes after the rescuer and not the rescuee), it is a free escape, and I dare anyone to pretend otherwise.

    If a killer plays stupidly you mean and doesn't go bash gens, doesn't go look for survivors, doesn't do anything but no skill camp at 1st hook. You may want to play badly that way but at rank 1-2 most killers leave the hook and don't have an issue getting kills.

    It's only a free escape if you let it be a free escape IE that person makes it out of the match alive. Why no try not using excuses and semantics and insults in your posts for once. You might actually have some good points for once. :p In case you failed to realize the somewhat sarcastic nature of the last 2 sentences.

  • @Master said:

    @Zet395 said:
    So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.

    As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.

    Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!

    Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.

    I have to laugh about this in the sense that I get Gideons with a doctor and nothing ever gets done or may'be 1 gen if lucky. Get him on Coldwind Farm any and gg as well. This is especially true if they're running extended terror radius addons. Get a 4 blink nurse on certain maps and lulz, same for Billy with the good addons.

    On certain maps with certain killers it's not even possible to do a single gen let alone 1 or 2. This is at ranks 1-2 on pc mind you and Hags/Trappers/Freddy's/Billy's etc rule the world. There's even been a few games with Doctors, Leatherfaces, Huntresses, Clowns getting 4k and none or only 1-2 gens done.

  • while survivors could still pick up the item how often does that actually happen on certain maps where you can't find the damn thing. As a killer I remember where an item is dropped usually and if I see the item picked up I know someone is around. There's also the fact that other people will pick up a dropped item on the ground after losing theirs.Now most of the time when the killers sees 4 of any item they either insta dodge the lobby or they bring Franklins and negate the issue.

    I've run into Nurses with Franklins, lots of Freddy's who have n issues or the killer just brings nurses calling. Hye you insta healed in my terror radius now you're mine.Oh you used the insta heal well now it and the med kit are gone now what are you going to do. Also not everyone always brings SC, I've seen at all ranks people not use it and instead bring a medkit. They also will go looking for a heal or just loot chests.

    As far as picking the item back up after Franklin's you're missing the point about how it works since the item takes that 10% hit. If the brown medkit only has 12 charges and the person has tried using a few to get a quick heal off. Then if they get whacked they run the risk of it being destroyed on hit.

    I've at times used only part of a medkit instead of sc when in a rush because I knew the killer was following me. I remember one time I had a medkit with very little usage left but had a styptic on it and got hit by Franklins and the kit got destroyed completely.

    IF you're going to nerf it then nerf all the killer instant downs stuff as well since what's good for the goose is good for the gander the saying goes.

  • @thesuicidefox said:
    It's because all the ######### camping killers are stuck at lower ranks because camping only barely gets you a pip, usually only a safety pip. They plow through the bad survivors but once they get some decent ones they struggle to do anything because they are incompetent and don't understand that it's easier to pip if you leave the hook and chase people, even if you only get 1 kill. You can't get caught against these killers or you depip, so basically from rank 15-5 you have to pip BEFORE you get caught or just never get caught, which is easier said than done.

    Case and point last night I had a game as Freddy where I only got 1 person by the end of the game, but I got 1 or 2 hooks on everyone, chased everyone, kicked gens, etc. I got a pip plus like 3 ticks over, only 1 kill. Hell I will flat out carry the last guy to the hatch if I had a solid game (basically a 4k) and STILL double pip. Killers that wait out the hatch are morons IMO because chances are they double pipped anyway and are just wasting time.

    It's why camping/tunneling is for scrubs.

    This is so true and the only ones that get away with it are the campers that use hacks like the one I had early this am. Had none of the following perks yet was playing like he did, BBQ, Whispers, Spies, Insidious. He had Agitation III but was running like he had rank Iv, Iron Grasp I but it was like III. He had Territorial Imperative an can't remember the last one. He didn't have any of the meta perks but yet always knew where people were. Didn't have Insidious yet could turn invisible.

    They camped and got all 4 kills and I was last person because he saw me through 2 walls of house, 2 pillars, 3 trees, and 2 rocks. I got ran down like he had BL3 in 5 seconds from when I saw him. I've run into the same hacker constantly getting multiple sacs by camping at high ranks.

    I've had other campers who can only get more than 1 kill if they're Huntress with iridescent and they sit just out of terror radius.Since the Tinker rework the others that used to rank up by camping don't anymore.

  • @Master said:

    In DBD its a different story because every pleb can get rank 1.... just saying

    That's not completely true anymore after the SB nerf etc rank 1-2 has been some lobbies I've seen the exact 10-25 ppl each time. It's gotten to the point we all know each others plays tyles so well there's never any hands signs etc. We all know pretty much where each other are on the map at any given time and who's going for unhooks when and how. Where they'll run when unhooked and the killers are mostly the same as well.

  • I actually like Hex Ruin personally because it means the killer has used a perk slot on it and I get lots more objective points on the gen. I'm not supe adept at great skill checks but that's ok. To make it even funner i'll run Detective Tapps perk for tokens. At 4 tokens i get 4 great skill checks guaranteed and the occasional great skill check I make.

    If the killer comes close chasing someone long enough I get more or I go chase said killer to max stacks. I'll cleanse the totem eventually for the points or someone will. Then I go look for other totems to cleanse in case NOED or Devour Hope is around.

    Instead of 4 boxes with parts which the killer would eventually know the spawn locations make it so that parts can be picked up all over the map. You could carry as many parts as say 20 with the more parts you carry the faster you repair. At 20 parts you'd be repairing about the speed of a bnp but wouldn't get the bnps old skill checks.

    However to pickup the parts you'd have to salvage them so to speak which takes 3 seconds per part. The parts would be in the open and not hidden behind something like totems are. So you'd be much more vulnerable to the killers view. Now in the case of buildings they'd be hidden per se but still be in plain sight if grabbed.

    If you got 20 parts the gen time would be dropped to 50-60 seconds but to get that would take you 1 minute of grabbing the parts. To prevent a gen rush of max parts they wouldn't stack because hey there's only so much room for fingers .With 3 people on 1 gen that max time would be lowered to 40 seconds and there'd be a penalty for failure.

    IF you fail the skill check then any progress you'd made is lost and so are the parts you installed I.E. you crossed a wire or put that part in backwards. So if you blow things up at 90% well then it drops all the way back down to the last skll check point. Now if the gen was at 50% and got to 90% and you'd done 10% it'd only drop to 80% since that'd be your contribution.

    However to make it fair the gen regression would only be for the skill check areas so if you got to 90% and never had a skill check and blow it up it's back to 0. If you got a skill check at 20,/50/70% and passed all 3 and then blew it up at 90% it only goes back down to 70%.

    Now this is where the killer comes into play since if they come running and kick it you lose the progress as normal. However if they're running Distressing etc you might screw that skill check up even quicker. You might also try and rush the gen because yo don't want to go hunt for parts which might make you then blow it up anyways.

    That has the same effect as Run does in the sense it slows down gen progression since the killer can see survivors while patrolling. They also know that if they patrol well enough the survivors might just overcharge the gen themselves so to speak. Now throw in Ruin, Thanatobia etc and things get really interesting.

  • @Baphomett said:
    Thats pretty fair, IMO.  Permanent T3 and Iridescent hatchets are both a bit broken, although hatchets are way less of a threat now that huntress got nerfed.

    Any Myers mains who wouldnt give up that add-on to see instant heals go away?

    Lots of Huntresses at rank 1-2 still have tons and they almost never miss. I've run into the same Huntress 5x now and she still has them along with the Black Ward. The fact they can nuke you from any distance is stupid. Throw in the map rotation lately lots of coldwind maps and anything else wide open and dead.

    @Bravo0413 said:
    Dwight_Confusion said:

    It's annoying sure, but I'm fine with them. I don't think its that big of a deal. It kills the med kit.

    BNP got nerfed heavily, it's still effective, but insta heals are fine,

    Man it sure kills the brown medkit of theirs let me tell you I'm happy that it gets rid of that common medkit I can stop sweating (shakes head).. I dont see as many instant heals as I did BNP.. but they do need nerf.. swf going into a game with 4 is an issue.. if swf wasnt a thing then there would be no reason to nerf em 

    I've seen Yellow quality med kits with Syringes lately so saying it's just browns isn't true and even if swf wasn't around killers would still complain about it. Also requiring skill checks is stupid since the reason you bring it is because usually you're trying to get an unhook when a killer is hook camping the area.

    If you're so worried about 4 med kits then bring Franklins Demise same as when killers say they see 2 or more flashlights/toolboxes they bring Franklins.

  • The killer gets no points for breaking said pallet unless it's free points for being bad and getting stunned. If you break the pallet automatically then enduring should be removed as well. You get pallet stunned then you're stunned for at least 3 seconds. 2 seconds of the actual stun and 1 second is for the animation on both sides to be dealt with.

    The biggest issue is you're making it way too easy on the killer by auto breaking pallets. You don't want to have to break the pallet and or run enduring and are basically asking for a freebie then. The killer has to make a choice, break the pallet or leave it if it's not a safe pallet.

  • @Lowbei said:
    Runiver said:

    If only this forum had actual moderation tho.

    Rude! Our moderators do just fine /wink @MandyTalk

    Inb4

  • Heere this sums it up nicely.

  • @BruhThaRev said:
    Also may I ask whats the point of unlocking perks if I am level 41 and still not getting any of my unlocked perks in my bloodwebs?

    When you unlock perks then they'll start appearing once you hit level 42 bloodweb. If you already have level 3 on your own perks then from 42 on you'll see 2 different perks to 50.

  • @Cardinal_Copia said:
    Most helpfull community ever? Pretty sure! 

    Darn right we are and we even have @Lowbei to keep things going when all else fails. I mean at elast we're not part of this community below.

  • Brb ran out of salted buttered popcorn again.

    But to be serious I always cleanse totems just in case there might be a NOED totem or worse Devour Hope totem hiding there. If you let the totems live and then get nuke by said perk that's not the killers fault since they took teh chance that perk would be there.

  • @Thatbrownmonster said:
    maybe if there were 2 skillchecks?

    the survivor doing this wouldn't have enough time to complete this and the killer would atack on time

    If you get to the skillcheck you can't use the secondary effect then, or at least prior to 2.1 you couldn't. The Stypic and syringe aren't actually that common compared to the iridescent heads. I'm constantly running into huntress with iridescents and rare bag addon. It's also almost always a wide open map and they camp.

  • BNP nerf was shocking at 1st but after 1st use of the rework I just took a yellow or better toolbox that didn't reduce the skill check success zones. I also took as my other addon one that would increase the skill check success zones. If you really want to make it easy then take Detective Tapps Perk that gives you great skill checks for tokens. It makes it really easy and even Ruin can be powered through that way if done right.

    See it's all about learning to adapt to change, just like humans have been doing for quite some time, we learn, we adapt, we evolve.

  • @DeathSpark said:
    -After the new patch (besides the tinkerer problem that might handicap the survivors)the newest bug its that after 3 consecutive jumps to a vault the entity block appears and then survivors still vault like its nothing.The main maps that ive incountered are The Hag-Hilibilly maps and survivors especially abuse the barn/EVERY vault point,this bug is game breaking,if a developer sees this i beg you FIX IT

    I played those maps last night/this am and never got those issues when going through a window. I'll have to check it out when the possible to see it's an occasional bug or not.

  • @TheXenoborg said:
    It's easier to rank up as survivors in general. Only way to rank up as killer is to camp and tunnel and I hate playing like that.

    That's not really correct, I've played against quite a few of the same killer from ranks 10-1 as we all leveled and very few of them camped if ever. As for tunneling you bring a flashlight and or tea bag repeatedly well expect to get tunneled.

    As far as pipping easily it still depends at 1-2 on map and killer whether you safety pip or rank up or depip. Ranks 3-5 are a nightmare to rank up and stay gong given teh ahem quality of survivors that want to play like it's rank 15-20. Then you add in the lag switchers, hard core campers and the dreaded Nurse with hacks of some kind. The last is really rare but I've run into more of those than normal nurses at 1-2.

    At ranks 1-2 it's mostly Billy, a few Leather faces, Freddy's (shudder 4k pretty much every time), Huntresses who all seem to have to camp. The exception to last is the rare 1 or 2 that don't and even then they almost all seem to have iridescent axe heads and almost never miss. You also get lots of Trappers, Pigs and yes Hags.

  • @Master said:

    @jiyeonlee said:

    @Orion said:
    The Nurse was already nerfed several times. She is how all Killers should be: a character with a high skill ceiling, capable of good map presence and ending chases quickly, and is primarily countered by stealth.

    idk, is theres hard things to do like snapsaw? and dbd have breating sound
    if youre nurse main and not even goes rank1 in current floods..its terrible to see you in here balance section

    Good luck hearing someone breath while the chase music is trying to deafen you. Since they messed up with the sound system, I never hear survivors breath anymore and yes I am using quite expensive headphones.

    I've turned the chase music down since it seems to have gotten rather large boost on it's own. Similar to commercials that say its sound enhancement lol.

  • @Orion said:

    @CallMeRusty420 said:

    @jiyeonlee said:
    its already fair, if devs block teabags and general exit gate

    only things broken and legit complains are about swf and nurse

    devs balancing this game for vs solo players and gives no penalty on them

    and after patched, most killers are playable

    only their mistaken was didn't nerfed nurse

    they already plan to buff others and nerfing survivors than i don't see about nurse

    killers shouldn't get 4kills everytime and now even more easy to get 2kills for full camp

    but i get 4kills everytime with 3red trapper after rank patched

    the point of walkers is if survivors good and lucky theres no answer to get more than 2kills

    and currently all answer is going to playing nurse if you don't like to get stress

    if you hate nurse you should play nurse if you hate looping and doing walkers than do nurse

    What is this?^

    Dunno. I just replied to the bit I understood.

    I'm still trying to figure the whole thing out since I want to respond to each point made or lack thereof.

  • @RemoveSWF said:
    It's always been that way.

    Low ranks suck for survivors. High ranks are fun.
    Low ranks are fun for killers. High ranks suck.

    True at rank 1-2 is where it's really fun to play since both sides are good. The survivors know what they're doing and don't run around like level 20's in full view of the killer. At rank 3-5 you get that all the time or those that quit the moment they get downed 1st time.

    The killers hardly ever camp other than when gates are powered and they want that 1 sac which everyone is fine with. Both sides are equally devious and sneaky with how they move and what they do. You really learn a lot more on how to play the game better as well.

    Because the level of play is so much more consistent you can experiment on loadouts now and I dropped UE for SO which has been kinda interesting to run. I actually found myself chasing a Hag who was chasing someone else to get stacks other day.

  • Grabs salt as the Villain from Star Trek yells CRY HAVOC AND LET LOOSE THE DOGS OF WAR !!!!

  • I've spawned literally next to the killer before this patch and before 2.0 even where he was on 1 side of the rock and I was on the other. If someone does a secret offering the killer just charges across the map to farthest corner.

  • @Orion said:

    The Nightmare's perks. Read the entire comment before you reply.

    Yet you said you weren't referring to the Nightmare when you were talking about NOED yet you specifically referred to the Nightmare. I did read the comment as did everyone else and we all saw the same thing which in turn made you change your arguments.

  • It's almost as if the instant heal destroys the health kit in the process, oh wait it does. I've got an idea instead of asking for stuff to be removed make the survivors burn the items or better yet bring Franklins.

  • @popoles said:
    powerbats said:

    Well just had the same or different killer do exact same thing at rank 1-2 this time they used a different name again. They also used the hack to give themself the iridescent ax and rare bag again. This killer has repeatedly used the same addons in multiple games as well.

    Not everything has to be a hack. I feel like changing your username won't help unfortunately, because he can find you with your steam ID. 

    Well in this case same 2 names i've used for some time and it's a hack the devs hit before but it's been reborn again. This one they've also used it to communicate in survivor lobby before game loads. They had even used one of my screen names when the lobby was full. I got em on video doing it too.

1 … 85 86 87 88 89 … 106