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thesuicidefox

thesuicidefox

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  • Activating Blood Warden and chasing them to the gate.

  • For Spirit just walk. Don't run unless it's a chase, and if even if you don't see her following you she probably is so just assume until you are sure she's not following you. If she plays a mind game walk away from the loop in a way that if she's just standing there faking it she would have to break the pallet to keep on you. If she wasn't faking it chances are she will still think you are at the loop but you have moved on. Run Iron Will and Spine Chill to counter her.

    For Trapper, check windows, pallets, and tall grass for traps. Check around loops. Always run to areas you are sure are trap-free (or be aware of where the traps are when you go somewhere). Run Small Game and Sabo if you want to hard counter a Trapper.

  • Spirit with Insidious and Prayer Beads = OP.

  • doing my best Batman voice
    Then you're gonna love me!

  • Nurse and Doctor. Doc does 3 gen lockdown, Nurse just does her thing. No one will be able to do gens and will get caught crazy fast.

  • Stridor. it helps you track an injured survivor even when you can't see them. You need a good headset though. I also run Shadowborn and Whispers, and between these 3 perks my tracking is INSANE.

  • I was thinking to make it simple it would just be like a shadow version of Charles Lee Ray. Cuts down on graphical budget and is more scary since shadows = spoops. Like this:

    Also I put a lot of thought into Chucky's power and I came up with this: there are something like 5 dolls scattered around the map. The killer can switch between these at will, something like a Hag teleport but he can't pick up and place his own dolls. He has to teleport to it, walk to where he wants it to sit, then teleport to another one. He spawns inside one of the dolls. The dolls have no heartbeat and give no indication that they are being controlled by the killer until he moves or acts (in other words the killer teleports to the doll and doesn't move it stays limp). Chucky dolls can also hide in lockers or chests. Survivors can pick up the dolls and move them somewhere. And yes, Chucky would be able to teleport to the doll while someone is carrying it. Survivors can lock a doll inside a locker for a short time (killer just doesn't have access to that doll until the timer is up), so besides just moving them out of position you have more reason to carry them and risk getting hit by the killer. Finally he has a power called Maniacal Charge where he gets a sprint burst and can do attack faster. During this time he laughs maniacally and is locked moving forward only. Something like a chainsaw sprint mix with phase walk. Oh and if you flashlight Chucky it forces him to switch to another doll.

    His add-ons would all be based around the dolls, like he could have an add-on where the last doll he occupied will reveal auras of survivors near it. Or maybe a pink one that alerts him to a doll being picked up (maybe doesn't tell him which one, so you get excited as you switch between them when you see the survivor holding you). Also add-ons to affect his charge, and how long he stay trapped inside a locker. Maybe also affect his TR when switching dolls (eg. your terror radius remains suppressed for 3 seconds after switching, or unoccupied dolls will randomly play their terror radius for 5 seconds at a time).

  • The build I run for Hag is Whispers, Ruin, MYC, and M&A. Add-ons can be whatever you want, bug parts are best IMO you should always use one of those at least. Eggs I like too, but some people like circlets. Your TR is 16m and Whispers reads at 32m, meaning if you walk up to a gen when it procs then set a few traps and go in to flush them out then they will almost always hit a trap for EZ hits. Ruin because it's Hag's perk and especially good for her if it's in a "good" spot because she can trap it. MYC is a must have on her because she's the only one that can potentially return to a hook instantly from anywhere on the map. With Mint Rag this perk is unbeatable, the moment the save happens you teleport back.

    Spirit I'm prestiging now, but I'm aiming for Whispers, MYC, Stridor, and M&A. Like Hag, she benefits from M&A/Whispers combo for stealth AND as a bonus M&A increases her TR in a chase making it easier to catch them with phase walk since they hear a hearbeat and not the woosh. Stridor is a MUST HAVE on her. If they don't have Iron Will it's impossible for them to juke you during phase walk if they are injured. You don't need to follow scratches or blood just listen, they can't hide it either. MYC because I think it works really nice for Spirit but you could do Ruin or Sloppy maybe instead.

    For Nurse I run Whispers, Stridor, Shadowborn, and Blood Warden. It's quite a scary build and really REALLY hard to hide from, especially if you are injured. Might be wondering why Stridor, well it's Nurse perk but it can help you track in corn and fog REALLY well. Shadowborn is a must for her because it counters fatigue. And in combination, with Whispers means you can track survivors really well and pressure them hard, as you know when they are within your TR based on Whispers. BW has been my most reliable source of game control. Ruin just seems to go so fast when I'm a Nurse IDK, bad luck maybe. BW adds guaranteed 60 seconds to the game. If you can hit blinks and know how to follow Whispers you can seriously pressure survivors with this, it's a lot of fun. Just be ready for a possible gen rush, if you use BW like I do then focus on chasing someone and getting them down when the gates power ASAP. Most survs rush the door and it will be open by the time you get the hook and I've caught so many players with their pants down. BW is amazing.

    Huntress I like Blood Warden (same reasons above), Ruin, Whispers, and BBQ. While Huntress is really good, unlike the other "slow" killers she is actually slow. The others have ways to move fast or break chases. Huntress doesn't have that, she just has hatchets. BBQ is best for her because it saves time and let's you focus on a new target, and/or see what people are up to. Whispers is absolutely necessary on her, it's really easy to hide from her like it is Nurse. If you KNOW survivors are around then you know to keep searching for them and eventually you will find one. Helps you save time since you don't need to go all the way to the gen or totem or gate to see if someone is there, Whispers will tell you.

    On Freddy I run gen lockdown, IDK why everyone insists he is late game. Playing him late game is a HUGE gamble. I do Dying Light, PWYF, Ruin, HHG, Class Photo and Z Block. The add-ons let you see everyone's aura during transition, and block offsets the extra transition time to make you look like a "baby" Freddy with normal transition time. Sleep everyone until you find the obsession, and tunnel them to a hook. Use PWYF if they are a good obsession, just break 3 chases quick you can let them go a bit since you are Freddy just be on them to sleep them again if they break out of dream. Ruin is there to buy you time to catch the obsession, and HHG protects ruin and lets you one shot the obsession (get 2 tokens of PWYF and HHG proc, then just start following the obsession watch them freak out how fast you are). Bring a mori if possible, but you can still get the build to work if the group is even slightly altruistic. Once you get the obsession hooked it's best to let them get saved since they die fast (especially if you have a mori). If you proc DL and they have anything more than 3 gens to do you win. Use CP to sleep everyone every time you sleep one of them, it will take over 5 minutes to do a gen in dream world, they will never get one done. Attack when it's convenient for you. Eventually you will catch them all, they could use every pallet and still not be any closer to escaping.

  • @ScottJund said:
    Come on man if you dont have a single OP setup for just one game what the hell are you spending your BP on

    I got my Freddy OP on standby in case I need it. Dying Light, PWYF, Ruin, HHG, Class Photo, Zblock, green or pink mori. When you find the first person sleep them and go around until you find the obsession. Once you do tunnel them to a hook. PWYF is there to make looping impossible and HHG protects Ruin and gives you a one shot you can use during the chase with the obsession. You should be able to get the hook on them within 60 seconds consistently, depends how good they are and how much others protect them if they can (you are Freddy so no body blocks). Once obsession is dead, if they have anything more than 3 gens left (which is usually the best I've seen teams do) then it's game over. You keep them all slept with Class Photo and attack at your leisure. You have infinite time and it's impossible to hide from you.

    It's an incredibly evil build, but it is crazy powerful, even though it's Freddy.

  • Why not have the doll be the killer but when he picks someone up or grabs them from something the ghost of the real Charles Lee Ray appears around the doll and mimes the doll's motions to carry you to a hook. Once hooked it disappears and the doll is all that is left.

    Though I wouldn't mind your idea either actually.

  • As a representative of survivor mains everywhere I accept your terms on the condition that a killer's neck will break if they "yes-yes" or "no-no" a survivor, killing them instantly and letting all 4 survivors escape by default.

    Do we have a deal?

  • Hag is better than Spirit. Myers should be at the end of his tier. Switch Trapper and Wraith. Otherwise yes pretty much.

  • Xbox player. Was a Huntress main at 60, now I play Nurse at 75. I went back to Huntress for a daily and it was tricky but something I could definitely get used to. I think higher sensitivity is better all around. You should build yourself up as high as you can and just practice.

  • M/KB native support is coming to Xbox in the next update supposedly.

  • @HellDescent said:
    I prefer Freddy with black box+blue dress+ivory mori. For perks dying light, the rest doesn't really matter. Hook the obsession, then move away while keeping a line of sight on them and wait for the unhook then kill them. I usually use this build if I got shat on by swf during the previous game and feeling salty.

    I had previous used Black Box with Dying Light too, but the problem I found is that it's too much of a tell what you are doing. If you have a good obsession or a team they will immediately start to play against your build. CP let's you find the obsession ASAP without spawning them in dream world. By the time anyone realizes, they are all asleep and the obsession is sitting on a hook. At that point you won, shouldn't take more than 60 seconds.

    I used BB + CP for another build with Remember Me and Rancor. I literally just chased the obsession all game, and mori'd him when the gates powered with 6 tokens and NOED. Yea they all died. It was quite powerful and IDK if you could counter it except to take out NOED then maybe you could. Doesn't even require a mori, but you should use a shroud to make sure no one spawns with the obsession.

  • I have been playing Nurse at red ranks almost exclusively for the last 5 days on Xbox and I find it quite easy to turn around and smack someone at a pallet. TBH the hard part for me is blinking through the pallet consistently but I've only played this killer for a very short time.

    Turn your sensitivity up. I'm on 75% and I can 180 really quick. I also use Shadowborn on my Nurse.

    The real problem is the frame rate. This is what hurts killers the most on console. Nurse and Huntress get it the worst, but I also get it with Hag, Freddy, Pig, and Spirit.

  • @EntityDispleased said:
    Wretched shop, torment creek and fractured cowshit. These maps without bamboozle are literal hell.

    Good advice. I'll try that on my Nurse 😃

  • I play on Xbox at rank 1 for both survivor and killer. I honestly do not know what you are talking about in regards to the group stuff, but yes there is toxicity. On both sides.

    This is the norm for Xbox though. Play anything and you get this kind of crap. It would be very nice if BHVR could do something about it for DBD.

  • I went about and used Ruin. It was gone by the time I got the first hook if not sooner every game, didn't matter the map. Twice I got Lery's and they got it almost instantly both times.

    But then I put on Blood Warden and do this: https://xboxclips.com/thesuicidefox/c0eeb4fb-494f-4d1b-b3e5-7b7472ed3072

    IDK, It just seems to work best out of everything. They were trapped in the trial for a full 60 seconds guaranteed. Also, they lined up to get hit to save the girl I hooked at the start. Had no expectation of it and you can tell the Meg just gave up when she saw it. It's the most devastating perk to use as killer IMO because it can't be countered unless you just run out the door in the moments before I can get it to proc. I ignored the Kate on the door and kept on Claud to make sure I caught her, and then it was GG for the 2 of them because they didn't flat out leave. Survivors never just leave unless you pressure them to leave.

  • @Crizpen said:
    As for your build: Shadowborn is good, but I'm not personally a big fan of the rest of those perks you're using in combination. Blood Warden, for example, is handy in the end game but the Nurse is generally better off focusing on the early and mid game and not allowing it to progress to the end. Ruin would slow down the game for you, giving you more time before they do all the gens. A Nurse's Calling is super useful, particularly after someone has been rescued from the hook. Devour Hope or Haunted Ground can be useful in giving you one-hit downs, or even Make Your Choice for downing anyone who does a rescue. Tinkerer can be good for knowing which gen they're working on, if you're having trouble knowing which end of the map to go to. Etc...

    I'm playing without totem, aura, or Exposed perks.

    Ruin is good, but it can be taken out really quick and thus a waste most of the time IMO. BW they can't take away from you, only play to avoid it as best they can. If you catch someone with the gate open the others have to leave or take the chance hiding. But like I said by this point survs are terrified of me because my tracking is insane. Most of the time they rush to open the door and then I hit them with BW.

    Aura perks are too easy on Nurse. Plus good survivors can avoid BBQ/Nurses, I do it all the time at rank 1 it's easy AF. For BBQ you either get close, hide behind a gen, or just make it look like you went somewhere else you didn't. For Nurse's just don't heal near the killer, simple (or take Adren instead of SC). Stridor is way better than Nurses because you can't hide your crying except with IW, but even then Stridor beats IW (basically makes you sound like NM guy). I have been able to blink through walls and floors because I could hear exactly where someone was. And it helps IMMENSELY in corn.

    Devour I want to try but don't have it yet. HHG I want to try too, but from my experience with it both as killer and survivor it will help you catch maybe 1 guy but then everyone hides until it runs out . I've used MYC and people do the same thing, just hide in a hole until it goes away. Exposed on Nurse makes them too scared, and while I could EVENTUALLY find them it's a serious PITA to find 1 super duper immersed survivor, I don't need 4 of them creeping around.

  • I was a Freddy main for a while, and I will tell you that almost any build you come up with using Class Photo will be REALLY powerful and really fun because if you find 1 survivor you find them all. You just need something to either slow the game (you used RM) or Z Block to offset the +2s to transition from CP.

    I've never used it with Third Seal, but CP makes everything about Freddy scary because survivors pride themselves on hiding from Freddy "bc iz so hard".

    My best CP build I call Dream Catcher. It's Dying Light, Play With Your Food, HHG, Ruin, Class Photo, Zblock. You just go around and sleep everyone until you find your obsession. When you do, sleep them and tunnel them to a hook. Use PWYF if they are a good obsession and loop you, as Freddy this is super easy because they can't ever get away from your aura reading. Once you have 3 stacks there is no more looping you. If they do break out just sleep them (you should be right on top of them at all times anyway) and you can take a look at what everyone else is doing. Ruin is there just to buy you time, and HHG protects Ruin and can potentially make the chase with obsession even faster. Once you get them on a hook, LEAVE. Yes leave, let them get saved and tunnel them it's faster than camping (and because you have CP, if they split up you can still always find your obsession if you find the guy who saved him). Your other option is to bring a mori to end them. The whole build is designed to proc Dying Light ASAP. Once you proc DL on Freddy, if they have 3 or more gens to do it's game over. They just will never do them, especially because you have Class Photo you can keep them all slept constantly and just take chases when you feel like it. You have basically infinite time now. It is absolutely brutal, since I used this exact build no on has escaped. Prior to optimizing it with PWYF I had 1 group of 3 escape because they came strapped with insta-heals, FL, and their obsession was really good at running. But with PWYF I woulda caught him super fast.

  • @Boss said:
    All that for just 1-2 (un)safe pallets or windows?
    What's the point of this?
    The players will carry such game-changing Perks and whatnot, yet you don't want to add balancing changes around them, only making 1 tile more/less safe.

    All 4 Survivors will carry 4 DS: Now this pallet and that window won't be safe.
    Weeeeeeeeeee

    It makes a difference at the highest level, where players know the game very well and can take those minor advantages.

    I play Gears of War. We have something called "right hand advantage" which means exactly what it says. The game is in 3rd person but all the characters hold weapons in their right hand. Due to the nature of shooting mechanics in the game (either camera shot or barrel shot depending on which game you reference), the shots come from the right side of the character model and thus when engaging an enemy you always want them on your right. If you are both on a piece of cover, whoever comes the right will basically be able to shoot around corners. This is IMPOSSIBLE from left hand, unless you do left hand glitch but then you need to be aimed which slows your movement. 1v1's around cover tend to be counter-clockwise circles. It's a very simple thing that, for most of the player base, actually makes no difference. But for the BEST players in the game, it is the ONLY difference that matters a lot of the time. These guys are so good and know the game so well that the only way another of their caliber can beat them is if they have this inherent advantage from the game. Granted they can beat each other from left hand, but right hand is the significantly safer option especially in Gnasher fights.

    Basically I want for DBD something that only affects the upper echelon of players, or at least those players attempting to play at that level. If you bring a lot of OP stuff into the game then it's only fair when the killer brings a lot of OP stuff too (NOED, mori). So to slightly nerf these things in terms of RNG such that, if you play fair you are less likely to be totally screwed by RNG (or perhaps worse, you play unfair and get all the best RNG) would be an acceptable to balance these things and those that abuse it will be beaten by players than can use those advantages. Thus to avoid giving such advantages players would reconsider what they bring into a trial.

  • I'm aware of the add-on combos, and I've tried them but it doesn't seem to make much of a difference. The only thing I noticed a difference was range add-ons. Right now I have like 100 something between the different +1 blink ones, but I'd rather just try to learn with 2 blinks and keep 3+ blinks to games where I might need it a lot (eg. SWF).

    It seems that I've landed on Blood Warden as my 4th perk. It's the only perk that seems most effective at giving me time and making the survivors screw up. It's a guaranteed 60 seconds, and since most people don't expect it they get chased to the gate and trap themselves. I caught 3 of them at once with it one game it was amazing. They can't stop it either, they can only avoid it by NOT opening the door. But I know when it's open because the perk lights up. Best part is that I can ignore the door to continue chasing someone. I found that's one of the HARDEST things to do as Nurse is guard the doors. If you can't lethal blink to the guy on the door you can't pressure them at all. But with BW I don't care if you open the door so long as I can catch someone and put them on a hook. By this point in the game most groups are terrified of my Nurse and want to leave so this really REALLY hurts them. I still might swap it with Frankie's if I see a key or multiple toolboxes, but right now the build is Shadowborn, Stridor, Whispers, Blood Warden. YOU CAN RUN BUT YOU CAN'T HIDE.

  • I got 2 cosmetics for Trapper when I don't even play him (except for an occasional daily). Putting BP into him slowly so that I can run my basement builds on him. I feel like he's the most fun killer to play in basement.

  • If you are playing Pig don't spam all your traps. By that I mean don't just put them on every chance you get, use them to slow the game down. Put one on the first guy and wait until your totem goes does/gen gets done then use another. Save one for the end and have Blood Warden handy.

    Build is really important. If you are having trouble in chases do like Enduring + Bambo + Spirit Fury, last perk can be Ruin or something to slow the game.

  • @Nos37 said:

    @thesuicidefox said:
    DS, for example, would have a favoritism of say -3.

    The fact that Decisive Strike doesn't have a value of -9 or -10 in your example tells me that you're a Survivor playing favoritism. If the most obnoxious Survivor perk in the game only has a rating of -3, what in Fog's name would warrant a -10 rating? 3 purple flashlights duct-taped together?

    With that said, however, I do like the overall idea because I get frustrated when I don't run the meta (I almost never equip Self Care, Decisive Strike, Sprint Burst, or Dead Hard; especially not altogether), yet I don't get brownie points for it, and I'm tunneled and camped just as hard as toxic meta Survivors.

    I play killer at rank 1. Nurse, Spirit, Huntress, Freddy and Hag. Currently playing Nurse at rank 3, and in only 3 days with no Exposed or aura perks, I have been able to body most groups I come across. On console, and yes there are good survivors I play rank 1 surv also. I have 1500 hours in the game.

    A single DS, from the obsession, is not really a big deal. It potentially can be in the right moment, but most of the time you can play around a single DS. It's when more than 1 survivor has it that it becomes a problem. Similarly, a single player with a good toolbox isn't a concern, but 3 of them means you will get gen rushed. Someone above said it would screw over solo survivors, which is why individual numbers should be so low to prevent that. It only punishes ABUSE. For killer that might mean Ruin, NOED, pink mori and pink add-ons. Against any team not wielding a lot of good stuff you will body them really hard and it's lame. Don't sit there and tell me you NEED that stuff either, because in the context of favoritism against 4 solo normie survivors with no items equipped that stuff becomes really OP. Against the 4 man SWF with 3 DS, 2 toolboxes, and a FL, yes go ham, but against the innocents you should be dissuaded from abusing your most powerful stuff.

  • @Nos37 said:
    You know how in Jurassic World, the dinosaurs fight while the humans try to get clear of the area, but the fight keeps following them no matter where they go? You may laugh and say to yourself "that would never happen." Well, that happens to me all the time...

    If I try to move to another area/gen to work on, the chase leads them there too.
    If I try to stay put and wait for them to leave, they loop the same area until the crows show up.

    Sometimes I feel like there's a force or plot device that draws the chases towards me, and it's worse when the chased Survivor loses the Killer and I'm right there for the Killer to find; so frustrating.

    There is a reason Bond exists.

  • @Incarnate said:
    It's an interesting idea, but not everything is this black and white. Because say certain things that normally would be considered a bad pallet or obstacle placement for the survivor, might not necessarily be so for every survivor depending on their skill and playstyle. Your idea has merit, because I definitely think that would be a good way to balance the game in regards to bringing the best of the best - that it comes at a sacrifice, in this case a sacrifice to have worse RNG.

    This might be true in some context, but there are generally agreed upon "good" and "bad" placement of objects. For example, if you are playing killer and use a lot of stuff that lowers your favoritism then your totem might spawn in a bad spot or near a survivor. If you have stuff to increase your favoritism or a lot of survivors have lot favoritism then your totem would spawn in an objectively "good" spot so that it's harder for survivors to find. This sort of thing is complete RNG at the moment.

    Perhaps there could be an option on killer's end to turn it off, and survivors can see if it is off or on. Survivors and killers that want fair games would then be able to match with each other more.

  • @SenzuDuck said:
    ahhh yes, a mechanic intended to solely screw over solo survivors, sounds fun and exciting and entirely fair.

    Well no if you come into the game with DS doesn't mean everyone has DS. And the game wouldn't punish a single DS that hard, you'd get like 1 bad window or pallet where you normally could have got a good one. It'd mean that if you want to stack things in your favor then you need to be able to play with bad RNG.

  • @Dreamnomad said:
    I can understand the desire behind this, but it feels like a mistake. This game will not, nor should it, ever be perfectly balanced. It's impossible anyway. And while it might seem like a step toward balance, players are nothing if not crafty. This would actually give players more levers to pull on to unbalance the game. No matter how you value the perks, items, and so on players would find a way to abuse it.

    The values themselves would be subject to endless debate and whining. Plus it makes the game needlessly complicated. There is already a decent learning curve to new players. Something like this would be a nightmare to explain.

    I'm not exactly disagreeing with you, and the details of the mechanics need fleshed out, but I think you are missing the point of it. The point is to put in a sort of auto-balance mechanic that says abusing OP stuff will get you punished. If you are in an SWF group then yea you want to maximize your favoritism but you have to sacrifice all the good stuff to do it. So you are nerfing yourself hard to get what would be considered a minimal advantage. It's better to just use the OP stuff and accept playing RNG that would favor the killer.

    As far as new players go, it doesn't matter if they get good windows or bad ones. They aren't to that point in the game yet. This would only affect the top tier players and only when the odds are stacked against the other side.

    To be fair the system might be better hidden (so you could account for your own favoritism via the numbers but not what if the game favors you or them). This could also be a tell that someone it using something super powerful. As survivor that might mean NOED, as killer that might mean multiple DS's. Or maybe like 2 BNP's.

  • @MegaWaffle said:
    Imagine the nightmare balancing such a mechanic would be. I'm not against your intended point to make the game seem more "fair" but I imagine this would bring about its own slew of complaints about balance.

    I don't think so, you just go through everything in the game and give it a rating based on how powerful it is. The most powerful stuff should be around -5 while the least powerful should be around +5. If you use these items individually it shouldn't impact the game too hard, it's when they stack that you would start to see effects.

    As far as what the mechanic actually does, well we kind of already have it except that it's complete RNG. If favoritism was a thing, there would be some influence to the RNG to make it more/less fair depending on the circumstances of the game. So where now killer might randomly get The Game map, even in a fair game, with favoritism RNG would pick a more neutral map.

  • I'm building up to it but I also play Huntress, and I tried a game yesterday for a mori daily at 75% and it was tough to land shots. Granted it was the first Huntress game I had in a while, and I did hit some shots, but others were just way off LOL.

    75% seems like plenty. You don't really need to turn that fast, just fast enough that you can do a 180 quickly. I position myself a lot with movement, which on keyboard is less smooth than with a controller. You can, for example, hug a wall perfectly while moonwalking with with an analog stick even at weird angles where you can't really do that with WASD unless you move the mouse to adjust where you move. Know what I mean? You can kind of draw a perfect circle with an analog stick, can't do that with WASD. A lot of times it's easier to adjust your body than it is your aim, but like I said elsewhere I've been playing shooters on console for 20 years so it's easier for me maybe. If this were CS or something where you need long range pinpoint accuracy, yes controller doesn't stand a chance against a mouse, but in this game I just need to be able to 180 in like a single flick of the stick and I'm set.

    I'm at rank 2/3 right now. I get a lot of red ranks but I can still get them. The only people that I can't get are the ones where I mess up blinks too much, like this game I had last night where I just wasn't going through stuff and just lost too much time. And while not all my games are 4k's I give a lot of freebies so people have been getting out in games where if I was a mean killer everyone woulda have died. I'm fine with them escaping if it was a really long game and I had good chases on them. More practice > winning.

  • I'm on Xbox, the framerate isn't as bad as people say. I just got a new Elite controller, and I play on 75% sensitivity since I started to use her. It's honestly not that hard to aim with a controller, IDK why people make a big deal about the mouse stuff. I can turn around plenty fast during a blink when someone 360's me, only reason I don't is because I'm still learning how to do it. Usually I miss but the point is I can do it once I practice more. It's only been like 3 days and I'm already quite the monster without totems, one shots, or aura perks. I play on the X so most games are very smooth, smoother than when I play as Freddy believe it or not.

  • @MegaWaffle said:

    @thesuicidefox said:
    I've dabbled in Nurse before, but now I'm jumping in to really learn her. I'm either playing no add-ons or the Plaid Flannel (but I feel like it's wrong, I don't seem to teleport to where it shows me). Is there a trick to aiming? Should I always aim up if I want max range?

    I run a bunch of perks. Shadowborn seems to be a must on her, it helps so much with the blinks, but my problem is the perk gives you a fish eye view. I feel like I can never hit lethal blinks despite being able to track/find survivors better.

    Right now I can hit like 50% of the time on blinks but I don't quite get where the aim is going. Tips?

    If you aim up a little you will guarantee you get the full distance of how much blink you charged. Any deviation looking down will reduce how far you blink (this can be a good thing if you accidentally overcharged your intended distance). Just keep practicing and soon you won't feel the need to use the shirt add-on or Shadowborn. Once you get use to the horrible console fps (if this is console) you can swap that perk out for something useful.

    IDK If I would ever give up on Shadowborn. I'm getting the hang of it some objects are still weird though. I have been bodying most groups but I had a couple games where I get bodied because I can't hit blinks (specifically I'm trying to blink through a jungle gym or something and keep missing).

    Right now I've landed on Shadowborn, Stridor, and Whispers. My tracking is insane, you can't get away from me. People have only been getting away because I let them to kick gens or go for someone else. Survs have been terrified to even be seen by me. Stridor might seem like an odd choice but dude, I can track you, with pinpoint accuracy, in corn so it's worth it. It also makes it impossible to hide if you are injured. Whispers helps me just make sure I'm not wasting time being somewhere survivors are not so I can always pressure them somehow.

    The fourth perk comes down to BBQ, Blood Warden, Sloppy Butcher, or Franklin's and all for different reasons. Sloppy works best with the build since more blood = even better tracking and mangled = injured for longer which slows the game and helps with Stridor. BBQ because it's the best aura perk, but TBH I have only been using it for points I can find/track survivors just fine with Whispers only. I almost feel like I'm cheating as Nurse with aura perks. Helps to keeps tabs on what survivors are doing and have a general direction to go after a hook, but I feel like it's more of a crutch on her than actually making you a better killer. BW is OMG so amazing, I've made several sick BW plays on Nurse, one against a group of 3. The look on their face, I turned a 1k into a 3k. Probably could have got the 4k but they split up at one point and I made a choice to kill the obsession faster instead of spreading out the damage. Franklin's I ######### hate as survivor, but if I see 2 or more toolboxes I'm going to use it now probably. I hate using Ruin, mainly because once it's gone you have 1 less perk but also because I don't feel like you need this as Nurse. It's really just the games with multiple toolboxes where it might be needed but again if they take it out GG you are getting gen rushed.

    I've been playing without add-ons but now that I got the hang of the blink I'm trying watch and spoon for shorter fatigue.

  • I'm currently rank 3, and I play at rank 1 with Freddy already soooo....

    The aim is the tricky part to figure out. It's like sometimes I go through a certain object with a quick tap sometimes I don't.

  • I personally want to see Chuckie most. I think he could work in doll form in the game and it would be a lot of fun for both sides.

  • @Visionmaker said:

    @thesuicidefox said:
    Only the obsession should get to use DS. For every instance of DS in the group make the skill check zone larger (shown by a number on the perk for all survivors using it). This forces people who want to be the obsession to take other obsession perks. Also survivors need at least 2 more obsession based perks to offset to the 5 killers have (and because OoO and SS suck).

    No. That's an awful idea because it forces survivors to harass each other to use a perk they each earned.

    Players using DS should just have a UI indicator visible to everyone. That way the killer isn't caught off guard and the survivors need to work together to get DS to proc at all for non-obsessions. It will also make it easier for solo survivors to get assistance/help others with the perk, without having to change anything about it.

    The problem as killer is that you have to deal with up to 4 instances of this perk. When you get hit with 1 that's bad enough, 2 is really bad, and 3 or 4 is just a loss no matter what you do. It's kinda dumb only 1 person should get to use it. And it's not like you wouldn't get the full benefit of the perk, if the skill check were larger for the 1 guy that can use it and they can hit it easy that's good for everyone. As I stated, 1 DS = powerful so to ensure that guy gets DS helps everyone. There is no reason you should get to DS the killer if you are not the obsession.

  • If the killer is within 16m of the hook the guy's aura should pulse like the hearbeat. Killer's that stay this close to the hook with no survivors around are losing Chaser now anyway, so they are forced to give at least 16m for you to make a move before they run in (in other words they can't just sit right next to the guy with Insidious). This alerts the other survivors the killer is really close to the guy and to be cautious or do gens but doesn't just... give you a perk that is actually quite powerful and make SWF optimization the norm.

  • NOED should either have some sort of tell during the normal game or it should have some requirement to activate other than "when exit gates power". Something the killer must do before they can get it, like maybe having survivors collectively bleed for X time, whatever would require them to hunt down and make a few catches not just 1 hook's worth of blood.

    Only the obsession should get to use DS. For every instance of DS in the group make the skill check zone larger (shown by a number on the perk for all survivors using it). This forces people who want to be the obsession to take other obsession perks. Also survivors need at least 2 more obsession based perks to offset to the 5 killers have (and because OoO and SS suck).

    Pink mori's should require a hook on a survivor AND a minimum of at least 2 hooks (on anyone, so 2 different survivors or 2 on same survivor).

    Yellow mori's should work like green mori's for obsession only. Otherwise it works like it does now. It shouldn't make an obsession spawn though unless someone has an obsession perk.

    BNP should just make the great skill check zone ginormous at the cost of efficiency so it can be a hard counter to Ruin.

  • The sabo action should stay as it is now. Letting someone 99% a hook might be a way to counter Hangman's if that perk were to show you sabo'd hooks. You could potentially sneak in last second and finish the sabo to get the bonus time, but you should have to do 100% of the hook to get extra time (so all or nothing). Changing the hook time in small increments might be a bad idea because it's inconsistent. Do you have 3 minutes or 2:45? That can mean a lot.

    As far as Saboteur I think it should just let you do the sabo action without a toolbox at 50% speed and then apply 25/50/75% sabo to a hook you get placed on such that you could save time by partially sabo'ing a hook but then only get the bonus time for yourself, OR spend the time to do it all the way so everyone gets bonus time. It would also give the perk some value outside of just the sabo action (otherwise just bring a toolbox and don't waste the perk slot).

    @Nickenzie mentioned to have a pink sabo add-on to break a hook like you could now and I like that idea because if it was like the current BNP and was consumed on use then you could in theory allow the hook to stay broken permanently because survivors can only break, at most, 4 hooks. With new hook placements that might make a difference if done properly, or might be a total waste. Killer also has Hangman's which maybe can counter this by having all hooks repair/respawn on 60 seconds or something (not 10 like it is currently only because 4 hook limit). Maybe because of that the add-on should require a specific type of action so it's hard to do it right in front of the killer as they carry (to avoid the previously agreed BS we see with current sabo).

  • @ad19970 said:
    I actually really like this idea a lot. Less frustrating for killer but a nice counter to camping.
    I'm guessing killers should also not know what hooks are sabotaged and what aren't or they'll just try and avoid those hooks.

    Yes, but maybe if you run Hangman's you can see which hooks are sabo'd. Also when you hang someone on a sabo'd hook the icon will be different (eg. a broken hook) which would signal to all players that the hooked guy will have extra time on the hook. Then killers know they can't camp, and survivors know if they do camp to do gens.

  • I've noticed that 4 of the 5 female killers have very detailed bare feet, and 1 of the male killers. Someone at BHVR has a foot fetish no doubt.

  • @redsopine1 said:
    That would be fun I was forced to dc a match because even after they had both gates open all they did was break every single hook for no reason besides being dicks ao the killer cant even try to score a kill

    Yes this is the kind of stuff I mean when I say "toxic Sabo" because there is honestly no way Sabo isn't toxic in it's current form. Stuff like this should never happen, and wouldn't with this sort of change.

    @Milo said:
    But then make sabo a channelled action like totem breaking. So you can't do the 99% strat :3

    Well there would be no point to 99% a hook. You would just sabo it completely or else you don't get the added time. The whole tactic falls apart and you are left with just doing the whole hook. Again details need to be worked out, but maybe a hook stays sabo'd for something like 5 minutes unless you have Hangman's. That way survivors are incentivized to completely sabo hooks, and if you really want to make a "safe zone" you will need to spend the time doing multiple hooks in an area, taking away time from doing gens.

  • @DarkWo1f997 said:
    @thesuicidefox my account is ALSO 13 years old. I have yet to run into a single lag switcher. 

    I don’t have the energy to argue with two individuals that can’t seem to do anything besides provoke and annoy everyone on the forums. I’m done with this thread. Go waste someone else’s time, neither of you are listening to me. 

    If that's the case then you would have definitely encountered lag switching in Halo 2, it was quite rampant. Especially above rank 40. If you played Gears 1 or Gears 2 you would have encountered it too. So my guess is that you don't play online versus games as much, or at the very least games that are p2p. Like I said above, lag switching is impossible in most Xbox One games because they use dedicated servers. Has nothing to do with the Xbox platform itself.

    Regarding the "know-it-all" comment: I'm not the one sitting here denying something that has a ton of evidence. I'm not sitting here telling you it never happens despite there being millions of XBL accounts and hundreds of online versus games where it could occur over the course of a 15 year period. We have given you specific examples, evidence of shops that offer lag switches, and even a video yet you still stick to this idea it's impossible. If you are getting annoyed it's only because you know you are wrong and are too stubborn to admit it. Evidence is overwhelmingly against you. Do you think that modding is also impossible? Because I could give you videos from my own channel that prove modding can be done on Xbox (well 360, I haven't encountered a modder on One as far as I can tell).

  • "Meta" refers to metagame which means "the game within the game". It's the tactics and strategies the evolve from the game's mechanics and is based on optimal winning play.

    For example, in Gears of War 3's Clocktower, the meta is a 3-1 split to Boom. Basically you rush Boom because if you don't and relent to the other team, they win (because Boom is such a powerful weapon it can single-handedly influence the outcome of the round). It's the reason that competitive Gears 3 swapped Boom for Digger, because otherwise the map was extremely 1 dimensional and lame. After the swap, the meta became a 3-1 or 2-2 split to snipe with a flank through bottom. This is also important because if you didn't send AT LEAST 1 down then the other team gets nades and can flank you while you push up top, which is a loss. However there is a lot more variety in the way you can handle these splits, and in some cases making a rush to Digger was a good idea, though risky because of both how long it takes and open you are to being sniped if your team didn't win the top.

    In theory you can have different metas based on different styles, but that doesn't necessarily mean that the best way to play in that style IS the meta. It's just the meta for that style or particular tactic. Generally speaking, the meta of DBD revolves around time. Survivors want the game to go as fast as possible, killers want the game to go as slow as possible (to a point obv, when the killer has 3 dead he doesn't want the game to be slow for the last guy, and when the killer has something like Devour with 5 tokens the survivors want to slow down and take their time to minimize mistakes).

  • I actually put some thought into this, and I figured that when Chucky picks someone up or grabs them from a locker the spirit of the REAL Chucky (the person) appears and mimes the dolls motions. That way you can play as this tiny doll but still be able to carry/hook/grab as normal. Plus it fits nicely with the lore of Chucky.

    I was also thinking his power would be that there are maybe 5 Chucky dolls around the map that he can teleport to and take over. Not like Hag though, the dolls are a permanent fixture and only "drop" into a rag doll state when the player leaves to another body. It would give him really good map pressure. Then allow survivors to pick up the dolls and move them, so then if Chucky is proxy camping a hook with his doll you can move it somewhere else. But be careful, if he teleports to the doll while you hold it he can attack you while you carry him. He could also hide in lockers or chests and pop out. As a secondary power he does a maniacal sprint (laughter an all) where he can swing his weapon multiple times. Something like LF's chainsaw, but not a one shot, lasts much longer, and Chucky has way more control of movement and when he attacks.

  • @DarkWo1f997 said:
    thesuicidefox said:

    @DarkWo1f997 said:

    It’s possible, but nowhere near the effort and at least $2k to jurryrig that #########. So because it’s a top google search, means it’s easy? Really? That’s your argument? You aren’t trolling? You don’t explain anything like I did. Facts or I dismiss your argument. 

    Dud > http://www.extreme-mods.com/Extreme-Lag-Switch_p_392.html

    $40... Like I said just Google search it. If you did you would have seen this it's the very first link. There are pages of these shops. $2k for what basically amounts to an on/off switch. LMFAO

    Lag switching is useless if the service literally boots you for having high ping you dummy. Read my posts before you think me the unknowledgable one. 

    R E A D. 

    LOL except that it actually doesn't. I've seen 1000+ pings in some games (DBD included). If 1000 ping doesn't get you booted from online games IDK what would.

    I've been an XBL member since the ORIGINAL Xbox. My account is 13 years old. I've seen lag switching MANY times, but it obviously has happened less and less as the years went on. I remember getting lag switched in Halo 2. But that doesn't mean it's IMPOSSIBLE now as long as the game is p2p you can do it. The real reason you can't do it in most games is because of dedicated servers, which a lot of Xbox games with multiplayer do now. Fighters still face issues with lag switchers because it's p2p.

  • @DarkWo1f997 said:
    It’s possible, but nowhere near the effort and at least $2k to jurryrig that #########. So because it’s a top google search, means it’s easy? Really? That’s your argument? You aren’t trolling? You don’t explain anything like I did. Facts or I dismiss your argument. 

    Dud > http://www.extreme-mods.com/Extreme-Lag-Switch_p_392.html
    $40... Like I said just Google search it. If you did you would have seen this it's the very first link. There are pages of these shops. $2k for what basically amounts to an on/off switch. LMFAO

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