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thesuicidefox

thesuicidefox

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  • @nomorevideos said:
    I don't use SG because it's a waste of a perk slot. You might think it's not a big deal but in reality you're wasting a lot of time running around and doing totems. 14 seconds I believe per totem and that's just cleansing it. You also have to run around and look for them, if you don't go for all 5 totems then using SG is a waste. But going for all 5 totems will also waste a lot of time, setting you back 1-2 gens. At that point the killer doesn't even need NOED because you've effectively killed off your entire team.

    SG is a wasted perk slot because it's not hard to learn all the totem spawn locations. Generally only 1 totem will spawn per tile and they are spread somewhat evenly around the map, so all you need to do is check the usual spots on tiles where a totem wasn't already placed.

    And breaking the totems is a waste of time. You should only break the totems that would be hard to get to at the end of the game or are really well hidden. More often you are better off just taking note of where the totem spawned and then going back to check if it's lit when the gates power.

  • @powerbats said:

    @thesuicidefox said:

    @powerbats said:

    @thesuicidefox said:
    "Ignorance of law excuses no one".

    Kinda like the editing your file for legacy thread hehe?

    ??? I play on Xbox and never did this, not sure what you are implicating here.

    I was referring to the other poster yesterday that accidentally edited their file and didn't know it was wrong to hack themselves in legacy items.

    Sorry should've been more clear on that one so let em edit that.

    Ah ok. LOL I'm like "I never did this WHAT?!"

    @Peanits said:
    Camping, slugging, tunneling, and dribbling are things only killers can do. Teabagging, bodyblocking, looping, and tapping generators are things only survivors can do. Either side can streamsnipe. The score is 4-4 here. In simple terms, after I get home from a long day at my day job, I literally could not care less what side you're playing. If you are breaking the rules, I will ban you just as much as the next guy. If your favourite streamers are being banned they should probably follow the rules just like everyone else.

    Actually killers can body block too. And Pig can teabag. So it's more like 4-6. Not like it matters 😋

  • @Creator said:
    On the contrary, I would improve Tombstone. Would give Michael the opportunity in the 3rd stage of evil with this addon to kill survivors who are trying to avoid death while sitting in a locker ;)

    Sure remove the only counter tactic to dying instantly. applauds

    What they should do is change the requirements for Evil Incarnate so that someone can't screw you over by doing this. IMO that achievement shouldn't even exist.

  • I assume it would be destroyed like everything else. The strange part is firecrackers only have 1 charge, and IDK if it can do partial charges. If it does, then that's equally strange because it won't change it's effect in the slightest.

    Someone should try this out and see what happens. I've never been hit by Frankie's when holding a firecracker.

  • @powerbats said:

    @thesuicidefox said:
    "Ignorance of law excuses no one".

    Kinda like the editing your file for legacy thread hehe?

    ??? I play on Xbox and never did this, not sure what you are implicating here.

  • Infinite tier 3 is the problem add-on for me. You get unlimited NOED basically, and you only need to fully stalk something like 1.9 survivors. If one guy feeds him that's it you are all screwed. IMO it should come with some extra drawback, like remove the increased lunge in tier 3. Otherwise it's basically a win for Myers if he gets tier 3 before you finish the last gen.

    Tombstone I don't have as much of an issue with. The piece increases the amount of stalk you need and will completely remove his tier 3 when he uses it. If he stalks you too much and you manage to avoid a few tier 3's then you are safe the rest of the game. Judith's has the movement speed drawback. I'm honestly fine with those. It's the infinite tier 3 that's the lame one. With or without tombstone it's just kinda stupid powerful.

  • @powerbats said:
    The swf patch arrived about a month later and to all the conspiracy theorists they couldn't have made it in less than a months time, got it tested and working.

    Quoted for truth.

    For the derps that know nothing about game development, a massive feature like SWF does not come about in a month. It takes significant development time to implement such a feature. Therefore it stands to reason that SWF was planned LONG before the game came out.

    The devs should not add voice comms to the game I agree. What they need to do is bite the bullet and nerf SWF in some fashion. You can team up with your friends, but you are limited in some capacity when you do. If you have a problem with this, play solo. As a survivor main that plays SWF and solo I have absolutely no problem limiting SWF. It's literally a cake walk compared to playing solo.

  • TBH this sounds like your problem. May don't slam your controller down.

  • "Ignorance of law excuses no one".

  • The only thing I think they need to do with NOED is give it some sort of tell. Give it some basic, almost non-effect before end game that a survivor can pick up on and be like "that's a NOED".

    Like for example if the killer has Agitation you can tell they have it not just by how fast they move but by the TR increase when carrying. Devour has a tell that at 2 stacks the killer will just fly away from the hook with the increased movement speed. This is the sort of stuff that gives away the perk, but only to survivors that pay attention to it.

    Like it can be something simple. When a killer kicks a gen the sparks are red for 10 seconds after kicking it. This is something you might only barely notice but it would give away that killer has NOED and if you pick up on that you can properly counter play it by doing totems before end game (or taking note of where totems spawned so you can run around and find it quickly if you're a ballsy type of survivor that wants more points). It also gives the killer an option where they can keep NOED hidden by just not kicking gens. Yea it's a bit counter-productive as killer but considering that NOED is there to counter gen rushing it might make sense in some contexts. But this in an of itself could be a tell, as an astute survivor would notice you never kick gens, so maybe NOED. Killers could even do this as bait if they don't have a NOED to make survivors waste time on totems.

    Mechanically I've come to accept NOED. It's just lame that you can be taken totally by surprise by it and the killer can turn a losing game into a winning one. I've been using NOED on my Trapper just as a counter to gen rush and there are times where I know I wouldn't have gotten a 4k without it. Other times I know it's a bit unfair to the remaining survivors that I have it. I'm fine with NOED having some give-away just because it would mean survivors slow down on gens, which is ultimately what I really want as killer.

    Also, the only problem with DS for me as killer is that more than 1 person can have it, and the non-obsession DS is WAY more powerful than the obsession DS because you don't see it coming. Against the obsession I can juggle them, slug them, set up some sort of inescapable situation if I'm Trapper or Hag and just eat the DS. But against the others you have no way to know and thus no way to counter play it. You just eat a DS and it's annoying as hell. DS should only be available to the obsession. If you want to make sure you get DS as a solo survivor then sacrifice a perk slot for another obsession perk (which I admit SS and OOO needs some love, and survivors need more obsession perks in general, killers have 5). DS itself is fine, it's only broken when multiple survivors use it against you. There's no reason for a non-obsession to DS you.

  • @GHERBEARRULES said:
    @thesuicidefox no surveillance is better because it doesn't matter even if 1 survivor is working on it, it will turn yellow, yeah for 16 sec, but it will be infinite white until someone sneaks on it again or it goes back to 0% progression. Discordance only gives you the aura if 2 or more survivors work on it, if 1 is working on it, you will not get notified

    But you have to kick the gen first. Sometimes you don't have the time to do that because if you kick the gen you lose the chase. And it doesn't stop the survivor from just tapping it to get you to waste time to come over and kick it again. The only time it matters is when the gen has a lot of progress on it so you can make sure it's losing progress, but truth be told if survivors are swarming the gen that's near done it doesn't matter. It's a losing battle.

    Discordance let's you know when they team up on a gen which is way more important because just 2 survivors with no buffs can punch out the gen in 44 seconds. That's a big deal and you want to stop that, even if it means chasing one and letting the other work on the gen just because the gen won't be done faster now.

  • @AlwaysInAGoodShape said:
    @thesuicidefox

    This statement here tells me otherwise. It's never that simple.

    It's close to being that simple. Of course such a statement is going to have something within the blocks.

    If you say so...

    Fact is changing numbers doesn't address the redundancy of the perks. Redundancy in game design is generally a bad thing. You want every piece of your game to be unique and different from every other piece.

    Again, math and numbers are not the only things that matter.

  • @ModernFable said:
    Master said:

    Not sure what you mean with sloppy butcher?

    Pretty sure he’s referring to the Wraith Sloppy Butcher bug.

    The frame rate is reduced dramatically, the blood spurts out much more than usual, and the effect never goes away even if you heal.

    AND it can crash your game. I had my game crash twice against it on Xbox, and I had at least 2 friends who also had their games crash (they were in an SWF with me for those games).

  • Discordance is better because it lets you know when survivors gang bang a gen, which is what gen rushing actually is. You can't gen rush by yourself unless you go full gen jockey with a toolbox. Plus you don't need to do anything, whereas Surveillance requires you to kick a gen.

  • Just to make a point, body blocking isn't toxic. It's part of the game. The survivors are taking a hit to try and save someone.

    Other stuff yea it's pretty bad. However ranked V casual modes will split the player base. Might not be an issue on PC, at peak times, in peak areas, but it will be everywhere else. Not to mention, the moment you make a casual mode the toxic players will flock to it just to ruin someone's game, so you are damned no matter what you do.

    A better solution is to find ways to make people be nice to each other. Kinda hard, but the more reasonable approach.

  • Where is @Ryuhi ? He would totally defend this like he did Sloppy Butcher on Wraith.

    ANYTHING THAT MAKES THE GAME CRASH IS BAD AND SHOULD ALWAYS BE TOP PRIORITY

    I don't even know what it is you are talking about and I 1000% agree it should be fixed ASAP.

  • @AlwaysInAGoodShape said:
    "You don't know much about programming do you? Or game design for that matter."
    Surely more than you do.

    ...

    @AlwaysInAGoodShape said:
    People double running the perk could've been negated with probably 1 if statement if they really wanted only 1 person running the perk.

    This statement here tells me otherwise. It's never that simple.

  • The only things that really bother me about Legion are Frank's Mixtape and the fact he doesn't get punished for spamming attacks in Frenzy. Whiffing should cost some of his power and the attack itself should have a very short range so that it's harder to spam for easy hits.

    I'm also not a fan of Deep Wounds, specifically the visual effect. I rather the b&w effect from the old bleedout timer. At least then you could still see the killer's red stain and your view wasn't obstructed. Now when you get DW you run into the killer not because of a mistake but because you can't see what you are doing.

  • @AlwaysInAGoodShape said:
    People double running the perk could've been negated with probably 1 if statement if they really wanted only 1 person running the perk.

    "1 if statement" You don't know much about programming do you? Or game design for that matter.

    PT isn't that great by itself but if multiple survivors use it then it's quite strong. Again it's to cut down on redundancy. They wanted PT and Leader to be distinct perks. IMO they failed with Leader, but PT is actually worth using now. You can throw numbers around all you want, but doing math on paper =/= practical use in game. It might be a minor speed increase but it adds up, again especially if more than 1 of you have it.

  • Because you walked over it.

    For this season I'm a Trapper main. Never had a problem avoiding my own traps.

  • Same here. No one offers a shroud, and killer didn't offer a mori (which makes you spawn together too). Yet all 4 of us are usually on the same tile or adjacent tiles.

  • My guess is that it would just be a copy/paste of Leader. That's why they changed both, so they both have a unique purpose in the game. Like why have 2 perks that are basically the same thing?

    Tweaking numbers doesn't always solve problems the way you think it would. Sometimes a redesign is a better option.

  • I play Trapper and I'm cool with the RNG aspect of traps. Makes it scary as survivor, and makes it exciting as killer (especially when they never get out). I just think the time it takes to channel the trap escape should be longer by about a second.

    Yes to reset traps on the ground. IDK why this isn't a thing.

    Not a fan of the other ideas. I would just rather have baseline ability to carry 3 traps, but start with 1 unless you use add-ons (which increase starting traps and carry capacity). Also his coil, jaws, and dye add-ons need a rework to make them useful. Right now the only things I find useful are bags, setters, Honing Stone, and pink add-ons.

    Coils should all add an alarm when someone starts to disarm a trap on top of what they already do. Also they should make broken traps repair faster. Jaws should inflict Blindness and Hindered instead of Hemorrhage and Mangled. Dye should make traps take on the texture where they are place, the degree of which is based on rarity.

  • @TigerKirby215 said:
    1. Yes but you will still be extremely lacking in maps to trap good loops on larger maps. If we assume that you place one trap at the shack window and one or two on the map-specific building (on Red Forest you usually need two traps for a window as well as one of the more safe pallets) that cuts down on half your traps, leaving you with 3 to trap 12032 square meters of land with. This means that the vast, vast majority of the map is going to be untrapped and you're going to be playing a default Killer for the most part. And at that point I'd rather play Billy, Wraith, or even Leatherface so that my power can do something while I'm forced to chase as the default Killer, as opposed to "well I guess they can't loop me at the main buildings which most smart players will just avoid anyways." I think the trap limit based on map size is a good middle ground to stop a Killer from feeling too weak based on a given map but honestly giving Trapper 10 traps instead of 6 could also be a good compromise. 6 traps is honestly pitiful and there's no reason for him to have that few. Honestly I think Hag should have more traps based on map size as well since playing Hag on Red Forest is painful. But I will admit that I'm not that good as Hag so bleh.

    But you don't need traps all over the place. You only need 1 or 2 at key loops to shut them down. If the shack and main building are shut down on forest, where else can you go? You have jungle gyms but if the pallet is gone then you can't use it. Plus I'm not going to go across the map to set a trap in an empty space. I'm going to slowly place my traps in key areas, namely where there are still gens to be done. When there is 1 gen left you aren't going to put traps in some random spot, you're gonna put them near the gens that can still be done.

    1. I'm not discounting the power of Bloody Coil but I'm just saying in comparison to Iridescent Stone it's really not impressive. For one there's hardly ever a location that you "have" to go past: in the Killer Shack context that you list you're spending 3 traps just to basement camp when you could just take Territorial Imperative if you're that stingy about people going for basement unhooks. And honestly the sound of the trap being disarmed is usually warning enough that someone's in your basement. The issue with Bloody Coil is not that it's bad but rather that you aren't taking setting time or trap bags when you do take it. As I said those two addons are basically mandatory due to the amount of time you need to spend as Trapper and the time you need to cut down on.

    But TI is a waste on Trapper just because of his traps. If you do a basement build anyway, without BC, then setting off the trap is your warning someone is there. If you add in BC then it means also free MYC because the guy saving is injured. It deters people from disarming, you just need them to hit it once to see it and they won't touch it. Iri Stone on the other hand they will disarm and you get nothing from it. The only way Iri Stone pays off if survivors forget a trap is there. If they know it's there, they just keep going back to disarm. It's still strong AF but BC can do the same job AND injured someone.

    1. As soon as people realize that Honing Stone is in play they won't pull themselves out of traps. In addition healing people from Dying State really doesn't take that long. It's a mild time waster that's slightly more useful than the coil addons. Again the issue is not that Honing Stone is bad but rather that Setting Time and Bags are mandatory.

    If they never free themselves then free hook for you. I don't think setting time is mandatory. Bags are somewhat but even just the white add-on is enough really. Free slugs is pretty strong.

  • Yea they didn't actually add that many new spots. All they really did was put barrels in front of them so they aren't as visible, but it's still mostly the exact same spots.

    Also I had a game where I spawned near a lit totem (Devour) that was spawned right next to a pallet on one of the Z loops on Autoheaven. I COULD NOT DO THE TOTEM. Instead it dropped the pallet. If I tried to do the totem I would vault the pallet. I had to walk up to the totem and look away to actually get it to work. I took a clip maybe I'll upload it to my OneDrive later for you guys to see. It was really dumb. Fortunately for me, the killer didn't seem to care and just let me finish the totem. Though she promptly came over to spank me after it was broken.

  • Haven't played Huntress in a hot minute, but yes I would agree to this. Looking back on my games on the map there really aren't any lockers in the middle of the map. It's just a bunch of rocks.

  • You just look so stabable tho.

  • Freddy and Huntress lullaby audio has sometimes been bugged for me. It's especially difficult to hear if on a hook or near a gen that's running over 75%.

  • One time a generator sent me hate mail "y u tunnel me".

  • Few things:
    1) The ratio of traps to map space is kind of irrelevant because you aren't placing traps just anywhere. You put them in places where survivors will go. I put them in doorways and and the top of steps and almost always catch people, even if they stepped in a trap in a similar spot. On forest, by the end of the game most of my traps are around the main building, with some at shack and maybe 1 at a jungle gym somewhere. It basically makes the entire building off limits to survivors, and being the strongest loop on the map it means they have no where to run in late game when all the pallets are gone. I never felt that the trap limit was hindering my ability honestly.

    2) Bloody Coils is VERY powerful for the exact reason you state... survivors will ignore disarming traps. That means if you put a trap they HAVE TO disarm, it will stay there and either deter the survivor from going to that spot or allow you to pressure them. Shack is a good example; if basement is there put 1 trap at the window and another at a door. The moment you put someone down there it's a literal death trap, as there is no way they can disarm the trap and make the save before you come back. Someone will be forced to step in a trap, if not both of them. And if you get a good totem spot, one that's tucked into a small corner, then it's basically impossible to get with BC. If a survivor disarms the trap they are injured, you come over and they can't be doing the totem. You reset the trap and chase them. The whole point of the add-on is to deter disarming completely.

    3) Honing Stone is also good because it means you don't have to go after every trap hit you get. Yea you should be using Deerstalker or Nurse's, but its a free slug which slows the game down at the very least. It also lets you know when survivors are grouped up because if they get out of the trap still standing SOMEONE helped them, so now you know to go to the trap and you will find 2 (probably healing).

    I've been playing Trapper a lot lately and honestly the only thing I want is to have the ability to carry up to 3 traps by default. You should only start with 1 though, unless you use bag add-ons (which would increase both your carrying capacity and starting traps).

    I agree that the jaws add-ons need to be redone because Sloppy made them obsolete. I would prefer a Hindered penalty for a short time depending on rarity. The dyes should make the blend with the environment, something like a chameleon. Not transparent/invisible but they should take on the texture of whatever they are placed on.

    Also yes to being able to just reset a trap that's on the ground even if you have a full inventory. It's a bit annoying to deal with that because you need to place a trap, then pick up the trap you want to reset, then reset the trap. Should be able to just stand over it and press whatever the trap set button is to reset it (since you can't set a trap on top of a trap anyway).

  • I'm seeing a lot more Docs lately. Rank 1 Xbox (killer usually red or purple ranks).

  • Nah. You should be able to buy ALL the event stuff in the shop with real money. However I think there should be a grace period where you can only get it from the event, and they aren't available for money purchase for something like a month after.

    I would spend money on Huntress's wolf mask if I could. The game was in awful condition back then and would crash regularly. Made it near impossible to get any killer games done. I only got David's jacket because it was so much faster to play survivor games that the crashing didn't matter as much.

  • If the killer is a hippo he still won't be as fat as Clown.

  • The only scummy thing is when you send hate mail. If I send you "GG" and you get salty or complain then you get blocked. Next time you're in my game I put on a mori and tunnel you from first hook. Enjoy your 1k BP and hope you had fun for the 60 seconds you were in my game. Back to 10 minute lobby simulator for you.

  • @Milo said:
    Seeing Dwight kill other Dwights would be weird

    I mean they do that already right?

  • I noticed this on some Autoheaven maps, the hills are indeed missing.

  • @AlwaysInAGoodShape said:
    You're just bad at looping.

    It was a Nurse tho.

  • @ModernFable said:
    There’s a lot more ways that Behavior can buff Solo than nerf SWF.

    No there isn't. Anything you do to buff solo will also buff SWF. Solo is in a great spot right now. The game actually flows and is mostly balanced. SWF is too strong. There is no other option but to nerf SWF.

    Solo doesn't need any changes. SWF does. Yea it might upset some people, but it's really not that big of a deal to nerf SWF. The focus should be on TEAM builds. DBD is NOT a team game, contrary to what most survivors like to think. It only becomes a team game in SWF because you are explicitly all playing as a team. Therefore it makes sense to put some limits in place to force these players to play as a team rather than as individuals. You shouldn't be able to have 3 gen jockies and 1 DS guy that gets chased all game. That's OP AF. You should be forced to make sacrifices in some areas. 1 gen jockey, 1 saver/healer, 1 DS, and 1 support player (something like Leader/Vigil builds). That's balanced and fair.

    Fact is SWF is a cake walk right now. Whenever I play in a 4 man it's almost not a challenge. The only time we lose is when we just do stupid things and all die, or the killer gets some sort of really good snowball going that we can't recover, which is very rare. Most SWF games I play at LEAST 3 of us escape, if not all 4. Some games only 2, some more only 1, and maybe a handful we all die. When I play solo the games are 2-2 WAY more often, which is how it should be.

  • @Peanits said:
    thesuicidefox said:

    Yea keys specifically should be toned down just because of what they do.

    IMHO Dull Keys shouldn't even be a thing. Neither should Broken Keys. Skeleton Keys should be the only keys in the game.

    The make Rainbow Map a purple rarity, remove the normal Map and all the add-ons that let you track different stuff (they are all worthless anyway). Add a few more add-ons to increase charges. That would be a lot better overall.

    I'm okay with broken keys. They can't open the hatch so it's basically just for the add-ons. It's neat to have a little extra aura reading every once in a while and it doesn't really break the game. Plus you get to use up some of those key add-ons. I'd be okay with dull keys as well, but I don't think they should open the hatch. They should just be a more durable broken key, in my opinion. That would make it very unlikely that someone finds a (useable) key in the match and gets an easier escape because only the ultra rare key would remain.

    Totally with you on the maps.

    Broken Keys are worthless. The aura reading can be done with perks like Bond way better. Blood Amber uses the charges way too fast to be any sort of useful on Broken Keys. There really is no point to them if they can't open the hatch, that is the whole purpose of a key. Whenever I find one of these in a chest I leave it. It's not even worth taking. I'd rather have a white medkit.

    Keys should open the hatch. That is their purpose. Skeleton Key should be the only key in the game, being ultra rare and such makes it a cost-reward sort of thing. Dull Keys are just a cheaper version of that which can also now be found in chests very easily.

    It would make a lot more sense to remove Broken and Dull keys, adjust the Maps as I suggested before, and leave the chest drops the way they are. Then Skeleton Keys would be a very rare thing like they are supposed to, and you have a chance to get a Map that's actually useful.

  • @ad19970 said:

    @thesuicidefox said:

    NO

    Solo survivor is just fine. We don't need to give them anything. If you have 4 top tier solo survivors it can be way harder than most SWF groups.

    What they should do is limit perk usage of SWF groups such that there is only ever 1 instance of a perk allowed. This puts the focus of SWF on team builds, which is what they should be doing anyway. Letting them all run DS/Adren/DH/SC is what makes SWF so overwhelming. It'd break up the meta a bit.

    And before someone says something stupid because they don't actually read the post, this only applies to SWF groups. If you come into a game solo, even if the other 3 players are in a group, you have no limits. You can do whatever you want.

    I just don't think many people will be happy if they are forced to use less perks because they are playing with friends. Might really hurt the game.

    Literally nothing you do will make everyone happy so you just have to pick something and bite the bullet. Your choices are buff solo or nerf SWF. And since solo is in the perfect spot right now, it makes the most sense to nerf SWF.

    And if sharing bothers you that much then get in the habit of playing solo more often.

  • Shrine needs to be reworked anyway. Ever since they changed shards it's honestly not worth it, especially if you have more than 50% of the perks unlocked already.

  • Yea keys specifically should be toned down just because of what they do.

    IMHO Dull Keys shouldn't even be a thing. Neither should Broken Keys. Skeleton Keys should be the only keys in the game.

    The make Rainbow Map a purple rarity, remove the normal Map and all the add-ons that let you track different stuff (they are all worthless anyway). Add a few more add-ons to increase charges. That would be a lot better overall.

  • Should also add some kadonkadonk to killer, so they got something you could spank with your whole hand. I NEED SOME MEAT ON THEM BONES.

  • NO

    Solo survivor is just fine. We don't need to give them anything. If you have 4 top tier solo survivors it can be way harder than most SWF groups.

    What they should do is limit perk usage of SWF groups such that there is only ever 1 instance of a perk allowed. This puts the focus of SWF on team builds, which is what they should be doing anyway. Letting them all run DS/Adren/DH/SC is what makes SWF so overwhelming. It'd break up the meta a bit.

    And before someone says something stupid because they don't actually read the post, this only applies to SWF groups. If you come into a game solo, even if the other 3 players are in a group, you have no limits. You can do whatever you want.

  • Take out hatch, then have fun finding that last survivor. Hope you like walking around a map alone for hours at a time.

  • The only killer I DO NOT like to play against is Doc. More annoying skill checks, constantly revealing your position, INABILITY TO VAULT, and inability to do certain actions is so ######### lame to play against.

  • It's actually not a team game.

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