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shadowsfall42

shadowsfall42

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shadowsfall42
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  • You get points for being inside the terror radius without entering a chase, and you get more the closer you are to the killer. So if you come across another AFK killer, just do a few gens, then sit inside the terror radius as close to them as you can (but like behind a wall or whatever so you don't start a chase) and you will get a lot of points I sppose.

  • A lot of her addons are pretty terrible imo. Very rare addons should be mostly positive with a small downside.
  • As much as you can just cleanse dull totems, the game would be better off if they removed it and DS and just be done with it. I mean, yeah you can counter NOED but getting all the totems isn't always attainable. NOED allows killers to do better than they should. 
  • Even without whispers in play, you should be moving around to avoid the killer. If they can't pin down where you are with whispers, you've already won, as they've wasted time looking for you. Bonus tip, if they've looked in a locker, go jump in that locker, and laugh as they try and find you. Won't always work but they won't check the same locker twice. Checking lockers is only worth it for huntress and if they find you. Otherwise it's a huge time sink. Exception is if you're the last one alive then they lose nothing as no one is doing gens.
  • All I think that should be done to it is, that if you stop for longer than 5 seconds, progress drops by 15% a second, and has 20/30/40% healing efficiency instead of a flat 50%. The issue with self care isn't necessarily that it op, it's just that it heavily increases your life span and going in without it is heavily reliant on your team and medkits. None of which are as reliable as SC. However it's nowhere near a problem as DS and SB are.

    Personally, I think self care should just be built into survivors as base, and reduce its efficiency to like 25%. There's a reason it's got such high usage, why not just make it base but have alternatives like medkits/team mate healing be a much more efficient and preferable to self healing. Then they could replace self care with a more interesting perk.
  • I have no problems with camping itself. It's annoying and puzzling playing as a survivor because most decent survivors look at a camper and go, "whelp back to gens," unless they have BT, and in the end killers will lose against survivors that give up saving someone against a camper. It only ever works if survivors don't know when to cut their losses and go back to gens, which is why I hate low rank as survivor.

    As a killer, there's only two occasions I'll camp, if the exit gates are powered or I know there's two or more survivors hanging around. If you know you can end chases quickly using your killer, or youre using Nurse/Billy, (who end chases the fastest) it's more efficient to leave the hook, as that's one survivor on the hook, another to save, and then you find another so you're always keeping the pressure on. Less experienced killers, or killers not confident in their ability, camp because it's one of the only ways for them to get kills.

    And in the end, while I always consider 2 kills a win, if I don't get at least two, but pip, I'm fine with it. Same with escaping as survivor, if I die but pip I'm happy with that too. But it's more fun imo on both sides if the killer doesn't camp. The game would be much better imo if they added more objectives to lengthen the game and take pressure off the killer, which might decrease camping.
  • Esheon said:

    Make it a habit to always look directly at a wall when you're picking someone up. It's not always possible of course, but if you're close to and looking at a wall or tree, they usually can't flashlight you. Sometimes I'll even delay hitting someone if it looks like I'll down them out in the open. Just keep chasing until they get close enough to a wall.

    This. Plus baiting works against some survivors. Just pretend you're going to pick them up, and try and hit the the flashlighter. I've also heard that spamming drop, will drop the survivor before they're saved but I haven't tried it myself.
  • @shadowsfall42 said:
    IronWolf115 said:

    @shadowsfall42 said:

    I don't think it should be full speed, I feel like that would be a bit much, like you said, it would be easy to rev infinitely until you come across a survivor. In a lot of situations, it would be kinda like having NOED at all stages of the game, except it doesn't have the drawback of survivors being able to get rid of it.

    But I think that it's the right direction. I didn't actually know Billy was faster while charging than Leatherface. In that case, perhaps switch Billy and LF charging move speed? Billy doesn't really need it, and it would help out LF. 
    

    Alternatively bring Leatherfaces MS while charging up to match Billy, or at least higher than it is. 

    Yeah I mean in and ideal world, leatherface could stay at the speed that he revvs at right now, but I feel the payoff then should be better which then leads me to another buff that I am sure we can all get on board with, his acceleration. Right now his acceleration is abysmal it barely launches him forward, so if that got buffed then at least you would have more confidence in being able to hit a survivor once you have gone through the revving animation

    Do too much and it's difficult to escape LF. Once he closes that distance, outside of pallets/windows/sprint burst, survivors aren't gonna be escaping the chainsaw. But more acceleration during the chainsaw swing could be enough to bring him up to an acceptable level without necessarily giving him too much. Perhaps if that gets increased, we take another look and see how he goes. 

    Or maybe you could trade off overall movespeed (110 base speed) for a lot less move speed lost while charging chainsaw but still some lost + more acceleration (even accelerating a bit faster than base speed) while chainsawing. Making him a much bigger threat when he gets in close, in exchange for him losing a bit of map presence. Maybe reduce his terror radius a bit too. Making it a bit easier to close the distance before survivors notice and chainsaw. I'm not sure if the move speed lost would be too much for him but I would feel that it's fair if his close range becomes probably the scariest on the game. My fear with this is that it might become too frustrating to face LF as survivors and people might just end up disconnecting every time its him.

    I think though that that is the issue, it can be very difficult to close the distance, which is fine by me but I want my payoff for that to be rewarding. He SHOULD be difficult to lose once he is on your tail but right now it actually isn't that bad. This is because he slows down whilst revving the saw, losing some of his momentum he worked to get and also because of his acceleration mechanic he starts off slower than a survivor in his saw sprint and by the time he reaches max speed he barely moves faster than survivors and it only lasts about a second or two at that speed. Again I don't want him to be buffed where he is just the new Hillbilly, but I think it should be one or the other: Either give him something to make his map pressure better OR make his close range power more dominating

    I think he should definitely be scarier up close over better map pressure. Billy has that on lock. 

    For now though, I think it's better focus be made on the weaker killers, as I don't think LF is in dire need of buffs. But I would like to see him get some love after the lower half of the roster are brought up.
  • @shadowsfall42 said:
    I don't think it should be full speed, I feel like that would be a bit much, like you said, it would be easy to rev infinitely until you come across a survivor. In a lot of situations, it would be kinda like having NOED at all stages of the game, except it doesn't have the drawback of survivors being able to get rid of it.

    But I think that it's the right direction. I didn't actually know Billy was faster while charging than Leatherface. In that case, perhaps switch Billy and LF charging move speed? Billy doesn't really need it, and it would help out LF. 

    Alternatively bring Leatherfaces MS while charging up to match Billy, or at least higher than it is. 

    Yeah I mean in and ideal world, leatherface could stay at the speed that he revvs at right now, but I feel the payoff then should be better which then leads me to another buff that I am sure we can all get on board with, his acceleration. Right now his acceleration is abysmal it barely launches him forward, so if that got buffed then at least you would have more confidence in being able to hit a survivor once you have gone through the revving animation

    Do too much and it's difficult to escape LF. Once he closes that distance, outside of pallets/windows/sprint burst, survivors aren't gonna be escaping the chainsaw. But more acceleration during the chainsaw swing could be enough to bring him up to an acceptable level without necessarily giving him too much. Perhaps if that gets increased, we take another look and see how he goes. 

    Or maybe you could trade off overall movespeed (110 base speed) for a lot less move speed lost while charging chainsaw but still some lost + more acceleration (even accelerating a bit faster than base speed) while chainsawing. Making him a much bigger threat when he gets in close, in exchange for him losing a bit of map presence. Maybe reduce his terror radius a bit too. Making it a bit easier to close the distance before survivors notice and chainsaw. I'm not sure if the move speed lost would be too much for him but I would feel that it's fair if his close range becomes probably the scariest on the game. My fear with this is that it might become too frustrating to face LF as survivors and people might just end up disconnecting every time its him.
  • I don't think it should be full speed, I feel like that would be a bit much, like you said, it would be easy to rev infinitely until you come across a survivor. In a lot of situations, it would be kinda like having NOED at all stages of the game, except it doesn't have the drawback of survivors being able to get rid of it.

    But I think that it's the right direction. I didn't actually know Billy was faster while charging than Leatherface. In that case, perhaps switch Billy and LF charging move speed? Billy doesn't really need it, and it would help out LF. 

    Alternatively bring Leatherfaces MS while charging up to match Billy, or at least higher than it is. 
  • Nurse is the level where killers should be. She's not OP, she's balanced. 
  • Increase total ranks to 30, extend ranked season to 3 months, add in rewards for getting red rank and keeping it for the season. Separate red rank rewards for killers and survivors. So getting both to red ranks, gives rewards for both sides. 
  • Self care cannot remain in it's current state. 
  • I dont necessarily think self-care is op. But it can't remain in it's current state. Maybe if you sprint, all progress is reset (so it can't be used in a chase) and it will decay steadily if it's stopped midway through. This allows you to still allow others to heal you if they find you during, and they won't have to start from scratch but also facilitates somewhat using builds with SC and perks like resilience etc that give you bonuses while injured to make the most of it.
    1. I love the idea of this, and it also means that hex perks aren't necessarily a wasted slot if they are destroyed.
    2. I disagree with this. Though I think that having the deerstalker trigger if it's down to just the last survivor and only after maybe 30 seconds would be a nice change. I would also make it so that survivors don't see survivors within a certain range, so they know the general direction of them but don't know exactly where.
    3. I think that would defeat the point of bodyblocking if you can just hit them all at the same time. I don't particularly mind bodyblocking, as it's fewer people on gens and it's only really useful if the person has DS or if everyone bodyblocks.
    4. I disagree with this as well. There are perks for all of these things, and having the perks as well as these effects would be pretty overwhelming and more importantly, essentially invalidate the perks. Yes they would function to a higher degree, but why use those perks at all if you get the effects passively, as you would have way more utility using other perks.
  • I think they need to adjust the maps so buildings either are limited to one window, or there's an extra opening to prevent loops. Alternatively block the window in fewer vaults, or extend how long that window is blocked for considerably.

  • Except pallet vacuum was just one aspect of why the balance is so broken. Survivors can still easily loop a pallet, to very little detriment to them. It's great the vacuum is gone. Especially since it's brings out people like you, that just want the game to be easier for you, when it's still pretty easy for survivors.

  • @SaltyKiller said:

    @shadowsfall42 said:
    For starters, they should have it so the highest ranked member of the team is what they use to matchmake. So people can't just use a rank 20 friend to go up against low rank killers. Secondly (and this is not my original idea) they lose a perk slot for each additional member. So for example two will lose one perk slot, three will lose two perk slots and four will lose three perk slots. This means that they trade communication, which is 99% of the time better than any perk for perk slots. Additionally they cannot double up perks. So only one person can have self-care, sprint burst etc etc to incentivise variety and reduce overall strength.

    I like your first idea but the second idea still wouldn't be enough. Marth88 proved that an SWF team without items or perks can still absolutely destroy the Killer. The problem is still the communication that they have.

    It's at the very least a start, that doesn't affect solo survivors.

  • For starters, they should have it so the highest ranked member of the team is what they use to matchmake. So people can't just use a rank 20 friend to go up against low rank killers. Secondly (and this is not my original idea) they lose a perk slot for each additional member. So for example two will lose one perk slot, three will lose two perk slots and four will lose three perk slots. This means that they trade communication, which is 99% of the time better than any perk for perk slots. Additionally they cannot double up perks. So only one person can have self-care, sprint burst etc etc to incentivise variety and reduce overall strength.

    • Survivors who can't repair a generator, while others are being chased. If I manage to run the killer around for a while and zero gens pop, there's something wrong. Also applies to the few immersed idiots that can't open an exit gate while it's right next to them, despite the killer literally being on the other side of the map.

    • I don't expect anyone to be able to run the killer around for the whole game, but it seems like there are far too many that go down in less than 15 seconds.

    • Those that unhook asap. There's a fair chunk of time before the struggle phase, feel free to let the killer go far enough away, hell I don't even care if you wait til I'm about to go into struggle before you save me. As long as you save me before that and not immediately. Doing it asap is as good as just letting me go into struggle. There's also a special place in hell for hook farmers.

    • Those that won't leave a gen to unhook. I've had games where I've literally been one hooked, despite the killer finding and chasing someone else.

    • People that kill themselves on the hook, especially if someone is going to save them. Exceptions if you get a lag spike and it doesn't recognize you're still struggling. It happens.

  • @PigNRun said:
    Honestly, the speed boost from Adrenaline is rather situational. The great majority of the cases you are either on the hook, in the killer's grasp or nowhere near them. That by itself is enough honestly.
    The only change I would like to see is the perk not waking you up when triggered, at least in Freddy's current state. 

    Agreed, same with self care not waking you up with a failed skill check. Should just be from others waking you up or from failing a gen skill check.

    I feel it's too situational to nerf. The amount of times it's useful is much, much lower than the amount of times it's not.

  • Nurse is the only killer that's truly, truly viable. She's the only one who can win purely because of player skill and not just survivor mistakes. Billy and Huntress are both great but rely on survivor mistakes like the rest of the killers, they're just better at the chase. Nurse is who the devs should look at, for killer balance. 
  • I think he should just go overall faster while using his chainsaw.
  • I've never voluntarily DC'd. (I've been disconnected a few times because of connection issues) Don't see the point, take the death. It seriously screws over your team. And you don't get bloodpoints. So why even bother playing. 
  • Didn't the devs confirm the roar is bugged and starts earlier than it should? 

    Anyway, I agree somewhat. Perhaps the RBT needs a passive debuff to the survivor, so as to give incentive to the killer to find and chase other survivors. Perhaps after getting it off, the survivor has a 60 (I thought 90 but that may be too much) second, 20% reduction to repair, healing, cleansing speed. And also reducing the base timer to 2 minutes. Making it overall more rewarding to find and chase other survivors. It slows the game down a bit more, and allows survivors a better chance if getting the RBT off as they aren't being chased but shortens the amount of active time of the RBT.
  • @shadowsfall42

    Oh, and I had some spare time on my hands so I got curious and checked PSN. Hello fellow PS4 player. I wonder what a “90% Killer player’s” trophies look like... hmmm... well that’s odd. 

    92 Total Trophies available to achieve.
    You have 13 Killer Specific Trophies... and 28 Survivor specific trophies. You don’t even have 500 Kills trophy “Feast for the Entity” ... Yet you have 500 Skillchecks preformed as Survivor, 100 heals, 100 Full Repair of Gens. 

    Yeah, “90% Killer Player” my ass. Might want to hide your trophies before you lie out your ass that you’re not a Bias Survivor Main player mate. 
    I mean, there's reaching, and there's this #########.

    Firstly, I only play a couple hours each day. Some days, I don't even play it. Secondly, 500 skill checks is ######### easy to get considering it counts healing, gens, jigsaw boxes etc etc. Thirdly 100 heals takes no time at all, if you're the kind to save people nor is 100 gens considering I easily get 2-3 done a game. (Do the math, it's really easy to get) While on the other hand, you can only get a maximum of four kills per game and half the time, it's really only two. And that's not even taking into account the 4 man escapes.

    Lastly, I said 90% of my game time is on killer. For the 6 months and a bit since I bought DBD, 4 months of that was almost completely Killer. With maybe a game or two of survivor thrown in. Except when the Chinese new year came around and I had to grind for literally days to get 80 lunar gens for David's jacket. Compared to how freakishly easy it was for the Huntress mask. So please, reach harder mate. None of the survivor trophies are particularly difficult. 
  • If we're assuming Freddy is out of the Dream World and even if he's in it, he doesn't have his hax powers, he's out. Nurse, Hag and Pig are probably much physically weaker than the rest and I don't imagine the Wraith being able to overpower the remaining so at best, he probably waits it out invisible. Out of the rest of them, my bet is Leatherface. He's just barely the tallest of those that remain, has a sledgehammer and chainsaw, pretty devastating weapons behind a pretty big individual.

    The end is probably Huntress, Trapper, Billy, Michael and Leatherface with LF coming out with the win. Maybe Wraith can get a sneak attack, but it's looking good for the Cannibal.

  • @Hunter__ said:

    @shadowsfall42 said:
    You're wrong. Your whole point is essentially, it's balanced because RNG could favour the survivor, which completes ignores the killers advantages. The killer doesn't need to hide and is faster, meaning the chance of them finding the hatch first is significantly higher, skewing the RNG. In the first place, the interaction should be skill and decision based, not RNG. RNG is not balance.

    The only way to balance the hatch and properly balance it, is to give the ability to close the hatch and finishing a gen can open it again. (And the hatch cannot be closed again) But the survivor can also begin an interaction similar to Jigsaw boxes (a series of skill checks which if failed restarts the interaction and makes a notification, plus sound) and this creates risk vs reward. The killer can either stay by the hatch after closing it to force the survivor to finish gens and start the end game, or close the hatch and patrol gens. This gives the survivor a chance to either do gens and get a 50/50 or wait for the killer to stray away and quickly open the hatch. This is not RNG and is skill and decision based.

    Explain how I'm wrong. The killer has advantages b/c of patrolling/searching speed. Obviously he does and he should. But the hatch spawns in an unknown place and the survivor finds it first to be able to leave. That's RNG based.

    Your wrong. Your argument is because it's unfair that's not right. It's unfair to killers that the game handholds survivors and gives them a free escape for what. For being immersed. For RNG. For having their entire team die. For completing up to 2 generators while the killer is busy downing others, that's really hard. Your worrying about bitter murmur or NOED. If they have whispers your dead and don't need to worry about doing anything
    other than running to your death.

    And really. Killers close hatch and the survivors have the option and ability to go to one of 2 doors OR do gens to reopen that doesn't close this time OR go through a series of simple skill checks to escape anyway.
    Your just an entitled survivor crying about why the game isn't easier for you. Your arguments mean nothing here. It's not skill being able to use one of several methods to escape. It's skillful managing to escape with slim odds.

    Want something balanced and not that stupid easy for survivors. Hatch closes. End game activates with all gens completed. You can go try open 1 of the 2 doors or a chest spawns randomly in the match with a dull key in it. Something that takes skill to get an escape. In a situation where your trembling hand is being held even harder. So to help out the survivors even more they have to search the entire map for a chest and then get back to the hatch. Or use the mind game of if they looking for a key can open a door and escape.

    If the killer has bitter murmur your screwed. Maybe you should have run Dark Sense. About the same likely hood. Your not talking about balance, your talking about making it easier for survivors b/c killers have a movement advantage.

    Your entire argument is that whoever finds it first is balanced because RNG. The killer being faster and not needing to hide, skews that RNG considerably. Which you still are incapable of understanding. And even more so, RNG is not good balancing.

    My argument is that it should be balanced for both sides, bringing in both skill and decision making into equation. Not because it's unfair, so it's not right. You're really ######### stretching mate. The current hatch mechanic is bad, because it requires no skill, no decision making in order to win that scenario as a survivor. The best the killer can do is slug the third survivor and look for the last one, or hope hooking them reveals them with BBQ. Closing the hatch requires very little skill or decision making on the killers side. You find that hatch, close it and it's near impossible for most survivors to fix a gen and find the hatch again in that scenario as the killer has constant knowledge of gens. (made even worse by that fact that the killer could just close it again)

    Powering the exit gates upon closing the hatch produces a similar issue, except that issue is exacerbated by the fact that it only provides one option of escape. Which is a 50/50. And that 50/50 is essentially moot if the killer is Nurse or Billy. And even if you add the key that's RNG. RNG is a terrible point to balance with because it doesn't take into account the skill or decision making of either player and that's what should dictate
    the final survivor situation.

    You're the entitled one here, and it's funny you call me an entitled survivor, considering 90% of my game time is on killer. So that 'point' is moot, since all you're trying to do is say my point means nothing because of the side I play, which again, 90% of my game time is killer. Frankly all you want is that last kill for no effort on your part.

    You're trying so hard to validate your 'RNG is balance' point. But what you aren't understanding is that both hatch solutions given so far on the PTB are in the favour of the killer and you're desperate for that, just because you think you deserve that last kill. What you're missing with my proposed solution is that it makes it fair for both sides. If a survivor can get a gen done while the hatch is closed they deserve to escape. If they go through the hatch interaction therefore opening the hatch back up before the killer can get back there to check it, they deserve to escape. How is it even remotely easy for survivors in that situation? Explain that? Explain how it's easy for the survivor in that situation? Because it's certainly not the free escape you keep telling yourself it is. Especially when we have the definition of a free escape in the game right now. Explain that. Because all you're doing is whining.

  • You're wrong. Your whole point is essentially, it's balanced because RNG could favour the survivor, which completes ignores the killers advantages. The killer doesn't need to hide and is faster, meaning the chance of them finding the hatch first is significantly higher, skewing the RNG. In the first place, the interaction should be skill and decision based, not RNG. RNG is not balance.

    Giving the ability to close the hatch and the only option to open it back up is doing a gen, is not balanced. The chance the killer finds the hatch is much, much, MUCH higher because the killer is faster and doesn't need to hide. So the RNG is immensely in favour of the killer. 

    Giving the ability to close the hatch which immediately powers the gate results in a 50/50 if and only if the exit gates are far enough away. In a lot of cases the exit gates are close enough that most killers can just patrol between them. It's not as RNG based, but still killer sided. And that's not even considering Nurse and Billy can very easily travel between gates, even if they're not close together. AND THEN that's also not considering that in terms of end game perks, killers have much stronger choices. Hell bitter murmur or NOED and it's game over. It's not balanced. 

    The only way to balance the hatch and properly balance it, is to give the ability to close the hatch and finishing a gen can open it again. (And the hatch cannot be closed again) But the survivor can also begin an interaction similar to Jigsaw boxes (a series of skill checks which if failed restarts the interaction and makes a notification, plus sound) and this creates risk vs reward. The killer can either stay by the hatch after closing it to force the survivor to finish gens and start the end game, or close the hatch and patrol gens. This gives the survivor a chance to either do gens and get a 50/50 or wait for the killer to stray away and quickly open the hatch. This is not RNG and is skill and decision based.
  • Can we just let him be out for at least 3-4 weeks before any changes are done to him? We shouldn't be rushing to make changes when it's still so early. 
  • darreCZ said:

    @JAZC_CR said:
    we know all the killer always are facing 16 different perks from each survivor...
    What do u think bring more slots for killers?¿

    5 - 7 perk slots for a killer? I hope you´re kidding. This would be a nightmare for solo survivors, but i totally agree that SWF should be addressed in some way…

    I got an idea:

    2 survivors in SWF - 3 perks for each of them
    3 survivors in SWF - 2 perks
    4 survivors in SWF - 1 perk

    And I should say I am survivor main...

    I feel like this addresses SWF while not nerfing solo survivors. I like it.
  • I wouldn't mind pre game chat, but post game chat no thanks. Most people couldn't be bothered to click on a name to send a message so overall it's a lot less toxicity. 
  • Make the skill check half the size it is now, and if you don't attempt it when it first pops up, you lose it. This means you can't save it for the end game unless you're not the obsession and don't reach 35%. Alternatively make it a dead perk if you're not the obsession. Non obsession DS wastes considerably more time than obsession DS and unlike non obsession DS, there is zero way to know if someone has DS until it's too late. 
  • It's frustrating and at the time, I will swear at him out loud but it's whatever. I dont send hate, or any of that their way. They gotta do what they gotta do. But it's worse imo when survivors don't abandon me on hook when they see the killer camping/patrolling as it rewards the killer for a choice which should be detrimental.

    There are only a few circumstances where camping is beneficial, and that's when survivors can't accept when to leave a hook and do gens. 
  • Instead of extending gen time, which doesn't fix very much, add more objectives either before, in between or after gens. 
  • @Soren said:
    2 tokens will be a fair trade. 3 tokens might be too much, since Devour Hope is really strong for snowballing. Its most important issue is being destroyed at the beginning like every damn totem lol.

    I agree with this. 2 tokens at the very least gives survivors a little warning before insta downs if they happen to come across it.

  • @Runiver said:
    The whole point to have "that many hooks" is to avoid the "exceptions" case you stated. Because any exception will be heavily abused by survivors, that will simply end up running in a corner of the map so they can wiggle off if you try to grab them.

    Struggle by yourself, as survivor, isn't supposed to be a common thing. There's enough ways for survivors to escape the killer grasp already, aka bodyblocking, pallet stunning, Decisive Strike, Flashlights.

    I'm definitely not saying that they should be reduced to the point where struggling out becomes commonplace but like just a few less of them, while being better spaced out.would be nice. Spacing them out better could fix the issue of going into a corner and being able to wriggle out and similar issues, and if it doesn't, I wouldn't mind them increasing the amount of time to struggle to prevent this. I get where you're coming from, my point is just that it feels like the number of hooks could be reduced a little with them being spaced out over the map a bit better.

  • @m3dicookie said:

    @Runiver said:
    Dead Hard is definitely fine.
    DS is more debatable, and in my opinion, very broken and mostly : UNFUN.

    Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.

    wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .

    Dribbling doesn't really counter DS, is countered by only one survivor bodyblocking, keeps it available for the survivor to use at a later time and lastly, they're going back to the drawing board on the DS change.

    On topic, everyone would just pick DS. There'd be no reason not to unless you just don't want to make the game unfun for the killer. And Dead Hard is situational, so again most would just go with the ridiculous OP option.

    The only way to IMHO balance DS is to make it so that only the obsession gets the DS.

  • While I get why some killers do it, it frustrates me so much to see camping and tunneling. When I play killer I always move away from the hook, because I want everyone to have fun. Unless someone is being stupid obvious about it hanging around the hook, or of course if they're being toxic.

  • FSB75 said:

    @shadowsfall42 said:
    A one hit down, while a survivor is being carried and any variation of that is an awful idea.

    If survivors are body blocking a hook, drop the one you're carrying and hit them. It's an option that is perfectly viable but is yet to be mentioned. Don't waste time trying to hook them if you're being bodyblocked, unless it's literally just one. Hit them. In most situations one person body blocking is really good for you, as you hook the one you're carrying and suddenly, another survivor is occupied with healing or running from you, without the benefit of being able to take an additional hit. Even if that survivor is saved you have a new one to hook. It's a good strategy if executed properly and provided the survivor gets off the killers shoulders.

    Sure, let me just drop this survivor so I can give other survivors another chance to blind me with a flashlight. Or perhaps someone has an instant heal. Dropping a survivor when you have already put the work in to put them in the dying state just because you can't hook them is ridiculous.

    Personally, I think the killer should be shown the "wiggle meter". I'm fairly confident a killer would be aware if they are losing grip.


    Your choices against bodyblocking are just hit them, which if the survivors body block correctly, they're gonna wiggle off, which nullifies your work anyway or drop them, and hit the body blockers. If they want to stick around, you have the potential for more downs. Dropping them means unless they have a full Insta heal, the work towards downing them remains intact. One heal state Insta heal doesn't matter as you can down them in one hit and it resets wiggle progress. If they have flashlights do what you should do if you think they have flashlights and fake a pick up and hit them.

    Or you could keep being you, ignoring legitimate advice and whining. 
  • When it first came out, I was very confused about people claiming it's difficult to pip, as I hadn't had any trouble pipping in most games. I still don't get it. Some games I easily pip without a save, though there are only a few reasons I don't go for a save. Killer is camping or patrolling, or if gens literally will not get done unless I'm doing them. But aside from those, why aren't you going for a save? And as well, you dont need to be chased to earn evader, just be in the killers terror radius without being found.

    It's not a perfect system but it's so much better than the old system. So much so, I would question anyone that prefers the old system, as to why they want survivor to be so braindead? It was so easy to pip that I am genuinely in disbelief they considered it a good system in the first place. I suspect a lot of the issues with pipping relates to people just not understanding what is required, and altruism definitely isn't required. Hell, if you don't go down at all, you essentially get a free 4 points towards pipping. That's about halfway and you only need a gold and silver. Do 3 gens and its a gold, then all you need is a silver evader. You just may get that by stealthing when the killer comes around.

    I never struggle to pip as most games with some exceptions, I can do 3 gens, save a person and heal them, run the killer around when he finds me, if not I get points in evader anyway. If you can't pip, maybe it's cause you're at the rank you should be. That's how pretty much every other ranking system works. 
  • A one hit down, while a survivor is being carried and any variation of that is an awful idea.

    If survivors are body blocking a hook, drop the one you're carrying and hit them. It's an option that is perfectly viable but is yet to be mentioned. Don't waste time trying to hook them if you're being bodyblocked, unless it's literally just one. Hit them. In most situations one person body blocking is really good for you, as you hook the one you're carrying and suddenly, another survivor is occupied with healing or running from you, without the benefit of being able to take an additional hit. Even if that survivor is saved you have a new one to hook. It's a good strategy if executed properly and provided the survivor gets off the killers shoulders.
  • @shadowsfall42 said:
    No. Not a buff, his mechanics are frustrating on both sides. What he needs is a complete overhaul. A rework. 

    nope his power is what it is supposed to be. he is a DREAM DEMON not some random normal killer ;) just the execution of his power is bad by devs ;) XDD

    His current power isn't even that representative of who Freddy is. He doesn't put his victims to sleep, he waits in the dream scape to torment and torture them. He wants people to be afraid to sleep until they literally cannot do anything to stop that, then kills them. Maybe if the power belonged to a sandman inspired killer and not Freddy it would make sense. 

    From a gameplay standpoint, It's frustrating for Freddy, and frustrating for survivors. That's evidence of it being poorly designed. Michael is an example of a well designed kit, as it somewhat represents what Michael is and is exciting from a gameplay point of view  
  • The issue isn't gens being done too fast, it's that its the only primary objective. I think the game would benefit a lot, from adding additional objectives aside from and in conjunction with gens. I think it's too simple which means that a team simply going for gens is way too strong. Game is balanced around survivors essentially screwing around.

    Could be map specific (the game comes to mind, lots of potential there) or whatever but needing to do something else to escape, something that adds more overall to do, without making it more difficult necessarily (in low rank, Killers are op as #########, as survivors if they belong there are not very good. Making it harder could kill the game for these people that already struggle) while also adding more to do before you can escape. 
  • No. Not a buff, his mechanics are frustrating on both sides. What he needs is a complete overhaul. A rework. 
  • Aside from the variable of toolboxes and related perks, (in particular left behind) that would need tweaking, I really like this idea. As it would appear, more beneficial long term to save your toolbox, combined with left behind for the end game, especially if you have no faith in teammates. (Despite it probably being more beneficial to get those gens done quickly which gives less time needed to survive) And it would make the current hatch changes on the PTB much much fairer.

    I think it could be played with and we could see a nice change. As you said, it takes pressure off the killer. I am also fond of giving survivor more objectives to complete before escaping. Which too would take pressure off of the killer. 
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