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thesuicidefox

thesuicidefox

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thesuicidefox
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  • Everyone uses Mint Rage with Rusty Shackles but I feel like that's not utilizing MR to it's fullest. I use MR with Gramma's Heart then set up a web pattern. If you hit a trap during a chase I teleport to the trap AHEAD of you, and while you are looking back not hearing a HB I'm coming at you from a different direction. IMO way more effective. RS is good no doubt, but I feel like it's a waste with MR.

  • @darktrix said: So if they get off the hook 60 seconds from now or 6 seconds from now, what's the difference?

    Exactly. I don't get why killers won't let someone get saved, all that means is they lose time on the hook and are closer to death. If you camp them then it takes them 2 minutes to die. If you let them get saved, they could be dead in 30 seconds.

  • @Tsulan said:
    thesuicidefox said:

    @Tsulan said:

    thesuicidefox said:

    @Tsulan said:
    
    thesuicidefox said:
    

    @Tsulan said: You really have to show me those horror movies that you are watching. Where the killer is fine with just scaring the kids and not really trying to kill everyone.  Do you play betafield or call of beauty? Where you ask the other team to not use grenades, rockets, tanks, etc. Since that would be tryharding. You obviously are confusing playing to win with try harding. Playing to win is just that, you play your best to win but you accept defeat if/when it happens. Try harding is when you play to not lose, to the point that you just kind of delay the inevitable to avoid the blow to your ego. There is a difference. The former type of player will say GG regardless of the outcome. The latter type of player will rage quit and complain about the game when things don't go their way. I was also a game tournament organizer for many years across many games. I've seen some absolute SWEATY TRY HARD players, but in that context it's acceptable because money is on the line. Playing online though there is no such physical reward, yet some people treat the game like there is. Like the one guy that did a hatch standoff for 4 hours. Really what is the point of that? It's just stupid. Absolute waste of time and unnecessary.

    See, there at your own example? You said that one guy did a hatch standoff for 4 hours. But that's simply wrong. 2 guys did that standoff. Both wasted their time, because both refused to give the other one the win. But in your book it's only the killer who's tryharding.
    
    
    
    It's because at the moment the standoff starts the killer is GUARANTEED to pip, where the survivor is not guaranteed to pip unless they escape. Now yes, after a certain point it's on both players, but the majority of fault lies with the killer since they could just have hit them at the very start to end the stalemate and still pip.
    
    Context matters.
    
    
    
    Nope, the killer isn't guaranteed to pip. Because hatch standoff can happen when the other 3 survivors escaped. 
    
    Also, I usually pip as survivor, once I did a gen, unhooked someone and healed him/her.
    

    The standoff requires 2 people and both have the same fault. 

    That's.... not the situation I'm talking about though. I'm talking about games where killer killed the other 3 and gens are still left to be done. Go ahead, show me a clip of a killer not pipping because they let someone hatch when the other 3 are dead and exit gates aren't powered.

    Again, context matters.

    I could show you a screenshot where I did a 4k with Myers and only black piped. 

    Obviously there are extreme exceptions to everything. For example, I can show you a screenshot of a game where I did 0 gens and died but still pipped. But, in majority of cases, if you kill >3 survivors you will pip.

    Let me guess... you tombstoned/mori everyone after they gen rushed to exit gates?

  • @Tsulan said:
    thesuicidefox said:

    @Tsulan said:

    thesuicidefox said:

    @Tsulan said:
    
    You really have to show me those horror movies that you are watching. Where the killer is fine with just scaring the kids and not really trying to kill everyone. 
    
    Do you play betafield or call of beauty? Where you ask the other team to not use grenades, rockets, tanks, etc. Since that would be tryharding.
    
    
    
    You obviously are confusing playing to win with try harding. Playing to win is just that, you play your best to win but you accept defeat if/when it happens. Try harding is when you play to not lose, to the point that you just kind of delay the inevitable to avoid the blow to your ego. There is a difference. The former type of player will say GG regardless of the outcome. The latter type of player will rage quit and complain about the game when things don't go their way.
    
    I was also a game tournament organizer for many years across many games. I've seen some absolute SWEATY TRY HARD players, but in that context it's acceptable because money is on the line. Playing online though there is no such physical reward, yet some people treat the game like there is. Like the one guy that did a hatch standoff for 4 hours. Really what is the point of that? It's just stupid. Absolute waste of time and unnecessary.
    

    See, there at your own example? You said that one guy did a hatch standoff for 4 hours. But that's simply wrong. 2 guys did that standoff. Both wasted their time, because both refused to give the other one the win. But in your book it's only the killer who's tryharding.

    It's because at the moment the standoff starts the killer is GUARANTEED to pip, where the survivor is not guaranteed to pip unless they escape. Now yes, after a certain point it's on both players, but the majority of fault lies with the killer since they could just have hit them at the very start to end the stalemate and still pip.

    Context matters.

    Nope, the killer isn't guaranteed to pip. Because hatch standoff can happen when the other 3 survivors escaped. 

    Also, I usually pip as survivor, once I did a gen, unhooked someone and healed him/her.

    The standoff requires 2 people and both have the same fault. 

    That's.... not the situation I'm talking about though. I'm talking about games where killer killed the other 3 and gens are still left to be done. Go ahead, show me a clip of a killer not pipping because they let someone hatch when the other 3 are dead and exit gates aren't powered.

    Again, context matters.

  • You forget that survivors are forced to save the guy on the hook or lose Benevolence. If you ignore that first guy on the hook and just rush gens you can't pip unless you do 3 gens by yourself and escape unbroken, and even then you still need to have a chase for at least bronze Chaser.

    In the past yes, losing to camping is entirely on the survivors. But with emblems, they have to save the guy or they can't pip. Ignoring the save isn't an option anymore.

  • IMO Stridor is absolutely necessary on Spirit. It makes it impossible to run from her phase walk if you don't have Iron Will, while also making it a bit easier to find healthy survivors immersed in a bush and stuff.

    Likewise, Whispers is necessary on Huntress because it's so easy to hide from her.

    MYC isn't required on Hag but she is by far the killer that fits that perk best.

    After that the "killer meta" is basically BBQ/Ruin, maybe also Nurse's, and that's about it.

  • The only thing they need to do to BT is have the icon flash when you give it to someone. So many times I heard a heartbeat yet didn't give someone BT. If the icon flashes during the unhook then I would know I gave it to them. If it doesn't then I didn't and have to play differently.

  • The fact you found and killed them all says to me that doing such things isn't really possible. If you came into the game with Whispers it wouldn't even be an issue. That said it's still pretty toxic thing to do and I hope they get banned for it.

  • @Bug_Reporter said:
    This perk is BROKEN it removes 2 powers from the killers, Clown and Doctor, PLEASE NERF!

    Dude FFFF the Doctor. Most annoying tedious killer to play against. Who in their right might thought that making skill checks more annoying would be fun? Read ANNOYING. I can hit a shaking off-center OC skill check no problem, it doesn't make it any less annoying to deal with.

  • Again, I'm doing the EXACT same thing. The windows on the dump trucks are always the same height, yet sometimes BL triggers and sometimes it doesn't. I've also had instances where I fell maybe an inch and it triggers, and another instance where I fell at least 1m and it doesn't trigger.

    IT. IS. BROKEN.

  • @Tsulan said:
    thesuicidefox said:

    @Tsulan said:

    You really have to show me those horror movies that you are watching. Where the killer is fine with just scaring the kids and not really trying to kill everyone. 

    Do you play betafield or call of beauty? Where you ask the other team to not use grenades, rockets, tanks, etc. Since that would be tryharding.

    You obviously are confusing playing to win with try harding. Playing to win is just that, you play your best to win but you accept defeat if/when it happens. Try harding is when you play to not lose, to the point that you just kind of delay the inevitable to avoid the blow to your ego. There is a difference. The former type of player will say GG regardless of the outcome. The latter type of player will rage quit and complain about the game when things don't go their way.

    I was also a game tournament organizer for many years across many games. I've seen some absolute SWEATY TRY HARD players, but in that context it's acceptable because money is on the line. Playing online though there is no such physical reward, yet some people treat the game like there is. Like the one guy that did a hatch standoff for 4 hours. Really what is the point of that? It's just stupid. Absolute waste of time and unnecessary.

    See, there at your own example? You said that one guy did a hatch standoff for 4 hours. But that's simply wrong. 2 guys did that standoff. Both wasted their time, because both refused to give the other one the win. But in your book it's only the killer who's tryharding.

    It's because at the moment the standoff starts the killer is GUARANTEED to pip, where the survivor is not guaranteed to pip unless they escape. Now yes, after a certain point it's on both players, but the majority of fault lies with the killer since they could just have hit them at the very start to end the stalemate and still pip.

    Context matters.

  • Well the thing is sometimes I jump through the window at the truck and it procs, sometimes it doesn't. Same with the hill, I can fall from the sides and it procs. I do the exact same move on the next chase and it doesn't.

  • @Malakir said:
    OK you disagree even to dictionary I can't help you.. some people won't improve just stay dumb

    LOL because everything is black and white, and grey doesn't exist?

  • @BigBubs said:

    @thesuicidefox said:
    It's actually x0.5 BP 🤣

    If it was "x0.5" then you are losing half...

    Yea I'm joking. On stream Patricia said "point 5 times BP" which then the other 2 laughed at her and made jokes about how the event you only get half BP.

  • @Global said:
    The problem is survivors dont know how to play against freddy. Hook rushing while he is still at the hook is NOT what you do but they all insist on doing it. If survivors werent brain dead maybe they'd realise how to play

    It's not what you do during the normal course of the game. But it is something you do when the gates are opened because Freddy can't stop you.

    What survivors should do against Freddy is learn how to actually hide. You can't just sit behind some thing and hope he doesn't see it, he's not like other killers. Chances are he WILL NOT see you but he doesn't need to. He just needs to walk around with his power channeled and he will sleep you. I do it all the time, I don't even bother to actually look anymore I just throw my power out and tag you. What you have to do is walk away. Literally it's that simple. If you hear the lullaby, be somewhat aware of the direction he is coming and just walk away until you don't hear the lullaby anymore. Freddy's vision is crap in DW, and the range of his power is only 10m normally meaning that when you are on the fringes of the lullaby he probably won't see you in the distance unless you stand up or are just out in the open.

    You can also beat him if you are a good looper since he has no tools to help in a chase. The catch being that it will be much much harder to actually escape the chase due to his aura reading.

  • Gens should require you to work on them for at least 1 second before progression starts. Then tapping wouldn't be possible.

    Also regarding the devs list there... the reason some things can't get you banned is because it's impossible to enforce arbitrary rules like that. They have to allow that stuff because they can't police every minute instance of it. If you gen tap just once in a game does that count? Twice? 50 times? Where's the line?

    Like stream sniping should totally get you a ban but there is no way to prove someone was stream sniping. On top of that, they put the fault on the streamer since you can't be stream sniped if you don't stream (or at the very least stream with a proper delay, but not many streamers want to do that because they want live interaction with chat). And to this end I agree with the devs. I don't stream but if/when I do I will be sure to put a 30-60 second delay just to avoid snipers.

  • @powerbats said:
    Getting a hatch and getting all 3 out is rare since the killer once they see it tends to camp it's area or watch for others gathering. What makes no sense is that if no one has the key what are you complaining about since no ones getting to use it unless they're the last one left.

    Yes I can count on one hand the amount of times I've seen more than 2 hatch, as both killer and survivor. Only ever got "Where Did They Go?" twice, and I've only once had 3 escape through the hatch when playing as killer. I've had more attempts, but in every case the first guy would use the key then I catch the next guy jumping in and camp the hatch until it closed. It's really not a common thing, most of the time I see someone with a purple/pink key they use it for themselves and maybe a buddy.

  • @Malakir said:
    @thesuicidefox finally you got it even if contradicting yourself 3 posts ago accusing people who try hard that hold the game hostage which are 2 different things and when I said that you disagreed. I really don't get it why was so hard to understand it 3 posts ago but w/e

    Well you can do it but in both sides of someone pisses you off by preventing you to get the event people would do anything to prevent anyone to do it. Right now its dumb say that since the event will end in few hours but at least I'm happy you might finally get the difference between taking a morning etc (try hard) and urban evasion the whole map for hours or standing in the hatch in front of the killer for the same time as well as body blocking a survivor (holding the game hostage)

    They aren't exactly 2 different things though. Holding the game hostage is just one way to be try hardy.

  • @Malakir said:
    So? I really don't get it why you gishgallop. You won't even accept that try hard Is different from holding the game hostage and now you take a totally different scenario to make your point?

    Okay dude whatever, you wanna be right at all costs even being intellectual dishonest? OK whatever you say, you just proved me how you are doing a feels vs real argument

    "I feel this is try hard" not even knowing its meaning and taking example I can take even from the opposite site as easily as you did

    "Everybody use DS and boil over during the event running away from event hooks on purpose REEEEEEEEE"

    Its not hard to do what you did is it?

    Riiiiight..... I was giving you an example of try harding that isn't holding the game hostage, but sure it's gish galloping. SMH

    It's not so much you bring NOED and mori into the game. It's that you bring it into the game and play really sweaty even when it's clear the survivors are playing for the event and not to escape. Like if you bring it in and they still do 3 gens fast then sure mori a guy because you need to. But if they haven't touched a gen and your Ruin is still up, yet you camp and tunnel each survivor to death, then you are being a try hard. Point being that try harding can take different forms and that there is a pretty clear line between playing to win and playing to not lose.

    But go ahead and reply anyway with another dismissive argument.

    BTW I never said using DS/Boil Over during the event wasn't try harding either. It is if your goal is to prevent the killer from getting events hooks in a game where it's obvious that's all they are playing for. Stop assuming things people don't say. I frequently run into killers that I'm positive are just playing for the daily, and in those games I don't gen rush. I do my 1 gen for my silver LB then take my time doing totems and chests and saves for points. After they get a few hooks I work on another gen. I'm playing to win, specifically to pip but also to escape, but I'm not going full balls to the wall unless I feel it's necessary.

    PS. I checked your posts because I knew I saw someone else call out someone on gish galloping and behold it was you. Is that like your word of the day or something?

  • @Malakir That is just a single example. SMH

    Another example is a killer that equips NOED and pink mori during the event that also camps/tunnels every player to death despite no gens really being done. For the entire first week, you were almost always guaranteed a 3k or 4k as killer because NO ONE did gens. Complete overkill and unnecessary.

  • @Malakir said:
    Still, its called hold the game hostage not try hard which is the same thing of playing to win using anything at your disposal

    Again no. Play to win means you play to end the game. Play to not lose means you play to not end the game. In one case you are demonstrating good sportsmanship. In the other, you are being spiteful. Taking the game hostage is an example of playing to not lose, but it's not the absolute case of it.

    And yes, you should use anything at your disposal TO WIN. But the problem is players don't use everything at their disposal to WIN, they use it to NOT LOSE.

    For example, I'm the last survivor and my only option is to take the hatch. Killer is sitting on it. If I'm playing to win I will try to lure the killer away so I can hatch (eg. doing a gen, baiting a chase, etc.). If I'm playing to not lose, I will just hide indefinitely until the killer leaves the hatch. The first case I'm actively seeking a resolution to the game, one where I win yes, but also one where I might lose. In the second case I'm actively avoiding the loss simply to deny my opponent victory. Both cases I'm using "anything at my disposal" but only in the first am I actually trying to end the game

  • @Malakir said:
    thesuicidefox said:

    @Tsulan said:

    You really have to show me those horror movies that you are watching. Where the killer is fine with just scaring the kids and not really trying to kill everyone. 

    Do you play betafield or call of beauty? Where you ask the other team to not use grenades, rockets, tanks, etc. Since that would be tryharding.

    You obviously are confusing playing to win with try harding. Playing to win is just that, you play your best to win but you accept defeat if/when it happens. Try harding is when you play to not lose, to the point that you just kind of delay the inevitable to avoid the blow to your ego. There is a difference. The former type of player will say GG regardless of the outcome. The latter type of player will rage quit and complain about the game when things don't go their way.

    I was also a game tournament organizer for many years across many games. I've seen some absolute SWEATY TRY HARD players, but in that context it's acceptable because money is on the line. Playing online though there is no such physical reward, yet some people treat the game like there is. Like the one guy that did a hatch standoff for 4 hours. Really what is the point of that? It's just stupid. Absolute waste of time and unnecessary.

    Your explanation of try hard and play at best its the same, i hope you realize that

    No they aren't. When you play to win you don't draw out a losing game unnecessarily to avoid seeing an L. It's the reason most sports and competitive video games have rules against stalling or doing certain things that just delay the end of game. Basketball has a shot clock so that players can't play to not lose, they can only play to win. Otherwise you would end up with games where the losing team will just stall the game for as long as possible just to deny the other team a win.

    Playing to win means you are playing to end the game. Playing to not lose means you are playing to not let the game end.

  • It's actually x0.5 BP 🤣

  • @Tsulan said:
    You really have to show me those horror movies that you are watching. Where the killer is fine with just scaring the kids and not really trying to kill everyone. 

    Do you play betafield or call of beauty? Where you ask the other team to not use grenades, rockets, tanks, etc. Since that would be tryharding.

    You obviously are confusing playing to win with try harding. Playing to win is just that, you play your best to win but you accept defeat if/when it happens. Try harding is when you play to not lose, to the point that you just kind of delay the inevitable to avoid the blow to your ego. There is a difference. The former type of player will say GG regardless of the outcome. The latter type of player will rage quit and complain about the game when things don't go their way.

    I was also a game tournament organizer for many years across many games. I've seen some absolute SWEATY TRY HARD players, but in that context it's acceptable because money is on the line. Playing online though there is no such physical reward, yet some people treat the game like there is. Like the one guy that did a hatch standoff for 4 hours. Really what is the point of that? It's just stupid. Absolute waste of time and unnecessary.

  • @AChaoticKiller said:
    Khalednazari said:

    Ignore all that is spoken above. Lag switch is possible on any platform. There's a clear difference between a lag switch and a normal latency issue.

    As for the answer to your question, yes, you can report the person. It's also helpful if you record the gameplay. At the moment, there's no ban system for console, but @not_Queen, our community mamager, replied in a similar thread I made, wherein she has assured that they are working on it and we shouldn't stop using the reporting section, since it is all logged in their backend. 

    Dude its not possible on Xbox one, I have been playing on it for years and I have 1k on dbd itself. Not once have I seen a lag switcher myself or on any of the clubs I'm in for dbd. If it was possible than I assure you it would have been posted on one of those clubs and since that is a popular subject and would receive a lot of attention it would appear on the games official club and yet a clip of lag switching has never been seen. The only things I've seen that is similar to lag switching are clips of players with really bad connection to the host.

    I have 1200+ hours on Xbox One and I have encountered only 1 player that I can confirm was lag switching. It is indeed possible (just do a simple Google search for "lag switch Xbox One"). The guy in question I played against at least 5 times, and he lag switched both me and my friend. His connection would be totally fine until you FL him, then he would start chasing you and suddenly the connection goes to #########. Everyone is walking into walls, you get hit when killer isn't anywhere to be seen, and you will suddenly just appear on his shoulder being carried to a hook. Again he did it multiple times to me and a friend. I've played against maybe 5 others that could possibly be a lag switch, but it's hard to say for sure (couple times it would seem like the guy lag switched too hard and DC'ed himself). This guy though I'm 100% positive just because of how consistent things would mess up at the most convenient time and only AFTER you FL him.

  • @AgentTalon said:
    I'm always amazed by players who blame the killer for trying to kill everyone. Did I miss the memo where this game is about friendship? I agree that hatch standoffs are a waste of time but saying that low self-esteem is what causes people to play the game correctly is insane.

    You seem to think that the objective of this game is to get everyone in the round to gain pips but you are wrong. As a killer, the objective is to KILL YOU, the end.

    Playing to kill everyone is fine, it's when you sweat so hard for the 4k that you purposely just waste everyone's time to satisfy your ego that it becomes a problem. Like I said, I will slug the third guy to look for the last guy, almost all the time, but I won't drag out the game unnecessarily because I'm so desperate to kill EVERYONE. I can take a 3k and just let the game end, because I'm going to double pip anyway. Too many killers get way too salty when a survivor escapes, especially if they took hatch. It's ridiculous. Killers need to accept that survivors do gens and escape, just like survivors need to accept that they can get hooked and die.

    Also, the objective of the game is to get pips, because pips are what define a win in this game. Killing and escaping are not what define a win, they merely contribute to it. I can get 0k as killer and still pip, that's a win. I can do 0 gens and die as survivor and still pip, that's a win. Using any other metric as a win is fantasy. If you want to play to that fantasy go ahead, but don't complain about the game when it doesn't cater to your metric.

  • My build right now is Adren, Iron Will, Bond, and Balanced Landing. Might swap Bond for Hope, BT, or Leader from time to time. I stopped running Self Care it makes the game too easy.

    I also like running NM builds, my main one being NM/Resil/BT/Deliverance. Might also use NM/Resil/BL/Hope. Resil speeds up vaulting, and BL speeds up falls, when you add in Hope you can infinite loop a killer at certain spots on the map. Well, infinite for 2 minutes until Hope runs out LOL.

  • I'm going for the p3 Spirit currently, but I like the one skin with the red war paint look. I think that one's scary, but it's not as cool looking as bloody p3.

  • @The_Crusader said:
    I agree. 

    I mean if they want to slug and 4k I'm not that fussed. It's when only 3 spawn in or 1 prrson disconnects 20 seconds into the game and then they still slug. The survivors have had a hard enough game already and you're really that desperate for a 4k? How sad. How utterly sad.

    Or those who spend 20 mins looking for the last 2 survivors and then decide to slug dragging the game out another 20 mins. Like if you caught them quickly im not as fussed but slugging when its already taken you ages just to find 1 survivor? What a waste of time.

    You can tell these people are crappy killers because they get all sweaty at the chance of a 4k. You can tell they don't get that chance very often. Many of them camp so its easy to see why.

    Always seems to be Spirit players. That's because most of them struggle because they can't use her power in a chase so don't even try. Then go full tryhard when only 2/3 people load in. Really toxic people.

    I think slugging is okay if it's done with the intent to just slow the game a little bit to quote Monto. As long as you don't camp the slug and take a chase on the next guy you find, either letting the slug get up or coming back to hook them after a point, it's okay. And if you are doing specifically a slug build, again Monto, that's fine too because you came into the game ready to do that. But it becomes stupid and toxic when you slug without the intention to ever let them get up or hook them. And when someone bleeds out I laugh at the killer because that's not a kill sorry. You didn't get points for it, whether it's emblems, killer cube, or bloodpoints, you get NOTHING as killer for letting someone bleed out, and therefore you cannot claim that as a kill.

    And I play Spirit LOL but I'm not a F tier killer player so I actually body most groups I've come up against, without camping or tunneling and sometimes giving lot of freebies. Case and point, had a game on Shelter Woods where I came back to a hook for MYC, couldn't find the guy and found the fresh unhooked Claud so I reluctantly went for them hoping someone else would pop out so I could chase. I down them, and take my time going to pick up so they could get saved, lo and behold the MYC guy had a syringe and insta-healed the guy back up right in front of me. Instead of being the d-bag killer and trying to kill that dude, I literally just walk right past the Claud to the guy that insta-healed because I knew 100% he had MYC as I knew the other 2 were not on this side of the map. I'm sure he expected me to act like a normal killer and go for the guy he just healed, and was probably scared AF when I just casually stroll past them like my ex if I ever saw her on the street to come after them. Still easily 4k'd that game, though it was an event match so I'd expect if it were a normal game they would have at least spawned hatch. Even then probably still would have 4k'd. Spirit is really REALLY strong if you are a good killer.

  • Coulrophobia is also good on him if you want to use that instead of SB (or in combination with it). It procs for his lullaby, meaning that you can basically inflict DW on survivors that area awake, letting you make up the transition time by forcing them to stop healing because it's just so flippin' slow.

    Rancor is also a blast on Freddy. He is immune to the aura reading unless the obsession is asleep. If you have something like BBQ, Bitter Murmur, or Class Photo you can easily find the guy at the end of the game and kill them, and they likely won't see it coming.

    Freddy is a lot of fun, he just has some major drawbacks that allow survivors to bully him. People always say the transition should be faster but that wouldn't actually solve his problems. The problems he has is that survivors can continue to do actions during transitions (allowing them to heal the guy you just downed as they fall asleep, for example) and that it's generally too easy to wake up. Make transition force you out of actions and invert skill checks so that you can't just mash the button to wake up and he would be INSANELY better.

    Oh another scary combo is MYC and Class Photo. Walk clear away from hooks and let them save. When they do come back to the hook. If they stay, they are dead, if they run follow them and hit them with sleep to see the MYC guy (usually hiding in a bush somewhere). You can consistently get MYC guy every time.

  • The only thing that ruins the fun for me are killers that are so desperate for kills they got full sweaty tryhard pants mode on survivors that are obviously not going to escape. I'm talking about killers that will slug the third guy until they bleed out, with only 2 gens done, so they can 4k when they are still definitely going to 2 pip. Like, does it hurt your ego THAT MUCH to let 1 guy escape? I give hatch away often and still double pip. Sure I'll slug the third guy for a bit to find the last guy, but if it's been a minute and no sign of him coming to save I'll just take the kill, let him hatch, and move on. Too many killers want to drag out the game because they have such low self esteem they can never let anyone escape, even if it means sitting at the hatch for an hour. It's not fun when a killer wastes time like that. The worst are 3 gen Doc's, they will hold the game for 30 minutes at 3 gens rather than commit to a chase and let the game come to an end so we can all get our pips (yes all of us, killer included kills or not at this point doesn't matter), BP, and just move on.

    And before anyone says "well just let the killer kill you"... No. If it's a 2 gen hatch game, the killer already pipped and thus already WON the game. If I die I likely won't pip, if I escape I do. Killer is dragging out the game for almost no reason whereas I'm trying to secure a win the only way I realistically can. Trust me if it's a game where I know I pipped regardless I do sometimes let the killer just kill me, but that is rarely the case in such games.

  • @Rebel_Raven If you are going to stay that close to the basement then what good is TI really? You will likely see someone enter the basement and if you don't you will be close enough to at least react to the unhook and catch them running out of the basement. The whole point of TI is that you can walk away from the basement and still have eyes on it.

  • @Blueberry said:

    @thesuicidefox said:
    I agree with this. A few perks need QoL changes to UI to make them more user friendly, for killer and survivor. For example, I really wish BT icon would light up when you save someone and give them BT. I've made saves where I was sure I gave BT but then it turns out I didn't because it was a Wraith or Pig that cloaked/crouched at the right moment to remove their heartbeat.

    @Blueberry said:
    Honestly, this perk should have zero range restrictions on it, no cooldown and the aura revealed of any survivors in the basement for the entire time they are there. Even with all that it would still only ever be used on meme bubba builds. That's how under powered that perk currently is.

    I agree with this too. No cooldown and just always show the aura when outside the 32m range. Inside that range though it shouldn't show an aura only because it removes any chance of counter play on the survivors end.

    It should show it even when you are within 32m, there shouldn't be any range restriction. You are literally wasting an entire perk hoping they decide to wander down into the basement. At BEST they go once for the chest there and that's it. This is such a ridiculously situational perk that given it actually happens it should be very strong.

    The thing is that the aura reading kinda doesn't mean squat. It's the notification someone went in your basement that's the actual value in the perk. If you made it all ranges then you allow the killer to easy proxy camp the basement. Doesn't matter if someone sneaks past them, they will know you went down there. If there was a range where the aura/notification doesn't work that means you could sneak into the basement if necessary if you do it when the killer is nearby. Killer has to actually watch basement steps to see if someone goes down there.

  • I just want to make some comments here...

    @The_Crusader said:

    • NOED. Now before you cry "just cleanse the totems!!1" it's not that simple and you know it. I often find it's the bad killers who run this, good killers rarely do. If someone pretty much camps all game then they're guarenteed to be running NOED. So what happens when survviors moan about campers? Killer mains run in to downplay it with the "just gen rush!" Excuse. Well fine, but now you need to rush gens AND destroy 5 totems. We've already been over how hard that can be solo, unless you want to physically check all totems yourself which requires a lot of time in what can already be a close game. I see so many bad killers turn a 0-1k in a 3-4k just by running NOED, and maybe Remember Me or Bloodwarden. It's ridiculous that one perk can carry them so far. Not to mention that NO OTHER hex in the game requires you do destroy all 5 totems. Noed is overpowered, fact.

    Use Ruin, NOED, and Dying Light and you will always kill at least 2 survivors every game. Find and tunnel the crap out of the obsession, once you get that first hook it's game over. Either the obsession dies before the gens are done and then the gens lock down from DL, or they gen rush while you tunnel/camp and proc NOED. Having Ruin all but guarantees you will at least kill the obsession before the gates power, and there is no way they could do all 5 gens AND all 5 totems in that time with just 3 players, meaning your NOED is guaranteed if DL never procs. Survivors are in a catch 22... damned if the gen rush, damned if they don't get rush. The only chance they have to escape is if the obsession is a really good player and can run from the killer until end game (or the killer is just that incompetent). If they flutter even once, then everyone is probably going to die (maybe one gets hatch). Add in a pink mori and it becomes even more OP.

    @The_Crusader said:

    • Certain add ons. Looking at Myers here. Judith's Tombstone is hands down the single most broken thing in the entire game. Nothing survivors have can compare to how broken this is. You can play well and avoid the killer the entire game but then right at the end he walks up behind you, you're at full health, he taps M1 and boom you're dead. It shouldn't be in the game.

    JT is fine IMO, it's infinite EW3 that's the OP one. Myers basically gets endless NOED. Sure he can't stalk, but he doesn't really need that if he can hit you once. And his TR is 32m which is a normal killer TR, so it's not even like he can never catch you in a bad spot. Tombstones can be countered to some degree, namely jump into a locker or wait out EW. The fact he has to suck up some much EW also means that he can only do it so many times, and I've had games against tombstone where I KNEW Myers couldn't get anymore EW on me, making his tombstone mostly irrelevant to me if I'm getting chased. But when he has infinite EW3 that's when tombstone becomes OP, because infinite one shot is OP. Just my 2 cents here.

  • I agree with this. A few perks need QoL changes to UI to make them more user friendly, for killer and survivor. For example, I really wish BT icon would light up when you save someone and give them BT. I've made saves where I was sure I gave BT but then it turns out I didn't because it was a Wraith or Pig that cloaked/crouched at the right moment to remove their heartbeat.

    @Blueberry said:
    Honestly, this perk should have zero range restrictions on it, no cooldown and the aura revealed of any survivors in the basement for the entire time they are there. Even with all that it would still only ever be used on meme bubba builds. That's how under powered that perk currently is.

    I agree with this too. No cooldown and just always show the aura when outside the 32m range. Inside that range though it shouldn't show an aura only because it removes any chance of counter play on the survivors end.

  • @Wolf74 said:

    @thesuicidefox said:

    @Wolf74 said:

    @thesuicidefox said:
    There shouldn't be a "power role", just survivors vs killers.

    So you do not understand the core mechanic for asymetrical games?
    Do you want us to explain?

    Except none of you really understand what "power role" is meant to be. The DM in DnD is the power role, because he is literally in command of the game. He is the God of the game, in a sense.

    Killer is a not meant to be a power role. You are the "aggressor", meaning that you are the one to force action, but you are by no means meant to be "in command" of the game. Likewise, survivors don't command the game. They can't stop a killer from camping/tunneling someone if the killer so choose. They control the pace of the game (to an extent) and that's it. Neither side is designed to be a power role and neither side acts as power role in practice. You merely have an aggressor (killer) and defender (survivor).

    So sweet… you keep showing your cluelessness … that's so funny^^

    How about you stop embarrassing yourself?

    Survivor are in charge and determine the pace of the game, they are "in control" and so they are the "power role".
    What they are not, is a "defender", because the KILLER is the defensive role, he protects stuff from being taken by the "aggressor" (survivor). The killer is protecting his objectives and catches.

    Get you crap straight before you bring false assumptions.

    Killer chases survivors, meaning there are the aggressor and survivors are defenders (though I admit aggressor/defenders are not the most EXACT words here as both sides can perform offensive and defensive types of actions, point is that they are the opposite of what the killer is). If you can't see that simple thing then you're just blind.

    Survivors determine the pace of the game TO AN EXTENT. But it's not beyond the killer's control to affect the pace of the game too. Hook 1, slug 1, watch the game come to a standstill. Killer can also choose to defend the 3 closest generators so that they can control the pace once the game reaches a certain point. Offer a mori and off someone super quick to slow down the game CONSIDERABLY. Therefore in a sense, both parties control the pace of the game in a sort of tug-of-war, survivors want to speed up the game while killers want to slow it down. And if this is the case, then neither side can be considered a true power role, as a power role implies that one side has complete control over the game.

    Also can you ever make a point without resorting to ad hominems?

  • Xbox has a handful of lag switchers too. There is this one guy that plays Doc that I played about 5 times that lag switches. He did it to me and my friend, and he does it when you flashlight him. He will come after you and suddenly you are walking into walls and getting hit when he isn't even near you, then you just appear on a hook. I called him out on it and he replied something like "I wanted to do it the easy way but you had to FL me". Haven't seen him in a while though, hopefully that means he got banned by Xbox Team.

    Oh he also rage quits if you destroy his Ruin.

  • @Wolf74 said:

    @thesuicidefox said:
    There shouldn't be a "power role", just survivors vs killers.

    So you do not understand the core mechanic for asymetrical games?
    Do you want us to explain?

    Except none of you really understand what "power role" is meant to be. The DM in DnD is the power role, because he is literally in command of the game. He is the God of the game, in a sense.

    Killer is a not meant to be a power role. You are the "aggressor", meaning that you are the one to force action, but you are by no means meant to be "in command" of the game. Likewise, survivors don't command the game. They can't stop a killer from camping/tunneling someone if the killer so choose. They control the pace of the game (to an extent) and that's it. Neither side is designed to be a power role and neither side acts as power role in practice. You merely have an aggressor (killer) and defender (survivor).

  • @Slayer said:

    @thesuicidefox said:
    If you cleanse a dull totem the game should give you the Hex notification icon ONLY, not the actual Hex indicator though (eg. "Ruin"). That way you know a killer has a totem in play and if, by the end of the game, you ruled out all other Hexes then you will know to expect NOED. It encourages survivors to do at least 1 dull at some point during the game which slows down the game, which is ultimately the purpose of NOED - to deter gen rushing. I think that's entirely fair since you can tell a survivor has DS from the obsession spikes (though you can't tell if other survivors have it, but that's a different topic).

    So how to know if killer has hex in play again ? Explain more

    If you do a totem (dull or lit) and the killer has a Hex, any Hex active or not, you get the Hex icon (the triangle thing). You do NOT get a notification of which Hex it is unless the Hex procs (eg. you hit a skill check on Ruin). The idea being that a survivor will take time away from doing a gen to do at LEAST 1 totem just to see if one is in play. If they see there is, and then over the course of the game do not encounter any Hex notifications, then it's going to be a NOED. That means survivors, solo or SWF, will likely NOT finish the last gen until the totems are done. At the end of the day killer gets more time. Sure, you might lose out on the Exposed effect more often now but the game will definitely slow down. It's like a warning to survivors to not rush gens, whereas currently there is no such warning and thus survivors rush gens. They might assume a NOED but that doesn't actually stop them from doing all the gens, it just makes them play super immersed when gates are powered until someone gets hit.

    Like if you wanted to protect your home from burglaries you get a home alarm system and put WARNING signs on the front door. This says to the criminals that YES I HAVE AN ALARM DO NOT F WITH ME. Whereas if you had the alarm but no warning signs someone might still break into your house, and while you do have the protection of the alarm it's the THREAT of the alarm that is actually the deterrent, not the alarm itself. Some dumb MF might still try to break into your house, at which point you are put into danger. If you had the warning signs they wouldn't even attempt to get that far, thus you are infinitely safer from harm.

  • Read the title and heard Seinfeld's voice.

  • @powerbats said:

    @thesuicidefox said:
    I promise not to spank it more than once a week to Spirit booty.

    It was only a matter of time.

    Yea I already broke my promise

    😥

  • @SmokePotion said:
    Pungent Vial... i had forgotten about that... You kinda already see the locker locations anyways, when you're out.

    It does have some use on Lery's and Game, but generally speaking once you learn how tiles are arranged you know where lockers are which is why it becomes so useless. IMO they should just make it a permanent thing once you have less than 50% hatchets.

  • There shouldn't be a "power role", just survivors vs killers.

  • If you cleanse a dull totem the game should give you the Hex notification icon ONLY, not the actual Hex indicator though (eg. "Ruin"). That way you know a killer has a totem in play and if, by the end of the game, you ruled out all other Hexes then you will know to expect NOED. It encourages survivors to do at least 1 dull at some point during the game which slows down the game, which is ultimately the purpose of NOED - to deter gen rushing. I think that's entirely fair since you can tell a survivor has DS from the obsession spikes (though you can't tell if other survivors have it, but that's a different topic).

  • I usually let the last guy go if they did 2 gens and played fair, as long as I got at least 1 hook on them for BBQ stacks. IDK why so many killers complain about the hatch. It's seriously not a big deal to let the last one escape, you will always pip and usually double pip in those games so hatch standoff is just a waste of time. Killers that complain about it are just greedy crybabies.

  • The most useless add-ons have to be all the Nurse's purple add-ons that remove a blink. After that, Huntress's Pungent Fiale.

    People say Trapper's Padded Jaws or Billy/LF Speed Limiter, but those are BP add-ons so they aren't entirely useless. As Trapper you can mess with them by using PJ with Bloody Coil or Honing Stone, and as Billy/LF you can use anything that inflict Exposed to make your chainsaws work normally.

  • Freddy is a lot of fun but he can also be frustrating to play. If you're not a good killer and don't have solid fundamentals you probably won't have a good time. If you are a good killer and make a solid build he can be a lot of fun to play.

    He is getting a rework soon, so you might wanna hold off until then.

  • I promise not to spank it more than once a week to Spirit booty.

  • If they all quit you shouldn't depip from that. You'd get iri Gatekeeper and Devout which is already a safety pip. If you won a chase or two that's bronze Chaser/Malevolent which is a pip.

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