thesuicidefox
thesuicidefox
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@No_Mither_No_Problem said:
@thesuicidefox said:
@No_Mither_No_Problem said:
I’m going to call this the “Guaranteed De-Pip” build.If you do 1 gen solo, make 1 save, and get 1 heal, then last for at least 5 minutes that's automatic safety right there. I also become more tantalizing as the game winds down and people aren't dead. I can get the killer to tunnel me and do really nutty stuff normal survivors would NEVER do because it gets them killed. A survivor that wants to die can't be mind game. You either just get lucky they mess up (which is easy with NM why you see that often), or NM guy did it on purpose to make you lose a hook on someone else. More people need to see that this build can actually do, once people figure out NM = infinite body blocks + faster games then you will see this build all the time.
Lmao I’m a No Mither main and this is just abject lying.
If you are NM then you should be forcing the killer to hit you when they want someone else. I've had 2 LF react the same way to me just running right in front of them and unhooking someone, we both get hit by chainsaw, and the guy I save gets away while LF figures out what to do. A few times I crawl away or someone else takes a chase and I get up, then do a gen. Killer didn't catch anyone and lost the free hook on me, now less time he has to catch people. I do that BS enough killer will hook me. Killer can't make me survive if I don't want to and that could be awful for some killers. I body blocked a tier 3 Myers for a guy. He hit me, before blood wipe finished it was gone. I totally saved that guy from a OHK. I do that enough and he doesn't take my hook I can make him use ALL of his EW. The trick with the build is you need an obsession running DS/Adrenaline for it to really work, if you just have a NM guy then chances killer may play more fair than they planned to because it's like a free kill for them, and they don't feel the need to try. I've helped a lot of teams escape because of this build.
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@No_Mither_No_Problem said:
I’m going to call this the “Guaranteed De-Pip” build.If you do 1 gen solo, make 1 save, and get 1 heal, then last for at least 5 minutes that's automatic safety right there. I also become more tantalizing as the game winds down and people aren't dead. I can get the killer to tunnel me and do really nutty stuff normal survivors would NEVER do because it gets them killed. A survivor that wants to die can't be mind game. You either just get lucky they mess up (which is easy with NM why you see that often), or NM guy did it on purpose to make you lose a hook on someone else. More people need to see what this build can actually do, once people figure out NM = infinite body blocks + faster games then you will see this build all the time.
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@Mister_Holdout said:
I play Nurse.No Mither users die very quickly in my games.
Which usually leads to multiple people disconnecting.
So I'm not sure how this build of yours is meta.
Imagine this. You are chasing the obsession and you can definitely get them and make them waste DS right? Now imagine that when you go to swing for the down you hit me instead. Obsession can get away and killer is left with dilemma. Hook me and give the team Kindred (which at high rank I found makes teams play super optimally even if they are all solo), or slug me and let me get up so I can do it again and again. If killer never hooks me I can get up as much as I want and I don't need anyone to help me. If I go down and killer loses me on the ground, I'm gone. Everyone else is on gens. I can make a DS last much MUCH longer. Killer will waste a lot of time with me taking hits for other players and forcing them to only hook me, making the game go faster, or leave me alone and I do gens (also faster). I can make saves right in the killer's face with BT and killer can't stop me, even LF. They have to time the grab, and unhook with Resil is fast. If you see me in your game I'm going to make it my job that your first 3 hooks are on ME, and by the time I'm dead the other 3 are at the door waving. Basically having a NM player with this build ensure the killer gets exactly 1 killer, NM guy.
Think of NM as a time sink for the killer, where she spends all her time only to catch me first 3 times (if I want to make that happen). Every time she hooks me the game goes WAY faster, and every time she doesn't have tabs on me I could be doing gens really fast. The fact you want to die messes with a lot of killers, they want other people not you, the easy to kill guy.
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I've come to find that every killer has the one ridiculously OP build that will body almost any team that isn't prepared for it. Myers with infinite tombstone is super strong but you need to play perfect if you want to get the best survivors. If you make mistakes as killer it will cost you a lot and if you make too many, survivors escape the trial. You need the right perks and a bit of RNG luck sometimes. But a good killer with OP build can destroy SWF groups if you don't give anyone a chance and take every advantage you can.
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You have to think like a killer. If you have someone that plays killer in your group, this is their build. You have to have really really big balls and just do stuff without a care what happens to yourself. A lot of times you can force a killer to chase you and lose someone. Just had a Clown chasing someone around the totem, so I just start doing it right in front of him. He has to hit me, and he does, now I'm slugged. Well I'm on his totem, if he lets me get up he loses the totem. If he hooks me he also loses the totem if that other survivors has balls too and does the totem while he hooks me across map for BBQ. It's genius.
Just go for saves, do gens if the killer lets you, and just stop caring. It's great.
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@CoffengMin said:
wow, and i thought i wanted to die...No dude check it out.
I've been playing more with with build. Probably about 20 games by now. I can seriously mess with killer. Examples of things I've done:
1) Sponge a LF chainsaw while BT a guy off the hook. LF panics, guy gets away, I crawl away and get up. Rush 2 gens with Resil, TP+Ruin I don't even care, gens are done in 60 seconds fight me.
2) Sponge Billy saw when he was about to get someone, or jumped in front of them as they are sprinting cross map to stop a gen from being done. Most killers panic and will leave me, lose the gen, then lose me.
3) Leave RBT on my head and rush 2-3 gens. I let the Pig get her trap creampie off, but when my trap is active I am rushing gens like crazy and will play super optimal. I literally saved someone right as she hooks them with BT, same thing except she doesn't hit me. I have pixels left on my trap and just let her watch. Girl with BT gets away.
4) Haven't had a Trapper yet but.. sponge a trap to let someone else get through. Not sure how well that works with body blocking but I can force the Trapper to lose a trap at least. New Bloody Coil and Honing Stone don't even phase me.
5) Sponge any sort of hit that would down someone really. I can just be that guy the killer ALWAYS catches, on purpose. Everyone else gets away I die, but I can make a killer's life hell if they want to tunnel someone. If they don't hook me I can get up and do it again and again. When they hook me, my team will play super optimal if they camp.
6) Kinda also do this thing where I always throw the pallet early and do the mindgame stuff. If I get away fine, if not killer might want to try and get me to drop every pallet, but I won't drop god pallets or like 2 in an area. Kinda like saying if they chase me it will let them get rid of pallets.
I'm finding a lot of killers ignore me, especially when I take a hit for someone. They are so focused on the chase, they want that guy not me (I'm easy pickings after all). But I can help people escape.
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@Weederick said:
@thesuicidefox said:
@Weederick said:
Vacuum was introduced in 1.1.1 around august 2016.
If only they would change hitboxes, that would fix palletlooping cleanly. Probably too risky and deep to change.The hooktime really depends how long it takes to catch the first survivors. If you get it done fast and/or have ruin, you can safely camp him and win the game. So for 90% of the playerbase, camping is too strong. It's only really effectively countered if 3+ survivors have a genrush mentality which is basically r1.
What if instead of fixing hit boxes, they just put little nooks on the cover that survivors can get stuck too the killer can't (because they have a bigger hitbox). So survivors wouldn't be able to just hug the wall which is honestly easy AF to do. They would have to actually aim around the wall without getting stuck. You don't need a lot of these spots just maybe 1 or 2 on each set of loopable cover. When I'm survivor there are little nooks on some cover that really messes me up.
Sounds like an overly complicated bandaid fix. Very fitting for dbd, i'd dig it. As long as the hitbox difference gets nullified.
How is it overly complicated? Just put some jagged edge hitboxes around some pieces of cover that are big enough to affect survivor, but small enough to not affect killers. Killer can just hug the wall and never get stuck, perfect movement should be easier for them. Survivors have to avoid the little pits if they want to not lose speed, which makes perfect movement a lot harder for them. Survivors have to not make mistakes if they don't want to get caught by an optimal killer.
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@Chi said:
That would mean the killer gets the survivor almost every time. Not much better from the hatch closing.No. If survivor finds hatch when killer is not around they escape. Also if the range where it closes is just beyond the range you hear it, then killer can't find the hatch by sound they have to see it. That's a lot harder for killer even though they have free reign of the map, sometimes hatch can be well hidden.
If they both know where hatch is, and killer stands on it, well survivor is free to do anything they want outside of the range of the killer. Killer has to leave hatch open if the survivor is doing something else. But the survivor can't just take hatch with killer there, and going near it is a death sentence (istead of a stalemate like we have now).
You can't just jump into the hatch during a chase, you have to bait the killer to leave. If they don't you do gens, when they are all done you are now in control because you have 3 places to escape.
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@Peanits said:
Real talk, those shard prices ain't that bad. I thought it would have taken much longer. It's really not that bad when you consider people already put thousands of hours into the game, so that's a very real option. Free stuff just for being cool and playing.The problem with this line of thought is that those thousands of hours are moot when it comes to shards.
The grind is real. New store has only been out a few months and it takes a REALLY long time to get shards. I played almost all day yesterday, probably like 50 games between killer/surv, and by the end of the day had just 2700 shards in my bank. And I was earning a lot of BP and pipping most games (or at least getting safety pip). You earn shards way too slow and the prices of stuff is WAY too high. I'm also not a fan of all the 'Auric Only' options, if they become purchasable with shards later cool, but I don't want to forced to pay for access to like half the cosmetics in the game.
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@Succubuzz said:
thats exactly how it is already, except the hatch cant be closed, if the killer gets there first, the surv can go do gens and see if the killer leaves it or not, no reason for a perk for that.No. If the killer stands on the hatch and survivor runs up to them, it's a stalemate. Survivor can't jump in because they get grabbed, killer can't swing because survivor escapes during blood wipe. If hatch closes than killer stands on it, now survivor cannot do that and force a stalemate. They MUST go do gens. If the killer leaves they can escape. If killer refuses to leave hatch then gens get done and exit gates powered. The problem isn't when that happens, the problem is the stalemate. So remove the option from survivor to trigger a stalemate now the game continues in some fashion. You also don't get to escape by just finding the hatch in a chase, you have to lose the killer and they have to be far enough away to jump in. That's a fair solution to both parties.
@Succubuzz said:
Hatch closing is never gonna be a thing, its the single dumbest thing people have ever suggested to try and solve "hatch standoffs", and has already been tested, not in the form you suggest, but hatch closing is hatch closing, just like dog poop is the same regardless of the bag you put it in.Closing it forever is dumb. Closing in under specific conditions is fine. You keep looking at this like I'm saying it's forever, no, it's only as long as killer is near. If killer leaves then surv can escape. Surv can bait them to leaving by doing gens, or even some other dumb stuff given the circumstance. But they can't stalemate the game anymore. Both parties have a fair shot, survivor has fair shot to escape and killer has fair shot to stop survivor from escaping. And it doesn't change anything about the game's mechanics.
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I use Whispers, and if I know you were working on certain gens I will check that. I make people think I have BBQ all the time when I haven't used it in a while. And with Whispers I can confirm if you are on certain gens from a distance based on when I get it to proc as I approach.
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@Weederick said:
Vacuum was introduced in 1.1.1 around august 2016.
If only they would change hitboxes, that would fix palletlooping cleanly. Probably too risky and deep to change.The hooktime really depends how long it takes to catch the first survivors. If you get it done fast and/or have ruin, you can safely camp him and win the game. So for 90% of the playerbase, camping is too strong. It's only really effectively countered if 3+ survivors have a genrush mentality which is basically r1.
What if instead of fixing hit boxes, they just put little nooks on the cover that survivors can get stuck too the killer can't (because they have a bigger hitbox). So survivors wouldn't be able to just hug the wall which is honestly easy AF to do. They would have to actually aim around the wall without getting stuck. You don't need a lot of these spots just maybe 1 or 2 on each set of loopable cover. When I'm survivor there are little nooks on some cover that really messes me up.
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http://xboxclips.com/thesuicidefox/d9afb8cb-ed2e-46ef-9e06-5153b50b47df
This was yesterday, yes I know it's purple/green rank, but a lot of these players are rank 1 this is right after reset. Does this build always work? No. Does it have ways to beat? Yes. But I can control the pace of a game really well and I will punish every mistake you make. If you are lucky I give freebies a lot (hatch included) and still double pip. I don't dodge people unless they were toxic to me before and I have them blocked.
And for survivor I run Self Care, Spine Chill, Calm Spirit, and Quick & Quiet. You can play both sides at high ranks without BS and win, a lot of this game is RNG that can work in your favor either way and make a BIG difference. Not enough players understand what to do though, and I think that's because most players only play one side (killer included). The game needs to make people play both sides somehow.
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@Succubuzz said:
@thesuicidefox said:
@Succubuzz said:
@thesuicidefox said:
@Succubuzz said:
Hatch closing was already tested, and it was a bad idea, like the majority of the community who actually knows a thing or 2 had said all along.But that was permanent closure. I'm talking about only if the killer stands on or near the hatch. If they walk away you can use it.
no it wasnt, not untill after the last generator had been done, since doing another generator opened the hatch again, and it dosnt matter if it was permanent or not, closing the hatch has been done and tested, and it was the worst idea for trying to solve the hatch standoff ever, dosnt matter how you do it, closing the hatch is not the way to go about it.
On PTB, once the hatch was closed it would open again if someone did a gen. This is way to OP for the killer, especially if they have Whispers they will find you. But there can be circumstances to closing the hatch, such as killer within X distance.
You are just being stubborn.
being stubborn has nothing to do with it, any good killer and/or survivor will tell you that hatch closing should never be a thing, in any way, find another way to solve the issue.
On another note, Hatch Standoff wouldnt even be a thing if Survivors would just jump into the hatch and killers would just hit the survivors, but nooo, survivors want to stand on the hatch and teabag while the killer is coming, or if the killer finds the hatch first, he/she feels entitled to the kill, that is the real problem.
If the hatch were closed when killer was close, there would be no standoff. The survivor either leaves and does something else or nothing because the killer can just down/hook if they came near hatch. Survivor does a gen, killer can stay on hatch or go check gen and leave hatch open. Survivor can escape but not guaranteed. Killer can still catch him.
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@Succubuzz said:
@thesuicidefox said:
@Succubuzz said:
Hatch closing was already tested, and it was a bad idea, like the majority of the community who actually knows a thing or 2 had said all along.But that was permanent closure. I'm talking about only if the killer stands on or near the hatch. If they walk away you can use it.
no it wasnt, not untill after the last generator had been done, since doing another generator opened the hatch again, and it dosnt matter if it was permanent or not, closing the hatch has been done and tested, and it was the worst idea for trying to solve the hatch standoff ever, dosnt matter how you do it, closing the hatch is not the way to go about it.
On PTB, once the hatch was closed it would open again if someone did a gen. This is way to OP for the killer, especially if they have Whispers they will find you. But there can be circumstances to closing the hatch, such as killer within X distance.
You are just being stubborn.
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Calm Spirit got ya beat, just gotta keep moving ma feet!
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@Tsulan said:
It's a really weak perk, nobody uses. Making it permanent wouldn't be OP. Or have you tried using it?
My idea would be to make it permanent and give a small reduction to the terror radius, that stacks with M&A. Or maybe decreases the terror radius during a chase.It's a perk that helps in a chase by removing your red stain. If you want to jumpscare then use Insidious (which should be changed too, but that should be the designated jump scare perk).
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The problem with looping is that there are too many pallets that you just can't mind game. If the survivor throws down the pallet you either need to break it and they run to the next no-mindgame pallet, or you need to bloodlust them which is a stupid solution to the problem (and I'm glad they are nerfing it). If all those pallets had a mind game where the killer could make them mess up and catch them then looping would become seriously hard since you need to consistently out play the killer. A survivor that could "loop" at this point would be very good survivors, but there is always room to mess up even for them. Right now there is no messing up, the killer just has to eat time no matter what they do.
As for camping, the game should reward players that leave hooks to chase other people, and stop this "first found, camped to death" nonsense. Something like you can't kill someone until you have gotten 2 hooks on 2 different survivors. Then they can't just catch the first guy the find, with Ruin/NOED, and just wait until he dies. He has to catch at least 1 other person. And maybe as a reward to really good killers that don't camp hooks and catch the next guy fast, if a killer has 2 on the hook it locks gen progress. Then the other 2 or 1 have to make saves, or hide until they die (scummy but sometimes there's no other option). This again would give killers even MORE reason to leave the 2 hooks because they know survivors can't do gens so they can go around and kick gens to slow down the game. Sure one of the 2 might get rescued but that's time you earned for yourself by getting 2 hooks.
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@iceman2kx said:
Most of the time tunneling is a survivor's excuse to blame their badness on the killer. Half the time I'm "tunneling" it's because I walk 3 feet away from the hook and your ding bat teammate thought that was a good time to unhook you. Of course I'm gonna turn back around and smack you again. The killer doesn't owe you any courtesy to "play by the rules". Getting mad at game mechanics won't help you at all, either learn to loop or learn to hide.That's fine in some circumstances, but when the killer hits someone and is clearly getting in a chase with someone else, only to turn around and go for the guy that was just saved is when it becomes a toxic thing to do. You are already in a chase with someone that's injured. Just continue that chase and catch the guy. A lot of killers don't do this and it's kinda BS most of the time because there is honestly nothing the guy coming off the hook can do. He's just a sitting duck. I take a hit to get killers to chase me "COME PUT ME ON A HOOK" and they just don't do it. If it's the obsession, or the guy was toxic I can understand, but c'mon, there are so many killers that just put on Ruin + NOED then camp/tunnel the first guy they find, even if everyone else was running around injured and they could have chased and hooked one of them instead. It's easy mode for killers and that kinda skillless BS shouldn't be rewarded.
Killers complain about survivors not understanding why they do things, I bet most killers NEVER play survivor. If they did they would know when some things are just toxic and unfair. And yea survivors are toxic and unfair too, but just because the last group was jerks doesn't mean this group is. The devs need to force players to play both, somehow, because that would alleviate so many issues with the game (on top of making the general player base BETTER at the game and not so reliant on broken perks/builds on either side).
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@Delfador said:
This is a very good solution but I don't think that the devs take forums seriously. If they did, the game would be a lot better now.I hope they see this thread and at least give it a try if they can't do anything better than this.
I honestly don't want them to take anything on forums seriously LOL. I've seen people on forum communities make suggestions and it gets in the game, and personally playing as killer and survivor this is fair to me.
A friend brought up the situation with keys, and it does make it tricky. Probably the best thing is to just let the guy with the key escape, then the hatch is considered "open" for 60 seconds but the same rules apply, so if the killer is close only the guy with the key can go in. If there is more than 1 survivor left then after 60 seconds the hatch is closed again and won't open even if the killer leaves.
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@Twix said:
I have an even better idea: 1) remove the grab mechanic from the hatch and 2) increase the amount of time it takes for the hatch to open to around 1-2 minutes, if in that time the killer hasn’t found the survivor then he doesn’t deserve the kill.Survivor will just hide. When there is 1 guy left and you don't have Whispers there is no finding them if they know what they are doing. Killers would just stand on the hatch for the time and then patrol gens. That's not fun for either player and doesn't solve the underlying issue of both players standing on an open hatch and no one acts.
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@Succubuzz said:
Hatch closing was already tested, and it was a bad idea, like the majority of the community who actually knows a thing or 2 had said all along.But that was permanent closure. I'm talking about only if the killer stands on or near the hatch. If they walk away you can use it.
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......................

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@Tsulan said:
I think Beast of Prey should permanently remove the red stain.
That would make this useless perk finally useful.What if the red stain disappeared for X time after you hit someone? That would be a lot more balanced, as long as you can't stack it to keep the red stain gone and it just comes back X time after that first hit.
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I'm rank 1 for both and it's put me back to rank 10 with 2 pips. It's not a big deal. If you want to rank up your goal should be at minimum a safety pip each game.
For survivor is 'rule of 1'; 1 solo gen, 1 solo heal, 1 save, 1 minute of chase. You will safety every time, and if you do just a 2 somewhere you pip. If you escape Unbroken that is also likely a pip, but it's unreliable so play for it but don't get flustered if you go down or get killed.
For killer you should focus on Chaser and Malicious, because these are the easiest to get. Devout you only earn for killing survivors, which you want to do but that doesn't always happen if they are the 1/10 that don't flinch when you chase them or make mistakes. You get points in Chaser for finding/chasing survivors and hitting them as fast as possible. The faster you get a hit the more points you get. If you down a survivor and hook them you get points for Malicious too. Devout requires sacrifice, and you should allow yourself to earn this medal over time instead of explicitly going for it, because if you go for Devout by camping/tunneling then you get no Chaser/Malicious. When there are less survivors these two medals become much harder to get. Gatekeeper requires you to make the game last at least 10 minutes for a gold, maybe silver (depends if they did a lot of gens near the start or not). Killers like to pretend that survivors just won't do gens, but you honestly can't stop a group of good survivors from doing any gens. Some you have to relent and just let them do those, if you really want this medal pick the 4 closest gens and guard them closely. If you can make those the last 4 (when they need 2) you can usually win from that. Your goal shouldn't be to stop the game, only to slow it down enough to get Chaser/Malicious and MAYBE some Devout. That's the most sure fire way to safety pip every game as killer, and the times you don't will be an easy pip or double pip. There is maybe 1/25 chance you get a game with all really good survivors and you depip, but those are rare IMO.
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IMO Hemorrhage should be what Mangled is now + current Hemorrhage, and Mangled should be a status effect that slows down gen repair. Then for Begrimed Chains/Hatchets it would just say "inflicts Mangled for X time". Then remove Mangled from Sloppy Butcher (because it only needs Hemorrhage now). Thanatophobia should inflict Mangled then, it would be better than the current way where it's based on how many you hit. IMO the begrimed effect > Thanatophobia right now. It'd all make a lot more sense.
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@Eninya said:
I noticed this in a very recent match. It's unlikely to be worth using if it requires you to be injured, and then grabbed out of something. If you're getting tunneled/camped, it might be semi-useful.Yea I might start doing that, but IMO maybe it shouldn't be a thing. I know him being healed that much is good for him because less time wasted healing (also for me for that reason), but I... I want my Benevolence bro. I can't do that when you are already healed.
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@Raccoon said:
@thesuicidefox said:
@Raccoon said:
No one said they did it to every survivor.
I certainly did not say that."@Raccoon said:
All those bad players like Marth, Panda, Tyde, and Tru that also rely on it in certain scenarios/ 'bad' loops really do need to "git gud."No but you said they RELY on it, which means they need it to catch survivors. They don't.
Go on, finish the rest of the sentence beyond the bolded section.
You can do it.
I believe in you.
And you are still wrong. Tru will even say "I'm not chasing people by this loop". He doesn't go to the loop and get bloodlust 3. That's why he uses Bambo to break certain loops. He doesn't bloodlust, and when he gets it it's not from following a loop but instead because he over commits to a chase he keeps making mistakes on (and the survivor keeps running so the chase continues).
Panda doesn't ignore those loops as much as Tru, but again he doesn't blindly run around them. He will give up on people usually, and just like Tru he gets bloodlust in chases he over commits to and the survivor keeps getting away. NOT at loops.
Marth does, but again he does it to troll so it's moot. Just like the other 2 he doesn't rely on it as much as he just likes to do it for LOLz.
Tyde is the only one you could say relies on it, but again Tyde isn't as good of a killer as the other 3.
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IMO Meg is the best starter for new players because she has 2 meta perks and 1 really solid perk. She is far and above Claudette, whose main draw is Self Care which is nullified when you factor in medkits. Take a yellow one with more charges on Meg with her 3 perks that's all you need to start off.
Do Nea or Claud next, then the other one. Nea has Urban Evasion and Balanced Landing which are 2 great perks.
Once you have SC, UE, SB, and Adrenaline you got a build right there. Any survivor you want to try after is up to you, I'd swap in their perks for Adrenaline (since you honestly won't get it to proc every game, especially at your rank, it's not as valuable as the other 3).
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Or you can equip Unbreakable.
Or you can just crawl off to a corner where the killer either can't find you or is wasting time waiting there for someone to get you.
I slug people CONSTANTLY as killer, and I get slugged sometimes as survivor. It's not that big of a deal.
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@chemical_reject said:
Don't get me wrong, I do not agree with the OP or his opinion in this matter, I just think it's funny people continue to get bothered by him. U are not the first and I don't believe u will be the last either.I literally post in like 5 threads at a time, and only to make points/counterpoints to the topic. I came here to make the counterpoint that the devs talked about it before and it's not a knee jerk reaction. Explain how I'm bothered?
I know who this guy is BTW.
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Myers doesn't need a buff. When more generalized changes come to improve killers, he's among the few that doesn't need work afterwards. He also has IMO 2 of the top add-ons in the game (tuft of hair & tombstone).
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@chemical_reject said:
And no. Maybe the word novel was an slight exaggeration but I didn't realize u would be so literal. It's easy to tell when someone gets triggered because that start slamming out 3 point paragraphs about how their opinion is the superior one...No you're right. Let's all just agree with each other blindly because we're mad at the devs. No dissenting opinions here.
It couldn't just be you don't like to be explained how wrong you are? I mean really, this is a complaint thread if anyone's triggered here is y'all.
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Not sure this was a blooped post... Delete this one
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@chemical_reject said:
When I read ur posts its his voice I'm getting.LOL Then that's a voice in your head.
MAYBE IF I STARTED TO TYPE LIKE THIS YOU WOULD HAVE A POINT!!!!!!
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@Raccoon said:
No one said they did it to every survivor.
I certainly did not say that."@Raccoon said:
All those bad players like Marth, Panda, Tyde, and Tru that also rely on it in certain scenarios/ 'bad' loops really do need to "git gud."No but you said they RELY on it, which means they need it to catch survivors. They don't.
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@chemical_reject said:
No, I can tell u got worked up cuz you started replying with [BAD WORD] novels. I feel bad for your keyboard.....smh.If you think a short paragraph is a novel you have very bad reading comprehension skills.
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@Lowbei said:
the function of bloodlust is already in the database. i get it, you dont know what that means, its ok. changing values in SQL isnt complicated and testing a function is rather quick and easy. whats hilariously “disrespectful” is that you think it takes weeks or months for a value to be changed in a database.It isn't hard to do that but that's not all that happens. SMH
Also calling you an idiot for thinking that isn't an insult, it's a statement.
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@chemical_reject said:
@Lowbei lmao u really worked poor @thesuicidefox up. Maybe take it easier on him next time.Because I don't get in on your little circle jerk and actually point out all your absolute bull ######### I'm worked up? You must be imagining things. Guess you like having an echo chamber eh?
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@Raccoon said:
All those bad players like Marth, Panda, Tyde, and Tru that also rely on it in certain scenarios/ 'bad' loops really do need to "git gud."They're garbage, though, so it makes sense.
Panda and Tru don't bloodlust every single survivor. If they get it it's actually a natural thing, they don't explicitly go for it. I would hardly say either of them rely on it.
Tyde hasn't posted much killer lately, and he does rely on it more.... but I honestly don't think he is as good a killer as Tru or Panda or Marth (no offense to him, those guys are just really good killers).
Marth I haven't watch in a while, and he mainly played Nurse when I do, but he is also a really good killer that doesn't rely on bloodlust. I've seen him do it on purpose before, which he is more willing to do than Tru or Panda, but he's doing it more to troll the survivor than because he needs to do it. He's explicitly being toxic with it, which just goes to show that 1) good killers don't need bloodlust and 2) it is a problem in the game.
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@Lowbei said:
yes, i have done game development, run my own servers for an mmo freeshard, and it would take me about 10-15mins to change the values of the bloodlust function in the database, and another 15mins to test. you clearly have no idea what you are talking about.You're really an idiot if you think all the devs are doing is just changing numbers. Ever hear of prototyping? Play Testing? Things go through a process it's not just some guy going "I'll just change this now". If it were they woulda changed it the day after. SMH.
ACTUAL design in ACTUAL game dev (sorry hosting your own server is not game dev) is a long, drawn out process that involves a lot of people making a lot of decisions and doing a lot of work to ensure whatever they do is the right thing to do.
Like really, you think any business would just knee jerk react to something that could potentially back fire and make it worse? NO!! That's the last thing they want. That's why things take as long as they do. That's why it took so long for Hag/Trapper changes. Because there is a lot of work that goes into that.
It's seriously disrespectful of you to think that's all a game dev's job is. You probably also think a NASA astronauts job is to put on a space suit and float around in space.
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Wait I almost forgot;
You need bloodlust to catch survivors?

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@Lowbei said:
thesuicidefox said:@Lowbei said:
what seems extremely obvious to me, a survivor main, is that survivors raged and review bombed after the last patch, and the devs solution was to cave to one of the items on the survivor main checklist on the road to starting the match with the gates open. press 3 to twerk at the exit gate.
Except they had talked about nerfing bloodlust several times before. This was just the first time they actually showed us what they plan to do. Before it was just "we are looking into ways to change bloodlust".
If you people really think review bombs did anything in just FEW WEEKS you have no clue how game dev works.
theyve “talked about nerfing” every ability in the game in the last couple years, so thats not really a valid argument here, and you are clearly very naive if you think the bloodlust change was just randomly added right after the review bomb.
And you are clearly naive if you think they managed to do all that design work (prototype, design, playtest, etc.) of the bloodlust nerf in just a 2 weeks after the review bomb. Newsflash, designs processes take a lot longer than that. Have you ever worked in game dev? I have, and if you did you know exactly what I'm talking about.
Really just think about how much time it took the devs to get out changes to anything. There is no such thing as a 2 week turnaround.
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Freddy's add-ons definitely need the drawbacks removed. It makes most of his yellow and white add-ons pointless. White block should be -1s, yellow -1.5, green -2, and purple -2.5. Claws/Rake/Paint Thinner need a rework too (maybe it makes DW darker for survivors or something). Dresses shouldn't increase transition at all.
However some add-ons are REALLY strong so they need drawbacks. Class Photo is super powerful, so it should have a drawback to using it. +2s transition is a lot, maybe drop it to +1s transition (which in this case isn't a complete nerf since it's also giving you more time that you can see the others since it lasts the duration of transition). Red Pain Brush is strong too, but instead of drawbacks I would just rather it only affects his terror radius in dream world and nothing else (no reduced movement and no reduced transition).
Wraiths new add-ons don't have drawbacks IIRC. I think Wraith will be in a good spot once his update comes out.
Myers is another one where drawbacks are important. Judith's Tombstone is probably among the top 5 strongest add-ons in the game (along with tuft of hair) so it should slow you down considering you can just instant-kill someone.
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@Lowbei said:
what seems extremely obvious to me, a survivor main, is that survivors raged and review bombed after the last patch, and the devs solution was to cave to one of the items on the survivor main checklist on the road to starting the match with the gates open. press 3 to twerk at the exit gate.Except they had talked about nerfing bloodlust several times before. This was just the first time they actually showed us what they plan to do. Before it was just "we are looking into ways to change bloodlust".
If you people really think review bombs did anything in just FEW WEEKS you have no clue how game dev works.
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@Zanfer said:
@thesuicidefox said:
@campasaurus said:
i think both ds and noed are vastly overrated and situational at best. an inability to counter either means thou art bad.You say this, but then how many survivors escape when they shouldn't have because of DS? How many killers get kills they shouldn't have with NOED? A lot, being able to counter them doesn't mean they still aren't crutches for bad players.
Just like how bitter murmur gives locations of all survivors with no skill besides the survivors finishing the generators.
You could consider Bitter Murmur a crutch, but at the same time it's impact on the game is far less than NOED. It's like Sprint Burst for survivors, very meta but doesn't impact the game nearly as much as DS. There are also several alternative options, like BBQ/Lithe respectively. What makes them not exactly a crutch is that they don't single handedly sway the flow of the game. It can over time, but not one instant, unless it was an extra critical one maybe.
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I got one with LF just now that camped 2 people. Had NOED and BBQ, but literally stayed by the hook and waited for people even though he can see them. It's cancer.
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@only1biggs said:
@thesuicidefox said:
@only1biggs said:
Even a broken clock is right twice a day.No it isn't LOL. Is this some BS Chinese proverb you are just parroting?
My power went out the other day and the clock on my microwave said 1:00 when it was actually like 7:00. 12 hours later, the clock will still be wrong. SMH
Uhhh, when your power went out? What? Shaking MY head...
Okay, so... if a clock is broken and stuck at 1, then when it is 1am and 1pm, it will be correct. Two times a day.
What the fvck has your power going out got to do with what I said? Your power going out didn't break the clock, it merely stopped it and then it was set incorrectly.
You can't be this stupid, surely?

xD
Ah I misunderstood what you meant. My bad. When I read "broken clock" I just thought of this one digital clock I had that ran slow (ie. broken) and after a while the time was like an hour or 2 off. Something from when I was a kid, but your explanation makes sense. I'm not thinking analog broken clock LOL.
Ooooops
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@SovererignKing said:
I do alright as Freddy with Ruin. Trick with Ruin is don’t protect it unless the Survivors are hovering around it and desperate to get it. Then you can use it as bait easy. Otherwise, just forget you even brought it and let it buy you as much time as you can. NOED does balance out Gen Rush, however even if you aren’t getting Rushed, it can still easily carry a bad Killer.Freddy can hover around his totem more than other killers simply because you can't see him, so you don't give it away as much. Survivors might think it's in a general area, but with other killers they will see you look at it and stuff which makes it easy.
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@iceman2kx said:
Super late into the conversation. I use NOED on Freddy because I can't use Ruin. I don't know that it's really fair to call it a crutch because the killer was bad. Gens get done SO quick. We've all been in matches where 2-3 gens get done in the first 3 minutes and you barely hooked your first survivor. NOED just balances it out. I wouldn't be against NOED being removed, but I'd expect they balance the game a little more to extend matches a bit before they did that.I play Freddy at rank 1 without NOED. You do not need it, people need to stop saying this. And besides the fact that you really don't need it, every time you say "I need this" you just reinforce my point that it is a crutch.
Try Sloppy Butcher + Nurse's Calling on Freddy. You will be surprised how effective it is. Also if you want a more reliable end game perk use Remember Me. It takes more skill to use but is probably more effective than NOED since all you need to do is sleep people with 6 tokens and there is no opening the doors. It can stall the game as well as Ruin, and it does so at a point where survivors can't recover.