thesuicidefox
thesuicidefox
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@MongByeolBuddies said:
Thanks a lot @PhantomMask20763
I understand what you're saying @thesuicidefox; however, your 4K example (nice job btw) is only based on the current state of the game, where survivors have one objective. My solution would be paired with the devs adding a secondary objective for survivors, which they said they're looking into doing. Does that change your opinion at all?
No because sometimes as survivor you need to gen rush. It goes both ways. If you add a second objective it won't actually fix the problem. It just makes the game even harder for new players, and veteran players will find ways to rush that objective too. At best it will add like 30 seconds or something equal to a short Ruin. It won't have the impact people think it will. And like you say, it makes tunneling/camping that much better if a killer decides to do it. Now you have to change how hooks work. You are fundamentally changing the game in a very drastic way for what will likely be very little net benefit.
I've suggested before that gen speed should have some sort of limit, or there should be some mechanic in place that prevents survivors from doing 3 gens at once to force them to slow down (in such a way that it only affects the absolute fastest gen rushers, ie. high ranks). Then add incentive for killers to leave hooks to get fresh chases/hooks on other survivors. That's a better solution because you aren't changing the game drastically. It's still very much the same as before, just more fair to both sides.
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You're talking about changing a core mechanic in the game. That's a big no-no. It changes the game completely.
A better solution is incentivize killers to leave the hook and go after someone else. There are a bunch of ways to do that, but you're only going to stop camping/tunneling by rewarding players that DO NOT do it. Anything you do to punish players that do it is nerf killers, because sometimes as killer you have to camp/tunnel to keep pressure. Case and point, I had a Trapper game earlier where I had to camp a Feng and then tunneled her off the hook (I downed the saver during the unhook, so it wasn't a pure tunnel). Only did it because they did 3 gens during that first chase, then did another while she was hooked. The one guy got so salty at me and I'm like "dude you guys rushed gens so what would you like me to do?" I had NOED too so I bet if I played fair and just let them proc NOED he would complain about that. Game ended in a 4k with 1 gen, I even hooked the third guy and took the chance on hatch and still found him before he found it.
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Yes. This and add some sort of flat 2k BP bonus for escaping with NM.
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@IamFran said:
The problem is not losing, the peoblem is being abused or wasting time. I don't mind if I lose, a few hours ago 4 survivors scaped from me but I had fun anyway, I hooked two times all of them but they were smart and scaped after a fun and long game. The problem is being abused, I dont want to be genrushed and end the game with only one or two hooks at most in 5 minutes or less. Or being followed by a stupid guy tapping the flashlight while he is supossed to be running and hidding, or being forced to no breaj the pallets because they take an advantage of a game design flaw which is the disabilty of moving the camera while you are breaking a pallet to avoid being blinded.Conversely, survivors don't want to get dodged 10 games in a row and wait 30 minutes for a game only to get tunneled or camped or mori'd from the hook. Doesn't make you want to play when you go through all that BS to die in 2 minutes.
Also regarding the pallet breaks, just do it and eat the FL. Most of the time they will waste pallets so they can FL you and they can only do it so many times before the FL runs out. It's really not that big of a deal to be blinded for a few seconds, especially if they are injured with no IW you can just follow them by sound. Or run Lightborn and stop complaining about it. Killers that get pissy about this stuff need to accept that it's just part of the game. They are so quick to defend camping/tunneling as part of the game but can't seem to take their own advice when things are against them.
The problem is too many people have massive egos in this game. Killers need to accept that some survivors escape, and survivors need to accept that sometimes they will die. The players that think they are God's gift to DBD are often the worst offenders. I watched a video recently that talked about this sort of thing, where people that were bad at something overestimate their ability and don't recognize the mistakes they make. It's why there are so many cry baby threads like "SWF is OP" or "Fix this killer" or whatever else people want to complain about. Yes, the game isn't perfect and could be better, but at the end of the day it's just something people have to come to terms with. If you can't handle losing once in a while, sorry you should not be playing online multiplayer games.
Here is the video in case anyone wants to watch:
https://www.youtube.com/watch?v=pOLmD_WVY-E -
@Freudentrauma said:
@FireHazard said:
Anythings an exploit these days. Breathing...Is an exploit.Well to be fair. Moonwalking or looking down as Legion is kinda a way were you avoid the game to register a chase, even though you are chasing at the moment. It's up to the devs to decide or define it. But it can be considered as an exploit.
I mean if I look into a another game recently (Sea of Thieves), a technique called double gunning (pistol sniper) was considered an exploit. Even though it wasn't any bug people exploited. Just the fact that you can hipshoot immediatly switching between weapons. They didn't ban anyone for doing it. They just took it out of the game. But I wanted to say is that certain techniques can be considered unwanted design or actually exploits. It's the devs to decide.
Currently it isn't. Just something they are concerned.Yea it's not an exploit but it is kinda cheesey and they should do something about it. Make the DW timer stop if you are in the killer's TR then moonwalking simply wouldn't be an option.
But as cheesey as it is, it shouldn't be bannable.
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CHUCKY

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LOL if anyone could be accused of holding the game hostage it's the killer, and even then it's not a hostage situation. Maybe they should just hit you next time if they are going to let you leave anyway.
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@JawsIsTheNextKiller said:
@thesuicidefox said:
But I try to avoid Ruin/NOED on most of my killers. I run NOED now on my Trapper just to counter gen rush, but most of the time I don't even need it. It's only ever necessary when I just get a bad game with bad RNG or something. Plus I need to use it with Thanatophobia so I can call the build "Bone Collector" xD Right now Ruin is only a permanent fix on my Huntress because she kinda needs it more than others. I also have it on Hag, but it's her perk, and I'm thinking of switching to Devour or something instead. Used it a few times recently on Spirit, but I p3'd her and I'm still unlocking perks, it's not even tier 3 Ruin, so I have to use what I got. Once I got everything I will do on her what I'm doing on my Trapper, Thana + Sloppy, to slow the game, then Spies/Whispers and prolly BBQ.
I also stay away from NoEd for no other reason that I do not want to rank up higher than my confort zone. I would put it on Freddy but I haven't unlocked it on him yet. As for Ruin, I'm still relying on that right now but it would be great to ditch it because it only stays up against solo survivors.
I think once you have a solid killer game then you can run whatever you want and it won't negatively impact your skill. I could take NOED off my Trapper but it's there in those few cases where I get gen rushed and actually need something for end game. On my Billy and Nurse I run Blood Warden instead of NOED because they can make the most of it, but Trapper not having extra movement options I feel like NOED is a better choice for him.
IMO one of the most important things as killer is your build. I try to have a balanced build; some tracking perks, some game slowing perks, and then an ace-in-the-hole perk like BW or NOED. Strategy for killers is important in this game. If you have a messy build/no strategy then you will get bodied a lot.
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@Master said:
I would like the freddy reworkYes this. I can't wait anymore. And it's not that I find him underpowered or anything (he is but I digress), it's more I just need to know how he will be in the future. I really hope they keep to the original design and mostly make huge QOL changes rather than just completely reworking him to be a new killer. I enjoy playing the Freddy we have, I like the combination of stealth, tracking, and game slowing. I don't want an entirely different character.
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Freddy, because you can't rush gens when 2 survivors DC at the start!
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Don't chase in the pantry unless you are Trapper, Hag, or Nurse. The first two and shut down the loops before they start and Nurse is Nurse. Any other killer should avoid this area as much as possible, ESPECIALLY if the generator is done because it means more escape routes and less map pressure.
Focus on protecting the gens by shack, middle of the map, or the one in the tiny house (this one's a bit risky but if you can keep it protected until a few gens are done it becomes difficult to finish as survivor and is a very unsafe spot once the pallet is gone).
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I HATE PEOPLE THAT HAVE FRIENDS BECAUSE I HAVE NONE
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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I think what it comes down to is you get like 1 less white and 1 more green item per bloodweb from p0 to p3. IMO not worth prestige unless you want bloody skins.
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XIM costs like $100-$150. Native m/kb support is coming to Xbox, I wouldn't doubt they add it on PS4 as well just to keep up with MS.
Also any of these devices you are are not a true m/kb, merely emulating a controller using m/kb. It's not the same thing.
Seriously just learn to play with a controller until native support comes to your platform. XIM is a waste of money if you ask me.
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I hope it's a bug. My ears are bleeding.
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That one thread where someone complained about the game and then it devolved into a garbage fire.
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I identify as a potato.

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@gamerscrybecauseofme said:
thesuicidefox said:BW and BM are for noob killers now LOL.
A better deal is Ruin, NOED, Spirit Fury, Enduring. Camp the first guy you find, they will gen rush. Chances are they don't get 5 gens before the guy dies because of Ruin. Just keep camping anyone you catch. Use NOED to clean up. SF/Enduring so you can just literally 4head your way through pallets and not have any skill in a chase.
Sorry, wannabe God like killers can't be chasing and eating pallets. They need to know where you are at every action, then have 2 massive crutches at the end. As only God's need more time to kill.
YOU WRONG I WIN HOMIE
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@DarkGGhost said:
@thesuicidefox said:
They actually reduced the number of crows because it was taking away resources from the processors. Instead of "more" crows, they should just be spread the ones already there more evenly around the map. You don't need 2 or 3 crows in the same spot, just 1 would be enough.They reduced the number of crows because back in the early day's survivors can't ( and won't) play around the crows and the same time they change the area in with the triggered
No, they said on a stream one time that they reduced crows because it was taxing on hardware.
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@Delfador said:
It honestly looks like a conspiracy theory to me.
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Fast enough that I can yell "SKEET SKEET SKEET" at the killer as I vault the window during a chase.
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BW and BM are for noob killers now LOL.
A better deal is Ruin, NOED, Spirit Fury, Enduring. Camp the first guy you find, they will gen rush. Chances are they don't get 5 gens before the guy dies because of Ruin. Just keep camping anyone you catch. Use NOED to clean up. SF/Enduring so you can just literally 4head your way through pallets and not have any skill in a chase.
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@ToxicFengM1n said:
@Shad03 said:
I would say the Trapper due to being pure strength, but the best bet would be The Shape. He is Evil Incarnate.Shown from the story line, Micheal Myers literally cannot die, "He is pure evil"-Dr.loomis, and a quote literally from john carpenter "You cannot kill evil"
Preeeettttyyyy sure if Billy or LF used their chainsaw to cut him up into little pieces he would be dead. And if he wasn't then he still loses because how can he win now? He would just be an evil pile of flesh, not much he can do there.
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They actually reduced the number of crows because it was taking away resources from the processors. Instead of "more" crows, they should just be spread the ones already there more evenly around the map. You don't need 2 or 3 crows in the same spot, just 1 would be enough.
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@Shad03 said:
@thesuicidefox said:
@Shad03 said:
In theory, Thanatophobia would be a great perk. In practice it does little more then annoy people. Ruin in theory and often in practice slows the game down (Just a little bit), but it can be taken out. Thana is only better because you can use it all the time. Ruin is good because there is a chance it will last.The 2 big problems with Ruin are 1) it can be taken away from you, and 2) if survivors hit great skill checks it's worthless. At higher ranks the chance of either of these is WAY higher than low ranks. TP only adds small increments here and there but it can add up. I recently had a game where I stopped survivors on the last gen multiple times when it was VERY close all because of TP. The Meg even said "I would have had that gen before you got to me if I just had another 3 or 4 seconds". That's just 1 injured with TP, it can make a difference.
I'm not discounting it. I'm actually looking to incorporate it into my own builds. I also mentioned Ruin's problems below my original post. However I myself barely worry about Thana. That might be just me.
With only 1 injured it's easy to ignore. But once you get 2 or more it REALLY starts to become noticeable. If the killer is catching and hooking people with that time, you will end up saving and healing more than doing gens, and any gens you do will be harder to get without killer stopping you.
The only thing I wish they would do with TP is smooth out the curve a bit. Each one injured should be 6%, instead of 6% for the first and 3% for every one after. Then 2 injured would be like 3 before, 3 would be better than 4 before, and 4 would be almost like having Dying Light. I'd even say drop it to 5% per injured, it makes 1 injured weaker but all the others are still stronger than before.
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@ShyN3ko said:
I will use it, because i hate Adrenalin.
Its like:" I will win this chase".
Adrenalin
"God dam, i lose the chase".Maybe stop counting your chickens before they hatch? You technically don't win a chase until you get them on a hook because that's the ultimate end goal.
Again if you really want to beat Adren play to slow the game down as much as possible so you can secure a few kills before end game.
@ShyN3ko said:
@thesuicidefox said:
Also wait, just noticed you didn't even have NOED/BW here but still got a 3k... what in the actual [BAD WORD] are you complaining about then? LOLAdrenalin is annoying.
NOED is annoying, what's your point?
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Freddy rework is still TBA. We know it's coming though, just a matter of when.
As someone that plays Freddy I just hope they stick to his original design in that he's part stealth, part tracking, and part game slowing. I don't want an entirely different character, I want mostly the same character just with more viable design choices.
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@Shad03 said:
In theory, Thanatophobia would be a great perk. In practice it does little more then annoy people. Ruin in theory and often in practice slows the game down (Just a little bit), but it can be taken out. Thana is only better because you can use it all the time. Ruin is good because there is a chance it will last.The 2 big problems with Ruin are 1) it can be taken away from you, and 2) if survivors hit great skill checks it's worthless. At higher ranks the chance of either of these is WAY higher than low ranks. TP only adds small increments here and there but it can add up. I recently had a game where I stopped survivors on the last gen multiple times when it was VERY close all because of TP. The Meg even said "I would have had that gen before you got to me if I just had another 3 or 4 seconds". That's just 1 injured with TP, it can make a difference.
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If you pair Thanatophobia with Sloppy Butcher I think it's actually a very good means to slow the game down. Sloppy makes healing a waste of time and forces survivors to stay injured if they want to optimize, and TP flips that and forces them to heal if they want to be optimal. It's a "damned if they do, damned if they don't" kind of situation. Once you get 2 injured it starts to actually make a difference, and if you get 3 or 4 injured it can REALLY slow the game. With Sloppy it's a lot easier to get that many survivors injured, and if they end up healing through it you still win as killer because they are wasting time healing.
TP also has a psychological effect on survivors. They hate to see the red bar when healing or doing gens, so they will rush hook saves and go out of their way to get the red bar to go away. Again coming down to forcing them to heal, which Sloppy makes a waste of time.
I use this combo on my Trapper and plan to use it on my Spirit once I get all the perks for her (just p3'd so it's a grind). As long as you are a solid killer you can make use of that extra time, and unlike Ruin they can't take it away from you.
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@malloymk said:
Freddy can't truly die as long as somebody remembers him, so seems like he would be the winner.But can he remember himself???

I would say Freddy has the advantage because he exists in his own dimension that he can control. The irony...
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Also wait, just noticed you didn't even have NOED/BW here but still got a 3k... what in the actual ######### are you complaining about then? LOL
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@Raptorrotas said:
SWF's shouldnt be able to give their teammates props though, it's obviously abusing the mechanic
FFXIV does similiar for props after a dungeon run.If there was a reward I would agree to this. Or limit it to 1 good props per player per week such that they can't abuse it.
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@DexyIV said:
Are you proposing the only problem with the hatch is the standoffs it tends to introduce? That isn't really it. It's a survivor sided mechanic that rewards bad survivor teams. Killers that would have otherwise gotten a 4k don't because one escaped through the hatch with 2 gens done. I personally don't care much about this, but some people do.Actually the standoff IS the only problem with the hatch. If the devs would do something just to prevent a situation where both players are standing on an open hatch waiting for the other to do something, there wouldn't be any issue with the hatch.
Again killers asking for handouts. You don't need a 4k every game, accept that some survivors escape take your guaranteed pip and move on. "Killers that otherwise would 4k" no if you didn't catch and kill everyone you didn't 4k. Take out hatch and you just turn every 3k into a guaranteed 4k, that is extra lame and unskillful. Not to mention if you just took out the hatch, you'd just be playing hide and seek with the last guy for an hour because if he even attempts a gen he will die. Wow so much fun, can't wait to play that game.
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@DarkGGhost said:
Hatch takes no skill and is one easy escape just because 2 gen done ( you don't even need to make one gen in order to use it) and DS it gives a second chase or 30 sec ( at the very least ) in the first chase. Think this way if the killer has the same problem, no skill, and no counterplay, ( legion ) you will ask for nerfing why don't you apply the same logic here then?LOL someone's asking for free 4k's then? Talk about no skill.
If you don't want them to hatch then slug. If the last guy takes the hatch just accept it as part of the game. You will still almost definitely pip as killer in these situations, you don't need to kill everyone every single game. Killers need to accept that survivors escape sometimes as much as survivors need to accept that killers kill sometimes. That's how the game works.
As for DS, I think the perk itself is fine my only gripe with it is when multiple survivors use it. And those non-obsession DS's are stronger than the obsession DS because you don't see it coming. At least with the obsession you know and therefore can play around it. I really don't get why non-obsessions can even use DS. It should be limited to the obsession only, where multiple instances of DS increase the skill check size or stun time or something for the obsession's DS. If you wanna use DS as a solo survivor MAN UP and equip another obsession perk to ensure you are an obsession.
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@Gamzello said:
@thesuicidefox said:
They should do something like Overwatch does, the game tracks your "good props" and whenever you get say 10 you get a 100k BP reward. This would encourage players to play nice with each other so they can get props. Then just limit it so that you can only give props to someone you play against, and you can only do it once every week or something so people can't abuse it (and so SWF can't just give themselves props). Maybe even allow survivors to give each other props IF they are not in an SWF group together.That's a good way to keep it balanced. I doubt that they'll give 100k BPs since that does seem a lot (to devs a least). It can encourage survivors to take the game more seriously and be nicer towards each other (or killers) but it's a possibility.
The reward should be substantial to make it worth it to be nice to other players. Maybe you need 20 good props for it, but the point is to put a big fat carrot on a stick that says "play nice with each other and you get the carrot" because you want to highly incentivize good behavior. Especially considering how toxic this game can be, you need something heavy to offset that.
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Forcing survivors to do something other than gens. The more survivors doing gens, the less map pressure you have.
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Adren is popular now because of anti-heal meta. And it's not really all it's cracked up to be, it only makes a difference if you are the one being chased by the killer at end game. I won't lie it has saved my ass many times, but those times are dwarfed by the number of times I either wasn't being chased (wasted perk slot, you get a heal and sprint burst which doesn't make any sort of difference) or we just never got to end game. Or I died before end game.
As killer you notice it way more just because you are always there when someone gets it in the end game chase. As survivor you have a 1/4 chance of being in that chase.
Also another counter to Adren is to slow the game down and get kills BEFORE the gates power. Monto's Gen Protector build is actually really good at this, but there are other builds you can do. If all 4 are getting to exit gates then sorry but you are doing something wrong as killer (or survivors did EVERYTHING right, which is very rare honestly). Adren is way less powerful in that end game chase if there are less survivors.
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IDK about end game chat, but I wish it was a bit easier to send messages after a game. I almost always send a GG as both killer and surv, but on Xbox it's a bit cumbersome. I have to click the name, click message, then type GG either with my keyboard or the onscreen keyboard. It's a bit of a hassle, especially as killer, but I do it to be a good sport. If there was maybe a button you could click that would automatically send "GG
" and nothing else that would be best. Then if they want to send other messages, whatever that may be, they have to go through that process above. It's a pipe dream though. -
This is a known issue in game development, it's called feature creep: where you add so much stuff to the game it becomes overwhelming. Generally it refers to the practice of the developer just wanting to put every new idea into the game instead of just refining the stuff that's already there leading to situations where you waste development resources on new content that should be allocated to simply improving the product, but it can also refer to the situation we face now in DBD where we just have a LOT of "stuff" in the game and it becomes harder and harder to both balance that stuff and come up with new original stuff.
We have 1 more killer that is coming out, as we were told that 4 were in the works when BHVR acquired the rights to DBD before Clown. Hopefully that means that after this next chapter the devs take a bit of a break from new content and instead focus on adjusting the current content to balance things and give everything a unique purpose to the game. I'd be fine with not having a new killer for 6 months while they work on that, we have a ton of stuff already so every time they add more it just makes that job that much more difficult.
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According to the DBD wiki, BBQ has only shown up once in the shrine.
Ironically, Surveillance has never shown up in shrine. Though it's not the absolute worst perk in the game anymore I find that a bit funny honestly.
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I'll dodge people I just played against, win or lose. It's not fun to always play against the same people, especially if you are running the same build. Good news is that I know they didn't wait long for a lobby because we just finished a game. If I play like 5 games then see you again I'll stick around.
If you were a toxic survivor I bring a mori and end your life in the first 60 seconds. You will wish I dodged you.
I take on all challenges. I've played against some 4 man SWF groups that I KNOW were going to be really hard because I know the survivors, and a few times I got bodied but other times I bodied them. It all depends on what happens in the game. If you get one good basement hook that can change everything. It sucks to lose but it makes you a better killer. Just like not using Ruin or NOED or chase perks can make you a better killer.
But I try to avoid Ruin/NOED on most of my killers. I run NOED now on my Trapper just to counter gen rush, but most of the time I don't even need it. It's only ever necessary when I just get a bad game with bad RNG or something. Plus I need to use it with Thanatophobia so I can call the build "Bone Collector" xD Right now Ruin is only a permanent fix on my Huntress because she kinda needs it more than others. I also have it on Hag, but it's her perk, and I'm thinking of switching to Devour or something instead. Used it a few times recently on Spirit, but I p3'd her and I'm still unlocking perks, it's not even tier 3 Ruin, so I have to use what I got. Once I got everything I will do on her what I'm doing on my Trapper, Thana + Sloppy, to slow the game, then Spies/Whispers and prolly BBQ.
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They should do something like Overwatch does, the game tracks your "good props" and whenever you get say 10 you get a 100k BP reward. This would encourage players to play nice with each other so they can get props. Then just limit it so that you can only give props to someone you play against, and you can only do it once every week or something so people can't abuse it (and so SWF can't just give themselves props). Maybe even allow survivors to give each other props IF they are not in an SWF group together.
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I wish they would do this. I don't want to have to both buy all the DLC and grind for BP again. Starting over in a game is never fun, unless you are a masochist.
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@Master said:
Well most of the survivors rush the hook, so why should I go away and give a free unhook?Because if they save right away then they lose time on the hook and are closer to death. Sitting there waiting for the guy to die on a hook is very inefficient.
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I don't get why people derank anyway TBH. You just get matched with more potato survivors or super hungry killers and the game is actually less fun.
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You need to do "Ruleset 2 should be base kit for Pig" threads on Friday.
🤣🤣🤣🤣
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@PinkEricka said:
Nope. You’re not the only one. The game already has low FPS or in other words, not as smooth as PC. The FPS dropping even lower depends on the Killer’s Internet. Overall, this game needs optimization bad and the bugs need to hurry up and be fixed because this is ridiculous.FPS has nothing to do with your connection. It is 100% the game. You can see it every time you get hit as survivor and the killer has Sloppy, or every time you get bloodlust as killer.
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I have an Xbox One X and while the frame rate is definitely better than a standard Xbox, there are still serious dips at times. As killer, it often happens on Haddonfield, when there is a lot of fog, or when bloodlust kicks in. It also happens sometimes when I attack and try to spin my camera fast (I play on 85 sensitivity). As survivor it only happens when notifications pop up on screen, like Sloppy Butcher or Hexes. Also very noticeable on the menus, especially the event menu with all the fire work effects in the background.
I also noticed playing as killer last night that the draw distance has serious frame rate issues. I was playing Spirit on Ironworks, 1 was dead and I was hooking another on death hook. I saw the other 2 with BBQ on a gen across the map which they finished before I could get there. So I went up to the outside catwalk and was looking out into the distance to find them with a height advantage, and I saw that fog and crows were SERIOUSLY laggy. I wish I captured it, but it was like a slideshow. When I saw a survivor they didn't look nearly as choppy, but it was still not the best frame rate.
IDK maybe I'm used to playing games at a smooth 60 FPS with no hiccups, but sometimes this game can be really bad with frame rates. BHVR does need to optimize the game better for consoles, the X could easily run this game at like 120 FPS if it can run Gears 4 in 4k 60FPS.
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@Yamaoka said:
thesuicidefox said:Flamethrower, no. Something to do with fire, that would be cool. Maybe like a zoning killer, similar to Hag or Trapper that can use fire to block off an area.
Some killers have an active and a passive ability (i.e. pig dash attack with no terror radius + reverse bear traps) so why not give the flamethrower killer an active ability (shooting flames to injure or down survivors) and a passive ability (zoning by temporarily blocking ways with lines of fire)? He'd be able to create zones like hag or trapper for a short period of time (as long as the ground burns which could be altered by add-ons) and chase with his active ability. Or do you just dislike flamethrowers generally?
I just don't see a flamethrower making sense in DBD. Killers don't even have guns, the closest thing mechanically is Huntress hatchets, and the closest thing visually is Hillbilly's shotgun cosmetics (which don't even shoot BTW). A flamethrower is just a weird thing to want in this game. Fire-based powers sound cool, but an actual flamethrower wouldn't fit.
https://www.youtube.com/watch?v=e9KLhNSHc7Y