tehshadowman33
tehshadowman33
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- tehshadowman33
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Yet, we still don't blame the bad map design? As it stands, what map you get has too much of a deciding outcome on what happens. Assuming killers and 4 survivors are all competent.
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Is awful too
Pretty much
2 horseshoe walls + 2 windows
OR
2 L walls + 2 windows
is complete cancer and needs to go.I had a survivor loop for 4 minutes on Asylum. I didn't try to mindgame. I just wanted to see how long it would take if I used shortest path/route to the survivor.
Such wall configurations add too much time in a chase. They add more time to a chase than two adjacent loops with safe pallets.
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Yeah. I mean, match times are much faster now. But at the same time, getting paired against competent survivors who are just sliding all over the map DBZ style isn't fun. I'll swing and then hear them behind me.
I'm 100% sure it isn't my connection. Typically, in those rank 1 matches, only 1–2 of the survivors will be lagging all over the place.
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Full Insta heals shouldn't be a thing. The Time Economy is already screwed for the killer. If you get a map with overpowered building tiles, 4 survivors who know how to loop, you are gonna beg for every second you can get.
Ultra rare should only heal one health state and you must stand still, and it takes X seconds to channel it.
Styptic should require X seconds channel and only heal up to 90% of health bar... Or something.
I keep going back to how Killer needs a direct counter to Adrenaline and insta-heals.
My idea is for a perk that once gates power, 2/3/4 survivors get a token. Healing from injured state to healthy state does not heal you, it instead removes token and resets the healing bar to zero.
Direct counter to Adrenaline, but doesn't make their Adrenaline perk useless as Adrenaline STILL gives them the movement buff and dispels the sleep status when playing against Freddy.
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@Blueberry said:
Playing against a SWF group to me is the equivalent of the killer using speed hacks. It's cheating. The game isn't balanced around survivors each getting 10++ perks, it's based on 4.To be specific, a SWF with outside-of-game voice coms. Without voice coms, SWF is for the most part harmless. Worst you'll get is 4 last minute flashlight switching, or everyone running insta-heals, etc.,
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It's hard to believe that trapper used to be even worse than he already is right now.
Still, with trap buffering, they gave him even more weakness. -
I agree. DH is useless as currently stands. There is pretty much 0% chance of getting 5 stacks during Rank 1 matches.
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Damn. I'm going to power level my P3 Clown with santa suit if this is true.
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Naw. I'm good. It's just it was obvious this swf had practiced mindgaming with their unhooks. They would alternate between who would try. It was sooooooooo annoying. Two of them had instaheals, so even if I had dropped one, they would've healed up.

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@Killigma said:
Typically I find the animation cancel does not show them lifting the survivor from the hook. Paying close attention and when they start lifting the survivor up and off, you can time it so they cannot cancel the animation and guaranteed a grab. It takes some practise but after a few tries you can get it down.
Otherwise just do what @JanTheMan suggested.
I have to add that once you grab the Survivor, drop them as quick as possible because the others will hook dive and unhook the other survivor if they are ready for the grab.So basically, once the hooked survivor starts moving, go for the grab. Because by that point, they'll be locked into it and cannot cancel?
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Ughhhhhhhhhhhhhh. This is why swf is so frustrating. Circling me like monkeys, doing the rapid unhook cancel, until I hit one and they either bodyblock, or use insta-medkit.
Old system, you couldn't do this crap. You had to commit to the unhook.
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So there's no way to counter this? If I remember correctly, they added an animation cancel to the unhook less than 6 patches ago?
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360 is a dead man's last gambit. It almost never works against me. You only have a slightly modest chance against someone doing it in a cornfield, or if I'm playing with a controller instead of a mouse.
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Are my suggested buffs too extreme?
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@HatCreature said:
I really like this idea but the other totems Haunted Ground and Thrill of The Hunt were designed to protect other totems. Having a totem that increases your power but also gives itself protection would make those other perks useless. Yeah it allows you to have a totem and not need to use another to protect it but the point remains that the other totems have no real place anymore. But I love the idea, it's awesome, my Devour Hope games actually turn out really well, I can get 2 Moris before my totem is destroyed and that's half the team there so I'm happy.TotH doesn't tell you what hex totem contains which hex perk.
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@βLAKE said:
@Khroalthemadbomber said:
Welcome to dealing with 85%-90% of Leatherface mains done in Huntress form. You get hooked, and are either camped, tunneled and hooked again immediately after hooking, or remove option two's immediate hooking and replace it with a Mori.The fix to this? Make Ebony Moris only work on death hook.
Not to totally derail the topic here, but I guess I have to. Ebony mori's only working on death hook would make no sense since a mori takes slightly longer to kill a survivor than just hooking them (depending on your map position) also you gain more points if you sacrifice a survivor rather than just outright killing them. Lastly, mori's are used to get survivors taken out more quickly than hooking them 2 or 3 times. Killing off survivors with a mori makes it beneficial for killers because it tips their momentum and pressure in their favor and you can't simply do that if you have to wait for the survivor to be hooked and saved at least twice. Therefore in my opinion, I think there should be a better solution than having mori's work on death hook.
Technically, you get the most points from hooking someone twice then a mori.
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@Master said:
Uhm even if you manage to bring him on the hook, thanks to unhook invulnerability the survivors dont even need BT to pull off a 100% free safe. Just saying
Doesnt change the fact that DS is a free escape. If a killer could wait for the endgame to deal with DS, then they could use rancor too, but they cant

If you hook them inside of the gate, they are there. If they try to go for an unhook just do an interrupt and grab them. It would take a congo line of three other people to effectively deny you the hook.
1) Slug DS user
2) Check around gate for survivors
3) Hook DS user inside gate
4) Grab person going for unhook/hit them once
5) Either DS user remains on hook, or you have another slugged survivor or one on your shoulder -
Bold text intensifies.
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@Master said:
This is due to DS being a lot more frustrating (even if adrenaline can be frustrating too).
Also adrenaline requires some sort of coordination and is usuallly only used within good swfTBH, a lot of problems with DS could be solved if there was a single hook in the exit. You wouldn't have to worry about that stupid situation where they use DS in front of the exit and 100% guarantee themselves a free escape. Sure, people could body block, but they are right near exit, so you can power through that, especially if you use that new, rather situational, Legion perk.
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@CakeDuty said:
Adrenaline is a very situnational perk for a survivor, it can be either really useful (getting saved from hook after gens pop/getting it mid chase) otherwise it's a waste of a perk slot. It's a perk that rewards your for making it to the end game and it's a one time use, which balances it out. Is it frustrating as a killer? Yes, but there is one counter to it.... kill the survivor before the last gen pops.There was an awesome post someone had about rebalancing the game duration and survivor's ability to genrush to hell and beyond. Basically, though if by end game you have less than two hooks and no kills, you're basically dependent on survivor mistakes at that point. If the survivors don't mess up at the end game, you will de-pip pretty much guaranteed unless you have NOED or you can insta-down with Myers, etc.,. Likewise, if you get a kill before 2 gens are done, you are probably going to steamroll into a 4k or a 3k with a hatch escape.
I tend to think, the only time I tend to 2k is when I'm playing a killer that I'm awful with or if there are some obviously bad players on the other side.
Adrenaline just makes those really bad games where you have 3-4 gens done in first chase that much more awful to play. The devs said they'd already look at insta-heals being too powerful, well, adrenaline IS an insta-heal. It's incredibly demoralizing to invest time into hitting a team when they run away from last few remaining gens so you chase them, only to have everyone heal up to full and you're screwed because there's no way you can hit someone twice before gates are open and/or they start bodyblocking for those that you did manage to injure. v.v
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What if adrenaline gave you 75% of a heal bar progress instead of a flat-out full heal state at rank 3? You can keep the haste effect, I don't care about that... It doesn't make too much of a difference.
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Gee Bill! How come the entity lets you have two keys?
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I've noticed any map that doesn't have windows everywhere tend to be more fun in general. I'd rather take pallet town over dealing with windows.
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@HellDescent said:
Fire up affects pallet break and window vaults speed, bamboozle only window vaultsFire up also affects pick up survivor/drop survivor and breaking generator.
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YES. ######### this map. Springfield too. Why the hell does that one house have so many windows and stairs? AND has like two pallets.
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The thing is though, tracking is the only thing Doc's got.
By making him worse at it, you just have made Doc worse.
To this point, Snap Out of It was unique in that it wasn't affected by anything OTHER than Nurse's Calling. Colourophobia, Thanatophobia, Sloppy Butcher, Dying Light don't affect Snap Out of It.
Nurse's Calling was only good in certain builds anyways for Doc, but now you have effectively made Doc's build diversity WORSE because there's no point in running Nurse's Calling on a killer that can track just as fine without it... NC's was made different SPECIFICALLY for Doc.
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@DocOctober said:
Issue: fps drops and lighting on new map
Processor: i7-4820K, overclocked
RAM: 16GB
Hard Drive: Crucial MX SSD (DbD installation)
Graphics Card: Gigabyte GTX 1080, factory overclocked
Monitor: Samsung UHD TV
Operating System: Windows 10 Pro
Quality selected: Medium
Map played: Father Campbell's Chapel, Mount Ormond Resort
Additional details:
Mount Ormond feels way too bright, but I already mentioned that in here: https://forum.deadbydaylight.com/en/discussion/32397/mount-ormond-resort-too-bright#latestMy fps issue stems from playing Freddy, the new volumetric fog is extremely taxing on at least my GPU, which considering that it is a 1080, shouldn't really be a thing. I had severe fps drops and lag spikes, causing the game to become very difficult to play and leading to many missed hits or walking into stuff.
Ayyy, I have similar setup aside from that I run SLI. This game has a problem with GTX 1080, and GTX 1080 Ti
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I would definitely love something that gives extra sacrifice BP. Brutality and Sacrifice are the only two categories that don't have any boosts.
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Yeah. Extend the event, 'cuz if you're only doing two matches per hour, you're never gonna have enough time.
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@altruistic said:
Survivor queues are instant. Funny that people think the queues are broken. Maybe there are more Killers than Survivors lately. 🧐Yeah, they are instant. However, I never play survivor. I'm only rank 15. Games are frustrating as everyone suicides and I'm lucky to get 20k BP.
I usually 4k as Killer, so I typically make excess of 90K BP per match.
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That's horribly thought out.
So basically, players who ONLY play survivor will have ZERO reason to play.
Great.
Killer lobbies ######### again by bad design choice.
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Plus, after waiting twenty minutes. I'm stuck with tryhard SWF, who aren't even going for nectar.... Which means if I get a good map to expect maybe two hooks.
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@Master said:
@tehshadowman33 said:
THESE QUEUES ARE UNACCEPTABLE.20 MINUTE QUEUE FOR RANK ONE.
SERIOUSLY.
[BAD WORD] THIS #########.
All survivors deranked because they are farmign phials.
Either come back in 2 weeks and we are back to normal or derank and join the farming party
That makes sense. If everyone doesn't give a ######### about rank. This pushes all survivors to rank 15, and all the killers to rank 1. No wonder match making is ######### up.
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I'm running a stopwatch right now to see how long I'm waiting.
I'm rank one, Central USA, and the wait times are horribly bad.
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It's deliberate.
Otherwise, with this perk, safe unhooks would be 100% impossible for survivors.
You could stand 40 m away from the hook, and the moment that light turns on, you'd head for the hook.
It'd be really unfair.
And I'm a 1,500 hour freddy Main.

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@GrannyonAcid said:
Yeah. The game is supposed to be frustrating. Realized that a long time ago. My friends are kinda new to the game so they get super bent out of shape about everything. I just don't ever care if I live or die or kill 4 people or 0. It's certainly situational. I've always considered myself a killer main. But I've been rank 1 every season on both sides... Well the seasons I have played. I do like to take a few months off and come back after a long break. I personally never use add-ons as killer and never camp tunnel. I get so frustrated when I play survivor and get face camped or face like a perma t3 Myers w/ Tombstone.Right now the frustrating part of the game is I'm learning how to Nurse. And I get like 3 DC's a game. I'm not even good at it and they don't care. Instant DC. Then I gotta try and be somewhat nice to the 1 or 2 guys that actually stay in the game.
Doesn't use addons when playing killer. Look at this mad lad!
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Sorry about duplicate thread. Posting from mobile.
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@AyDoggie said:
@tehshadowman33 said:
Pffft.Nobody plays Quinten.
I agree. I see way more jakes than Quinten.
Part of the reason, I assume, is that people view Freddy as bad, so nobody buys the DLC w/ Quinten.
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Hey, it's a 1-post troll account!

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Pffft.
Nobody plays Quinten.
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Holy #########, I want that Unholy Power perk, that would be so good.
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Make is so that if she runs out of traps she has to refill in basement locker, but can only carry one trap, and has to keep coming back to basement.
Ultra addons disables reloading.
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@apropos said:
Maybe I'm using it wrong, but I use insidious to listen for footsteps when I can't seem to find anyone
although, come to think of it, I do always feel compelled to camp nearby after hooking someone.Oh #########, you know what? This doesn't only affect the usefulness of insidious, but it affects leatherface as well. The only times that damn chainsaw is useful is when people are unhooking; to pretend you're quickly destroying pallets; and to cut off and down survivors that commit to vaulting without looking behind them.
You have Stridor for listening.
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I want Springheel Jack. Hold down ability, release to jump HIGH into the air. Landing directly on survivors downs them.
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@thesuicidefox said:
Only if his power is to just stand there.That might actually be funny. If you had a central mass you could blind, and tentacles to kill survivors.
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Honestly, the perk could be made better by requiring you to stand still for 5 seconds, then giving you a speed boost for 3 seconds... THINK OF TEH MIND GAEMS!
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True! XD
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@ChesterTheMolester said:
Why not Poison Ivy as Killer.Royalties would cost a lot.
DC is very protective of their IP's. -
Kinda, yeah.

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@akbays35 said:
Tinkerer, Remember me, Nurses Calling, Whispers. Tunnel the obsession get 5 hits, kill one person before gates are activatable, camp the exit gates and get a 4k since they cant get them open.That build is trash. You would never need Whispers on Freddy, ever. You're invisible.