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powerbats

powerbats

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  • @Tsulan 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.

    The add-ons could be simply the killer hoarding them.
    I've got 15 and 16 red add-ons on my trapper. He's maxed out.

    Well in this case the killer has the same addons everytime and the fact they can communicate with a different name reeks of hacks.

  • 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.

  • @Orion said:

    Again, I made no statement regarding the Nightmare. I said that his perks were intended for late-game builds, because they are. I said nothing about where he's "best" or anything else. Read what I wrote, and not what you believe I wrote.

    @Orion said:NOED is useful for late-game builds, which the Nightmare's perks are all about.

    Hmmn then what's this right here where your statement specifically mentions the Nightmare and NOED? This isn't about what we believe you wrote, you were plain as day about your meaning. Now you're trying the semantics game when you got called out for doing what you're trying to deny.

    In everyone of your responses it's always a thinly veiled insult or other Ad Hominem attack. You always try and insinuate something then when called out on it say you meant something different. Your issue is that people are now getting used to it and know what's going on now.

  • @Dragonredking said:

    @powerbats said:
    Yeah a lot of really skillful Freddy's at rank 1-2 lately and not a single one runs NOED, they do use BBQ, Bitter Murmur, and either Remember Me or Object of Obsession. IT's even worse when you get one on Thompson House or any other wide open map.

    Wait...
    Excuse me? Freddy with Object of Obsession?
    Did you take a timemachine to go back to the great bug fest of December 2016 where killer and survivor where able to use perk from the other side or what.

    Sorry meant Remember Me.

  • @Zarathos said:

    I've seen game play for it. I'm kinda at odds with that game mechanic. It seems to strong to be honest it could heavily punish survivors for abusing loopable locations but I think it might be too punishing. Perhaps making windows close after two vaults might be better or just remove pallets close by so these spots can't be looped too often. The shack i d say is fine but places like the crotus prenn and ironworks loop need to be closed or alternatively have the basement guaranteed to spawn in these location's so survivors that mess up face the dreaded basement situation.

    The 2 vaults close is an interesting idea and if i'ts 2 vaults of same window within x seconds then any window within x feet/meters is closed to that survivor for 15 seconds.

  • @Orion said:

    @thesuicidefox said:

    @Orion said:
    NOED is useful for late-game builds, which the Nightmare's perks are all about.

    I play Freddy and he is much more effective at gen lockdown. Use Ruin and Bitter Murmur then just make sure you sleep people often and you will make them scared to do gens. I literally did this for 10+ games last night. You do not need NOED on Freddy, in fact Remember Me has a lot more potential to help you it's just it takes some skill to use. NOED takes 0 skill.

    Thank you for proving my point: to use that strategy, you have to rely on teachable perks, because his perks actually require the game to go on for a long time.

    @Orion said:
    So to reiterate: NOED is useful for late-game builds, and the Nightmare's perks are late-game. Thank you everyone who went off on a tangent and pretended I was saying something else.

    You did go off tangent though since he said he doesn't need NOED you however insist he does. You don't have to rely on teachable perks to make the game go longer. Again this is you projecting your game play onto someone else.

    The people who know how to play Freddy don't need NOED to make the game go longer, you might but they don't.

  • @Orion said:

    @thesuicidefox said:

    @Orion said:
    NOED is useful for late-game builds, which the Nightmare's perks are all about.

    I play Freddy and he is much more effective at gen lockdown. Use Ruin and Bitter Murmur then just make sure you sleep people often and you will make them scared to do gens. I literally did this for 10+ games last night. You do not need NOED on Freddy, in fact Remember Me has a lot more potential to help you it's just it takes some skill to use. NOED takes 0 skill.

    Thank you for proving my point: to use that strategy, you have to rely on teachable perks, because his perks actually require the game to go on for a long time.

    That's actually not true, I've run into Freddy's at rank 1-2 that use no perks and do just fine and how is using teachable perks any different than using BBQ etc on other killers? Does that mean that you're relying on crutches as well by using teachable perks on the killers you play? You want the game to go longer or shorter or however you want to play you've got to use those same teachable perks you just used to bash him.

    Some Freddy's use the teachable perks for different styles of gameplay, some do gen pressure, some do the long game and some just do the I'm going to hunt you.

  • @CallMeRusty420 said:
    Nah. Why do that when like I've suggested before, give the Hex Perk a secondary effect that activates after it's destroyed? Like when Ruin is destroyed, all survivors get a %15 repair speed reduction.

    I've always thought it could stay active for 30 seconds or so as a bonus effect with say a 60 second max effect. You could also fix it that the longer the totem is alive on the map the longer it's post destruction debuff lasts.

    So for instance if the totem has a 30 second post death active and it was alive on the map for 30 seconds it's goes 60 seconds instead of 30. This is just an example since usually Ruin is dead pretty early although with the BNP changes it's actually better as a survivor to leave it be till later.

    Since by leaving the hex up you get more skill check chances and you'll spend long on the gens and get more objective points. Throw in 2-3 survivors on 1 gen and it still gets done relatively quickly while someone else acts as dcoy or is already being chased. There's the added benefit that quite a few killers will actively patrol/guard that hex totem and won't chase far from it.

  • @thesuicidefox said:

    @Orion said:
    NOED is useful for late-game builds, which the Nightmare's perks are all about.

    I play Freddy and he is much more effective at gen lockdown. Use Ruin and Bitter Murmur then just make sure you sleep people often and you will make them scared to do gens. I literally did this for 10+ games last night. You do not need NOED on Freddy, in fact Remember Me has a lot more potential to help you it's just it takes some skill to use. NOED takes 0 skill.

    Yeah a lot of really skillful Freddy's at rank 1-2 lately and not a single one runs NOED, they do use BBQ, Bitter Murmur, and either Remember Me or Object of Obsession. IT's even worse when you get one on Thompson House or any other wide open map.

  • @Zarathos said:

    @powerbats said:

    @popoles said:
    @powerbats
    But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess. 

    Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.

    Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks

    I refer you to what @Zarathos just said.

  • /Facepalm If anything for agitation it should make survivors move slower for x time in x radius around the killer while agitation is in effect. Now if the killer gets stunned I.E. DS, pallet slammed, flashlight stunned the effect is cancelled.

  • That might be a little too much, far better to simply make the collision boxes equal , although the bigger killers should still have bigger boxes. The solution might be to make it so smaller killers I.E. Hag/Pig have smaller hit boxes so they'll cut the corners quicker. But in exchange they keep current los breakers on bloodlust.

    Now for the bigger killers the Men among killers so to speak well Nurse would be included since she floats at same height it'd be different. Since they're much taller and can see over said obstacles, thinking of trash piles in autohaven as an example. The ahem taller and larger killers would still keep regular hitboxes they have now but wouldn't lose los for Bloodlust.

    Since they see voer said stuff they keep los at all times unless it's an actual head height wall like the taller trash heaps etc. This way you'd really cut down on the endless looping quite a bit more. The bigger killers keep the bloodlust going while the smaller killers can cut corners better.

  • @brokedownpalace said:
    FrenziedRoach said:

    It's getting nerfed, it's just a matter of time.

    Same with SC. In fact, they have a nerf for both in the pipes right now, they're just fine-tuning their ideas.

    They actually said they're not touching Self Care right now on the recent dev stream.

    Probably for the same reasons teh DS didn't make it through, too many issues getting it to work right. They did say they'll keep trying to fine tune it though.

  • @Master said:

    SC is he most used perk for a reason....

    The SC nerf is overdue and a lot of survivors are going to derank quie quickly. I don't have a problem with it bh since I advocated for he exact change they're implementing. all those that pallet hop then stop to SC then run to next safe spot are going to be in for a rude awakening.

  • The skill check thingy doesn't always work and if you do it all the way to the end you take 5 mins I think and you get way less points. I saw someone doing it a few times and wanted to know what it was about and its' stupid. The flasghlight clikers scripot is fcking annoying since it can't be avoided and it's 100% accuracy everytime.

    The one issue with penalizing though is say you see/hear killer coming so you get up after working on gen. You'll get penalized by the actions of the few exploiting a game mechanic. I've had times where I go to get off gen because one of the above happens and I take 2 steps and bam a skill check goes off when I'm 3-5 steps away.

  • The op has taken the Ochido bait hook.

    The truth is that survivors aren't being nerfed to the ground, just getting a much needed manicure while killers are finely getting to grow their hair out some.

  • Last second switchers get special treatment from me, I won't camp them but I'll make sure they always die no matter what. For me i'd love to see the devs make it a lock in timer at 15 seconds for survivors and the killer gets locked in at 5 seconds.

  • @Master said:
    I like it

    You would but that defeats the purpose of making the killer take a hex perk. To make it more fair it could replace the perk with 1 random perk not currently equipped. So say your Ruin totem gets wrecked bright and early some cold clammy morning. Well here comes the entity to liven up your day or darken it depending on which side of the bed you got up on.

    You might get say Noed if you didn't already have it, Thrill of the Hunt, oof they found flashlights i9n those chests. Well the entity has your back and just gave you either Franklins or the flashlight resistant one I forget what it's called.

    Now if you really want to make it interesting and I mean really interesting the perk could even be one yo don't own and it'd be the same rank as the hex perk you lost. Now you might get something good but you might get something really worthless.

    Okay now for truly diabolical an no way this ever will happen but it'd be completely funny if it did. When your hex perk is destroyed you'd get 1 random hex perk of the survivor that killed that hex totem. Did someone say SPRINT BURST KILLER !!!!!!

  • @Master said:
    How is enduring and unnerfing a counter to DS?  2 perk slots and then the survivor presses a button and is yielded a free escape, let the looping begin again
    Nice counter

    Enduring and Iron grasp I've seen killers run both depending on lobby and sometimes just 1 and do just fine. Again once that DS is gone it's gone forever and the really smart killers just chase and break the safe pallets. The really smart killers change their chase angle to guide the the survivors to where they want them to be. so that when they down them and the person does in fact have ds it's wasted.

  • @popoles said:

    I didn't say there are no mind games in chess, I meant, that there are different kinds of mind games. Bad wording, sorry.

    So, following your logic, a lawnmower and a car are the same, because both have 4 wheels and an engine.
    But I say, they are still different in the core. 

    Ok so bad wording and understood but that negates your lawnmower and car example then since my point was based off your post. At least you understood what I was saying about mind games since in every game there's always mind games, Poker being the best example of it.

    Someone in a DS thread commented on how they run Object Of Obsession even though they don't have DS to mind game the killer into chasing them. That's a perfect example of a mind game in DBD and another would be the killer chasing a survivor away from the hatch by changing their angle making the survivor think it's someplace else. When the killer is actually chasing them in it's direction so the survivor goes another angle instead and away from the hatch.

  • @azazer said:

    While you're being a hypocritical ass I want to point out that it was YOU who called it a band aid fix. Trying to turn it around on killers is a bullshit strawman argument. 

    Everything you said is just more of the same that the devs have done, which you ######### on, with no noticable difference. It doesn't solve anything. There is not 100 hiding places on the map to hide a totem, which means random spawns are just going to put totems into the open more often which is a huge part of the problem in the first place. If you disguise the totem, it's only a matter of time before survivors simply adapt and know what to look for again not solving anything, just delaying it. 
    It needs a rework not to pile more dung on the heap.

    Alright hypocritical jackass, you conveniently disregarded the followup post where I laid it out in detail in the most simplest terms. I even broke it down into different ways of doing things and the 1st thing you come back with is insults like a typical troll.

    You've offered nothing on how to fix it and no where did I blame the killers for it, I said they have a choice on it. Defend or not defend which you also conveniently ignored just so you could be a jackass. Here I'll even bold it for you so you can't troll you're way out of it this time.

    @powerbats said:

    @Orion said:

    @SpitfireOrMichina said:
    Fun fact DS is not even a good perk like Ruin but everyone's are using it.

    All Hex perks are bad because they can be disabled by the Survivors without the Killer having any say in the matter.

    ** False, the killer can nail said survivors going for said hex perks. The killer only has no say if they do nothing about it.**

    @powerbats said:

    @Orion said:

    Protect the totem, get gen rushed. Chase after the Survivor who found the totem first, another will come and break it. Either way, you have zero map pressure.

    @Sally55 said:

    Well that doesn't work vs decent survivors once they can hit skill checks. If you protect a totem you have 0 map pressure and get gen rushed.

    100% true. +1

    Doesn't negate my point however since the the killer has a choice still. Albeit a bad one but they still have that choice. If they get better totem placement with better camouflage and more random locations that'll help some.

    Now nowhere in any of my posts including the one you posted after did I lame the killers or say my fixes were band aid types. You keep trying those logical fallacies and failing miserably. Now we see who the real hypocritical jackass is and it's you. Why not try going back and reading my posts and you'll see how big of a donkeys rear you look like right now.

    As @Lowbei says GIT GUD.

    Oh and why don't you actually offer up some suggestions beyond the blanket map fix comment that's so open ended it could be anything including your band aid fixes.

  • @Twix said:

    @EpicFailTryHard said:
    in the killer's defense, he may very well not know the condition of the perk.

    That could be true, but highly doubtful. I guess I'll never know now :P

    By now it's probably quite well known, 1 or 2 games ok but after that you're knowingly abusing it.

  • @popoles said:
    @powerbats
    But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess. 

    Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.

  • @Zavri said:
    Post memes in a different subforum.

    Also, hag is actually good now, so this is outdated.

    Forgot to select off topic, hopefully a mod can move it.

    Also it's still funny even outdated as it is.

  • Yet it is a 1x use per survivor not a 4x use unless you count all 4 survivors using it. You're also assuming that in every game every survivor runs it, they don't. Just because it can occur up to 4x per match doesn't mean it will. That's really shoddy logic to back up your argument.

    That's like me saying a killer could down all 4 survivors with NOED if their totem is up. There's no guarantee this will happen since 1 or more survivors might actually already have escaped.

    Ok why harp about UP, it's a great perk to use and it doesn't hurt the killer that wants to go the distance so to speak. Do you or any of the others always complaining on here ever play anything except their favorite killer. do you use anything but the emta builds, do you think outside the box.

    The obvious answer is no since at lvl 1-2 killers playing Hag pre buff, Trapper pre buff, Freddy, could constantly wreck and get 4ks. How is this possible well that's easy, map offerings that best suited their killer. Choosing addons, items, perks that best suited not only their killer but what the lobby gave them.

    All I see are excuses and insults again about how easy survivors had it, well duh they did newsflash for you. If you keep repeating the same tired old arguments about how unfair it was/is you'll never get better. I could care less about DS and would be fine if they removed it. In fact they should so you killers that choose to pick a new issue each time one gets addressed wills top whining about it.

    They're already nerfing it to be a stun only instead of a instant drop. The killer can choose to run Iron Grasp and Enduring then if they're so worried about it. Also I do in fact know what an asymmetrical game is but nice Straw Man there. You completely missed the logic behind my chess comment so here let me break this down for you as well.

    In Chess each person makes a move and is then countered by the tehr players move. The object is to not only counter your opponents moves but also think several steps ahead.

    In DBD it's the same thing, you do something, they in turn do something to cottner you. You chase them then they either turn left, run straight, turn right, try and 360 you. They might also try looping you, window vaulting, pallet dropping you etc. You in turn might turn left sooner then they do or right, keep going straight, changing your angle of chase etc.

    In other words just as in chess you're trying to outthink your opponent aka plan ahead just as the game hint says. When playing as killer try and plan for where the survivor might go, identify obvious escape points aka windows, pallets etc.

    Now see my example of chess was in fact correct, you just didn't like it and also didn't think it through logically how it'd correlate.

    As far as the killer defining things they still do, survivors have to plan for BBQ, they have to plan for NOED, they have to play for Nurses calling etc. The killer gets to see the lobby so they know what to expect, the survivors have to plan for everything.

    Again nerfs are happening beyond what's already been done but apparently for some killer they could be op as fck but unless they get 4k every game and no gens done they'll whine about it.

  • @azazer said:
    powerbats said:

    @azazer said:

    It won't, clearly. Unless you missed it, they already updated placements, created little nooks to hide totems in. It was before the 2.1 patch and it was so laughable it didn't change a thing. If you didn't notice the difference that means the suggestion died before it left your mouth. Totems are too weak, and need an overhaul. 

    Actually I saw it but I was referring to an actual fix, not the band aid that was tried, the totems still are bright white. So my suggesting didn't die before it left my mouth but you decided to miss that part so you could throw out the childish insult.

     enlighten us with what "an actual fix" looks like. You're suggesting more places to spawn and camo (they did start putting grass in front of totems to obscure then from view). That is the exact same band aid style fix but with a different color scheme. It doesn't change anything. 

    You people are hilarious, someone makes a suggestion and it's instant insults because gasp they didn't drink the killer koolaid. Try taking off those bias blinders and actually think of something yourself or better yet loo past that bias. Why not see what they're talking about when they make a suggestion or is that too hard to do?

    They put grass in front of them waah it's a band aid, they try more placements, waah it's a band aid. here's a solution they just remove hex totems and hex related perks from the game then you can't whine about it anymore.

    No if you want to actually learn something then listen up while I break it down into the simplest terms.

    1. By hiding it better aka camouflaging it better you achieve the purposes you desire. You achieve this by making more grassy areas and or areas it can hide behind.

    2. So if for instance each totem has 5 possible spawn locations make it 20 so for all 5 there'd be 100 possible spawn locations and no totem could spawn within another totems possible locations. On large maps this is much easier to do on small maps not so much.

    3. To fix the issue with small maps having less spawn locations you increase cleanse times to 40 seconds instead of 20.

    4. On large maps you could also change it so that totems spawn in the open so if someone wants to cleans it they're smack dab in plain view. They can't do a cleanse hiding behind anything so they're basically in plain view.

    5. You can also camouflage the totems themselves so that they blend into the surrounding terrain. So for instance if on Autohaven wreckers and it's in a rubble pile it blends in like a Chameleon.

    Now see how easy that is if you just think things through good solutions appear. So those are all good ideas on how to fix things while also camouflaging totems. So now you're enlightened beyond a doubt on what I was talking about. If you're still confused then no one can help you anymore.

  • @Master said:

    I just come from a game against a 4 man squad because I didnt pay attention in lobby and forgot to dodge.
    After insane bodyblocking and heavy usage of BT they easily escaped through the hatch using their key.

    Hard to keep a good atitude....

    There'll always be those types of games in very single game, the trick is not to take that bad feeling into future games because even if it's a good game you'll still feel it was a bad game. you'll make 1 mistake etc and it snowballs from there. I don't dodge unless everyone has really high ping even if i know it's a swf group. I enjoy the challenge no matter how unfair it is and it's extremely satisfying getting 1 or more or making it take a long time.

    If I get no one and they just flat outplay me i say gg, banter with tem and sometimes make new friends and then move onto next game. As Rafiki said, "what does it matter, it's in the past."

  • @thesuicidefox said:
    DS is the only perk I have a problem with as killer, and only when a non-obsession uses it. IMO only obs should be able to DS, but increase the skill check zone by 10% for every other instance of DS among the survivors. Then if you have 4 DS's, only obsession can DS but they have a much higher chance of hitting the skill check, which as a non-obsession is what you want to happen.

    That's an interesting idea actually or you could change it to whomever uses it 1st gets the highest chance and after that it goes down for the last person that uses it. So in other words 1st come 1st served lol. So if only 1 has it then still 35% chance, 2 40, 3 45, 4 50%. But after 1st person uses it it drops down by x% each time so 4th person only gets x% chance.

  • **Counter [TRANSITIVE] to take action in order to oppose or stop something or reduce its negative effects
    **
    Again I never said nullify, that was you lot saying it, a counter is a temporary effect as the definition above says. Ds is a one time use, once it's gone it's gone and BBQ doesn't need nerf and most killers run it. It isn't just the immobile killers that run it. My point about BBQ which you completely ignored was that killers say the way to counter it is to hide behind a generator.

    Your Enduring perk isn't meant to completely negate ds as the definition above says it reduces it's negative effects. Now they could change it so that it would either completely nullify it or make it so that it's a 15% skill check chance.

    The flashlight change via animation was actually quite nice and it was based upon the flashlights primarily since the time was so long. It made flashlight saves super easy if someone was close. The new animation is a little quick even as a killer. The speed is fine it's the animation that's so disturbing instead.

    As for the last part that's a crock since if the killer adapts to what the survivor does they can counter it as well. It's like a chess game, each side makes a move and the other side tries to counter that move. The person that plans ahead by more moves usually wins in both games.

    I always leave the obsession alone other than to burn that ds up early since then others will try and take the hit/decoy me off the obsession. The obsession if not playing smartly will almost always lead you to the other survivors. Thereby interrupting gen progress and usually getting you a quick hit or 2 in the process.

  • @Master said:

    The killer has a choice how he wanna lose the game, yeah really nice.

    I am not sure how you get to those numbers, but if a killer camps then the 3 survivors can finish gens during the camp if you actuall do the math. Now if they are idiots and bully the killer afterwards, they might die to NOED yeah

    I never said the killer has a choice how they want to lose the game and that attitude is why so many killers are bad at the game. You go into the game with a negative attitude and of course you do bad. As for how I got the numbers that's from my lvl 1-2 ranked games where the killers actually know what they're doing and don't play with the woe is me attitude. They take what's given to them and play accordingly, and if they don't get ore than 1 kill but they extend the game they still feel good about it.

    So what if 3 gens get done really quickly or even 4 gens, if played smartly you have 3 gens placed closely together that can't be done easily. I spent 20 mins fighting 2 survivors last night over 3 gens on Red Forest. The gens weren't super close together but with smart map movement on my part they couldn't get them done.

    I finally sac'd my obsession since I was maxed out on everything and let the last person leave. I've been in games where the killer didn't get anyone but stil maxed out on points or made the game last really long. They didn't whine about it, they didn't moan about how hard the game was. They congratulated the survivors on a well fought match.

    There's been times where I've let the killer hook me for sac because they played a really good game and perhaps the map just wasn't a good one for them. I know I'm gonna pip so I don't mind giving up the kill to them so that hopefully they pip or safely pip.

    The biggest difference between you and the rest is how you approach each game, you all seem to go into it with a defeatist attitude. So of course it's a losing game even if you get 2 kills it's still bad. I go into games as a killer not expecting anything but to try my hardest and use my knowledge to the best I can. I accept that sometimes it's going to be rough and that other times I'll get 4 kills.

  • @Master said:

    You forgot to mention SWF giving away the position of your totem immediately once one of them finds it.
    Also they can coordinate to easily counter TOTH

    It still doesn't negate the point I made however, the killer has a choice and at high ranks lvl 1-2 killer have been quite good at protecting their totems while still getting 2-4 sacs each game. The person who cleanses the hex totem also usually gets sac'd along with 1 other person if not more each game.

    On games where the totems get cleansed and they have none 2-4 sacs each game still, on some 1 totemstillescapes notice and guess what it's a NOED totem. So the killer gets almost everyone or everyone when they camp and the last person decides to be an idiot instead of leaving.

  • @azazer said:

    It won't, clearly. Unless you missed it, they already updated placements, created little nooks to hide totems in. It was before the 2.1 patch and it was so laughable it didn't change a thing. If you didn't notice the difference that means the suggestion died before it left your mouth. Totems are too weak, and need an overhaul. 

    Actually I saw it but I was referring to an actual fix, not the band aid that was tried, the totems still are bright white. So my suggesting didn't die before it left my mouth but you decided to miss that part so you could throw out the childish insult.

  • @Orion said:

    What you see is a debunk of the "these perks have a counter" myth, nothing more. Nice try dodging the issue, though.

    What I see is you dodging the points I made yet again because you can't refute them. You and the rest of the killer mains whenever a survivor complains about BBQ. You say hide a behind a gen since that counters it. But since we all know that doesn't completely nullify BBQ it only counters it. So if now we go by your new definition you've all been lying this whole time because hiding behind a gen doesn't counter it.

    Here's simple fact every perk has a counter, you just don't want to run sad perks that counter said perks. Because they don't completely nullify it. Well time to get those big killer pants on and stop with the excuses now that all the nerfs are coming.

    You got your flashlight nerfs, SC nerf, SB nerf, DS nerf (incoming) pallets nerfed, so the only thing you have left is a few things. Once the devs fix those you whiny bunch have nothing left excuse wise. You and the other few keep hiding behind excuses and semantics while others like @Doc_W__HOLLIDAY adapt and have no issues.

    Perhaps it's you that has no counter due to your gameplay choices, not because the perks limit you.

    Counter [TRANSITIVE] to take action in order to oppose or stop something or** reduce its negative effects**

    There just shot down your entire argument in it's tracks.

  • @Orion said:

    @powerbats said:

    @Orion said:

    @SpitfireOrMichina said:
    Fun fact DS is not even a good perk like Ruin but everyone's are using it.

    All Hex perks are bad because they can be disabled by the Survivors without the Killer having any say in the matter.

    False, the killer can nail said survivors going for said hex perks. The killer only has no say if they do nothing about it.

    Protect the totem, get gen rushed. Chase after the Survivor who found the totem first, another will come and break it. Either way, you have zero map pressure.

    @Sally55 said:

    Well that doesn't work vs decent survivors once they can hit skill checks. If you protect a totem you have 0 map pressure and get gen rushed.

    100% true. +1

    Doesn't negate my point however since the the killer has a choice still. Albeit a bad one but they still have that choice. If they get better totem placement with better camouflage and more random locations that'll help some.

  • @Orion said:

    @SpitfireOrMichina said:
    Fun fact DS is not even a good perk like Ruin but everyone's are using it.

    All Hex perks are bad because they can be disabled by the Survivors without the Killer having any say in the matter.

    False, the killer can nail said survivors going for said hex perks. The killer only has no say if they do nothing about it.

  • @popoles said:
    Again, Counter means, that you completely nullify the perk, so the survivor cannot use it at all.

    DS: Enduring and UP: The first one makes the stun a bit faster, the second one makes the Skill Check harder to hit (but it's still easy).
    SB: 33.33% of killers only have these add-ons, and they would have to use it every time to counter it. It also costs Bloodpoints, but SB is one-time buy (if you don't count tiers).
    Self Care: I love this perk, because my Nurse has a big advantage when somebody uses it near me >:). However, Coulrophobia, Dying Light and Thanatophobia are not big counters, it just takes longer to heal yourself.
    Adrenaline: Renders Freddy even more useless as it wakes you up and heals with a 5 second 150% movement speed. Honestly, I don't really care about this perk.

    All I see are complaints about not being able to completely nullify something instead of adapting. I don't run Ds and only tried running it 6x last reset when I hit rank 12. 5x forgot to use it 6th time Freddy and 3 others rage quit.

    I didn't run it at all this season on any survivor, instead I adapted my perks to fit my playstyle. I've hit rank 1 and pretty much stayed around there since. I'll probably switch things out to try some new things out soon.

    Lastly counter doesn't mean you completely nullify it, that's what the term nullify means. For BBQ you counter it by hiding behind gens, doesn't always work but that's how killers say to counter it. For Nurses Calling you counter it by healing outside her terror radius. That's not nullifying it, just countering it temporarily since if she gets close it's no longer countered.

  • All I see are tears of salt of a bad killer.

  • SB getting nerfed, DS getting nerfed, SC getting nerfed. all running perks types getting nerfed. So in the end killers have nothing to complain about if after all these nerfs which they asked for. If you still can't get the survivor then that's on you.

    As @Doc_W__HOLLIDAY said, it only slightly delays the inevitable if you're a competent killer and plan ahead.

  • @RemoveSWF said:
    All the perks are fine.

    Killers have strong perks and survivors have strong perks.

    Get over it.

    Sadly there's always going to be the few the whiny the crybabies that will want perks removed. Better to just rework things when doing balance updates instead.

  • Long out of school so FREEDOM!!!!!!! Bring on the events.

  • this is a known bug devs are working to fix that was unintentional.

  • @Orion said:

    There are no perks that counter DS, or most other Survivor perks, for that matter. There are only perks that soften the blow.

    Hence they help to counter it aka soften the blow similar to Calm Spirit, it's doesn't make you scream when hit. Yet it doesn't stop the hit, merely softens the blow so you don't scream.

    That's not a counter. Mitigating damage is not a counter. A counter would be, for example, Premonition, which counters stealth. It effectively invalidates stealth, because you know the Killer is coming and where he's coming from.

    Yet Premonition doesn't currently counter Myers even though it's supposed to. While dribbling helps mitigate in it's truest form it's a counter to ds. Since the person can't get to 35% for the ds skillcheck it's a counter. While not a perk it's still a hard cottner to ds and has the advantage of not taking up a perk slot.

    In a truly technical form you're exploiting a game mechanic ina way it wasn't really intended to be used. It'd be different if you picked up and dropped off 1x to prevent a flashlight save or pallet slam,. But when you do nothing but dribble them all the way to the hook then that's an exploit of a game mechanic.

    They could solve that issue by introducing a mechanic that all progress is saved even when being dribbled so that the ds could still be used.That's provided they gt to 35% total progress on the wiggle meter. Since flashlight saves are much harder now you've got one less excuse to dribble. With the ds nerf coming there goes all your excuses to dribble after that.

  • @Orion said:

    @powerbats said:

    @JackieEstacadoWhen said:

    @Master said:

    @chadnati0n said:
    So tired of killers getting away with bullshit exploits that aren’t considered exploits but if a survivor does the tiniest loop he’s a pos. Again I’m not a main on either side but killers can legit exploit dstrike and flashlight saves but if a survivor blocks a hook it’s a problem 

    Hold on, isnt the flashlight exploit to crash the game used by a survivor?
    And how can a killer exploit DS? :lol:

    By killer exploiting DS I think they mean either the killer dribbling the survivor to a nearby hook which isn't really that big a deal or the killer hitting something while DS is hit to prevent the stun, although I'm pretty sure that one got patched so I have no idea what other exploit their talking about.

    Most likely referring to the dribbling which defeats DS without actually having to run any perks to counter it. The flashlight exploit I think they patched. There's another flashlight exploit that beats event the new pickup animation via a script I think. It clicks the flashlight on and off repeatedly and auto aims it at the killer.

    There are no perks that counter DS, or most other Survivor perks, for that matter. There are only perks that soften the blow.

    Hence they help to counter it aka soften the blow similar to Calm Spirit, it's doesn't make you scream when hit. Yet it doesn't stop the hit, merely softens the blow so you don't scream.

  • @JackieEstacadoWhen said:

    @Master said:

    @chadnati0n said:
    So tired of killers getting away with bullshit exploits that aren’t considered exploits but if a survivor does the tiniest loop he’s a pos. Again I’m not a main on either side but killers can legit exploit dstrike and flashlight saves but if a survivor blocks a hook it’s a problem 

    Hold on, isnt the flashlight exploit to crash the game used by a survivor?
    And how can a killer exploit DS? :lol:

    By killer exploiting DS I think they mean either the killer dribbling the survivor to a nearby hook which isn't really that big a deal or the killer hitting something while DS is hit to prevent the stun, although I'm pretty sure that one got patched so I have no idea what other exploit their talking about.

    Most likely referring to the dribbling which defeats DS without actually having to run any perks to counter it. The flashlight exploit I think they patched. There's another flashlight exploit that beats event the new pickup animation via a script I think. It clicks the flashlight on and off repeatedly and auto aims it at the killer.

  • @Peanits I run sb not so I an run all over the place but because I play a more stealthy of play. I also use SC because sometimes non one will heal you, along with Urban Evasion (feel naked without it.) I've played many a game with UE and it was painful since it was super hard to be super sneaky. I also run Premonition since as a stealthy player I don't stick around till the killer is on top of me doing a gen and then expect to SB away etc.

  • @jiyeonlee said:
    any map can find hatch in 5mins

    hatch grab fight is now just favoring survivor

    its wait killer hit me or killer looks afk i can escape

    That's not really accurate since say I'm on Red Forest or any of the other really large maps and 3rd person gets sac'd. I'm on far side they were on other side so I start looking for hatch while trying to avoid the killer. On large maps it's not always easy to find it without seeing the killer guarding it.

    On smaller maps you might know where it's at but the killer say Huntress or Billy has clear LOS around it and you need to sneak around for best angle to get to hatch. They're going to give killers the ability to close the hatch anyways.

    Also how is hatch grb fight favoring survivors since all the killer has to do is be patient and wait for the survivor to try and jump in. If the survivor is smart they cna outwit the killer if not they die. They can also try and work on further away gens thereby making killer choose.

  • @Orion said:

    @powerbats said:

    @Orion said:

    @facundoj said:

    @Orion said:
    I found the perk to be quite useful on my Wraith, but then I run an... unconventional build.

    What's your build?

    Insidious (yes, really; you'd be surprised how often it works and how well it works), NOED, Whispers, and Shadowborn (might replace this with something else, though). The idea I had with Insidious was simple: if Survivors don't hear a heartbeat and didn't hear the bell, they think the Wraith isn't there, because nobody would use Insidious on the Wraith. Its inclusion is meant to surprise them in a way they didn't think possible.

    Most of my builds are unconventional and intended to turn Survivors' expectations against them.

    EDIT: Regarding Bitter Murmur, I sometimes replace either Whispers or Shadowborn with it.

    I always suspect an Insidious on any killer, that's why Premonition is so nice to run. It's especially nice against camping Billy's/Leatherfaces. I've even had Wraiths try and use it on me camping a hooked person, I just walked up close enough to be seen and pointed and said follow then walked off.

    That was one pissed off Wraith the rest of the map since the other survivors getting close figured it out. Her chased me rest of game and didn't get me until end. He hard camped me till game was over but other 3 got out, I pipped and got flamed afterwards with all sorts of interesting words.

    I also run Premonition, along with Dark Sense, Calm Spirit, and Iron Will. Gonna replace Calm Spirit with Urban Evasion, though, for the ultimate stealth build.

    Supposedly Calm Spirit doesn't work if the Doctor is running Restraint addons, I had a rank 1 match this am the Doctor doged because someone put Haddonfield offering in and he put in Gideons. He had the 175% terror radius build with ultra rare addon. He rage quit during loading screen because he couldn't get an easy win map.

    It turns out 1 of the other players was running Calm Spirit but don't know if it's still bugged or not on how it works. My build is Sprint Burst, Urban Evasion ,Self Care, Premonition. I feel absolutely naked without Urban Evasion since I play a really stealthy style of game.

    I use SB for the tough spots so I can get someplace to try and skulk off. I use Self Care for when no ones around which at high ranks you can't alway depend on heals. I use Premonition since I'm a stealthy style player and i don't want to wait util the killer is literally on top of me when doing a gen.

  • @ShrimpTwiggs said:

    @Someissues said:

    @AshleyWB said:
    If you think about it, the only ones going on strike are the evil survivors who want to uninstall the game. Good for the rest of the playerbase.

    Apparently Ochido told his fans to attack as well and strike

    If the Ochido fans strike, the community would be a much better place.

    IF only that would happen sooner rather than later, the funny thing is all these sucker fans of his don't realize some simple facts.

    1. He's just baiting them into raging and thus doting more on his every word and when he says subscribe more they will. He'll be profiting off their misery and then keep doing it on the next game they play.

    2. He's only doing this to get back at BHVR for finally perma banning him and putting him on notice they'll do it anytime they catch him.

    3. You can't refund a game through Steam that has more than 1 hour played now or has been owned for more than a day. Valve has gotten extremely strict with their refund policy now. It might on a case by case basis be between 1-6 days but no longer than 4 hours max played.

    4. if they leave the game will still go on just fine and he'll bait them into buying the next game he wants to ruin.

  • Because it's considered part of the game like camping and tunneling.

  • @Orion said:

    @facundoj said:

    @Orion said:
    I found the perk to be quite useful on my Wraith, but then I run an... unconventional build.

    What's your build?

    Insidious (yes, really; you'd be surprised how often it works and how well it works), NOED, Whispers, and Shadowborn (might replace this with something else, though). The idea I had with Insidious was simple: if Survivors don't hear a heartbeat and didn't hear the bell, they think the Wraith isn't there, because nobody would use Insidious on the Wraith. Its inclusion is meant to surprise them in a way they didn't think possible.

    Most of my builds are unconventional and intended to turn Survivors' expectations against them.

    EDIT: Regarding Bitter Murmur, I sometimes replace either Whispers or Shadowborn with it.

    I always suspect an Insidious on any killer, that's why Premonition is so nice to run. It's especially nice against camping Billy's/Leatherfaces. I've even had Wraiths try and use it on me camping a hooked person, I just walked up close enough to be seen and pointed and said follow then walked off.

    That was one pissed off Wraith the rest of the map since the other survivors getting close figured it out. Her chased me rest of game and didn't get me until end. He hard camped me till game was over but other 3 got out, I pipped and got flamed afterwards with all sorts of interesting words.

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