Avatar

thesuicidefox

thesuicidefox

About

Username
thesuicidefox
Joined
Visits
0
Last Active
—

Comments

  • @Peanits said:

    @thesuicidefox said:

    @Peanits said:
    A lock icon would tell you that you can't work on it, but it wouldn't tell you why you can't work on it. It's not as intuitive as it seems. A new player isn't going to see that and think, "Oh, I can't work on this because that other generator got powered recently." There's a disconnect there. People aren't just going to put two and two together. There is no logical link between one generator getting powered and the rest being locked off, that's something they'd probably have to google if they want to figure out.

    The "why" doesn't exactly matter here, as long as it's understood that no gens can be completed until the lock goes away that's all you need.

    Look you guys are completely overcomplicating this. Ever single suggestion for a secondary objective only hurts solo and new survivors. It increases the gap between players that communicate and those that don't/can't. You don't want that, you want a solution that's non-intrusive to the current mechanics. Adding new objectives means that timers may need to change, perks may need to change, all of that. It'd require an entire rework of the game's core design.

    The why is pretty important. Why is what makes a new player an experienced player. You can't get better at the game if you don't understand why things are happening. New players are going to keep going to generators wondering why they can't complete them, feeling like they're just getting slaughtered with nothing they can do about it.

    But they won't because they won't be doing gens so fast that the limiter would even apply to them. That's the part you keep forgetting. New players don't finish 3 or even 2 gens at the same time. They do 1 gen, then another, then another. The limiter won't affect them until they get better at the game to a point they start doing multiple gens at the same time. Also, if it were 20 seconds for example, you wouldn't be going around wondering why you can't finish all these gens. You'd only wonder why you can't finish THAT particular gen since you couldn't possible do another in that timeframe. If a lock icon appears over the gen UI at the exact moment a gen is completed, it'd be pretty obvious the reason you can't finish your gen was because another was done.

    Regarding the "why", a big "why" new players come across is "why let the killer see you". Well there are plenty of reasons, maybe you want them to chase you so another survivor can make a save. Maybe you are good at running away so you want them to see you and chase you so you can waste their time. These "whys" aren't clear either, but players learn them over time by understanding the game. The game doesn't have to explicitly spell it out for them, they just figure it out over time.

  • @Peanits said:
    A lock icon would tell you that you can't work on it, but it wouldn't tell you why you can't work on it. It's not as intuitive as it seems. A new player isn't going to see that and think, "Oh, I can't work on this because that other generator got powered recently." There's a disconnect there. People aren't just going to put two and two together. There is no logical link between one generator getting powered and the rest being locked off, that's something they'd probably have to google if they want to figure out.

    The "why" doesn't exactly matter here, as long as it's understood that no gens can be completed until the lock goes away that's all you need.

    Look you guys are completely overcomplicating this. Ever single suggestion for a secondary objective only hurts solo and new survivors. It increases the gap between players that communicate and those that don't/can't. You don't want that, you want a solution that's non-intrusive to the current mechanics. Adding new objectives means that timers may need to change, perks may need to change, all of that. It'd require an entire rework of the game's core design.

    @ShrimpTwiggs said:
    My point was to indicate flaws with your idea. Because the same idea might apply to secondary objectives doesn't mean it will affect locking gens any less. In fact, it would affect it more since people would still be able to jump right on a gen right at the start of the game, always know which ones are worked on, know when a gen is almost done, and when to go hide. Not to mention that with Alert, which will no doubt be a meta perk, they can see your aura as well so they could share when you've kicked a gen and where. With secondary objectives, it still requires you to do something beforehand to even start those gens and any information shared about, say, the location of parts or gas, would still have to be found first. Not to mention that the idea is very flexible. There's more things that you can do with it then locking gens. And there's always the question about what would happen if two survivors were to complete gens at the same time. Would one, at random, be complete and the other locked? Because that would make things even more frustrating.

    I'm not saying my idea is perfect. Obviously it would need testing and polish like anything else. What I'm saying is that adding more objectives just clogs up the game that we already have. It changes things too much, and ultimately creates more problems than it solves. You don't need a solution for EVERY game, you only need a solution for specific games where gens are done way too fast. That's the problem with a secondary objective, it affects every game instead of just the ones that need it.

    I mentioned Alert because you mentioned it being a meta perk (maybe I misread, I digress).

    If two gens are done at once than the game picks a gen to finish and locks the other. There's nothing more to it than that, and yes it could be a tad frustrating to have a gen almost done but at the same time you can easily just go start another one. Or hang around and wait out the timer, to finish the gen. It would be a lot more frustrating to be working on a gen only to suddenly not be able to because you have to go find a gas can or some other nonsense. You have to keep in mind, as the game winds down and people die, will such a task be reasonable? The answer is no, as it would basically force you into a losing position. With a gen completion limiter that sort of thing wouldn't happen, ESPECIALLY if survivors are doing gens at an acceptable pace. In those cases, the limiter wouldn't even matter. All it means is that you can't do multiple gens simultaneously, which is the crux of the problem. It's pretty simple. Like what if you were struggling to finish a gen and had a full opportunity to do it, but then couldn't because you had no more gas? That's pretty sucky right there. But with my idea that's not an issue because the game is more or less unchanged. It's only different in that you can't blaze through gens.

    Really guys, just think about it. Would you rather have to go find some other objective and be forced into a bad position or would you rather just limit the pace at which the current objective can be done? I just doesn't make sense to muck up the formula that has been so carefully crafted over the last 2 years when all that we need is just something simple to slow down the game at the highest level.

  • This is great advice... until it's not.

    If you know the Hag is clear across the map, or better yet carrying someone, you should be running around and hitting all the traps because she wouldn't be able to teleport. That's one of the most effective tactics to beat her, because without traps she is trash tier.

    Not enough people realize this and insist on crouch walking everywhere all the time. Sure if she's able to teleport it's smart, but when she can't you should be running around to waste her traps.

  • @Tsulan said:
    I really think you underestimate new players. As I said, they are not as stupid as you try to depict them
    Devs could add the new objective and make a tutorial for it. Not that hard. 
    Artificially locking down the gens by your lock, would be a lazy and unintuitive solution.

    If this were true then the game wouldn't need a tutorial. It would also mean that new players would perform significantly better than they actually do. Truth is, the game has a steep learning curve and adding more stuff to do on top of that increases that curve.

    Again, a gen completion limiter wouldn't affect these players. To them, things would play out more or less the same. It would only start to matter as you get better survivors that play more optimally, which is where the problems occur in the first place. Adding secondary objectives punishes new and solo players, which is what you don't want to do. You only want to impact the highest tier players.

  • @ZeroDivide said:
    It is important to know, that the survivors common offering that slightly thickens the mist increases it by 25%, while the killers common offering slightly lessens it by 50%.

    But there's yellow and purple mist too, which would completely counteract killer's common offering.

    I just don't get why mist has to be a thing. I would much rather have a permanent baseline mist setting on a per map basis. Something where maps that favor killer (like Shelter Woods) would have slightly more mist than other maps, but then maps that favor survivor would have almost no mist. That would be fair.

    As of now, mist offerings only benefit survivors, with some niche options for killers that still don't make up for the fact you can't see. Wraith's cloak being mildly harder to see doesn't matter if the Wraith can find people.

  • @Peanits said:
    I'm failing to see how adding a secondary objective would gut the game. It would add new strategies, builds, and gameplay while also spicing things up a little bit. I don't find fueling a generator before fixing it to be convoluted. If anything, having the generators arbitrarily lock progress with no explanation would be much more convoluted and confusing for people.

    All you need is to put a lockpad icon over the generator UI. That makes it pretty clear that gen progress is locked, nothing confusing about it. Adding more objectives is confusing though, because it's just another thing you have to do.

    And you would need to completely gut the game. Ruin is already sort of a secondary objective, and if there was even MORE stuff you had to do well now Ruin might be completely OP. It would need a rework. There's nothing to rework if you just put a speed limiter on the game. And again, this would only affect the highest tier players, leaving lower tier players unaffected. Secondary objectives influences both groups unequally because low tier players will be more impacted by the change as it's just more stuff they need to do and for them it would be more difficult/confusing.

    You're looking at this problem as someone that plays the game and understands it already. For you a secondary objective isn't a big deal, but for newer players it is just another thing they need to learn.

  • @Peanits said:
    I feel the exact opposite. What you're suggestion is artificially increasing the time of the game by locking out objectives. The other option is to add new objectives before generators can be done. The difference is that one would leave the players in control, and the other would leave people feeling like, "Great, we lost because the game said we weren't allowed to do the objective."

    The same could be said about secondary objectives though. "We lost because we couldn't find that 1 gas can" or whatever the case may be. Kinda like those games where Ruin is hidden super well and you don't get to it until late in the game. It's the exact same feeling. They have less control over the game because they have more stuff they need to do that they might not necessarily be in a position to do.

    The difference is that by just limiting the speed at which gens can be completed you aren't completely redesigned the game's core fundamentals. What would end up happening most likely, is that a gen gets done you either finish your gen to 99% (if it was only at 75% then you can just keep going as per normal), leave to go start on another gen, or wait around your gen to finish it off. In every scenario the game is extended but not in such a way that you have to rework the entire rest of the game.

    Again asking for a secondary objective is asking for the devs to completely gut the game. That's costly and risky. We need simple solutions to problems, not convoluted ones. They are more effective without being too drastic.

  • @Tsulan said:
    Oh i read the whole post. But making gens take longer by slowing them down isn´t the solution. Gens are already boring af as of now. Making them even slower by your suggestion, would make people fall asleep mid game. Also your proposal would result complicated for new players which wouldn´t understand why their gen suddenly works slower.

    It wouldn't be hard at all to convey to the player that gens are locked. Just simply put an 'lockpad' icon over the generator UI and prevent gens from being finished. Pretty clear and obvious, whereas a secondary objective is not that clear.

    @Tsulan said:
    We already have a tutorial. Just add the new objectives into the tutorial and new players learn it from scratch. Do you know Eve Online? THAT is a complicated game! With all the perks, loadouts, weapons, damage types, etc. But new people join every day.

    Eve Online is complicated and not at all accessible to new players. That's the problem here ACCESSIBILITY because anyone can put in the time to learn all the ins and outs of something. In fact I would bet even the bet DBD players still have stuff to learn about the game, that's just how it is. But making a game more complicated only reduces the accessibility even further. Going back to the cars stuff, if automatic didn't exist it would be a lot harder for new drivers to learn to drive. Can you still learn it? Yes but it's more difficult and time consuming.

    My point in this thread is that secondary objectives are not a solution. It just muddles the game and makes it more difficult for new players while also screwing over any solo players in the process. It's uncommon enough for low ranks to finish gens and escape, with secondary objectives it would probably never happen. What I'm suggesting is just a slight alteration to the current formula, one that only effects optimized survivors. At low ranks, you never see multiple gens popping at once. The solution needs to affect only the top tier players, not everyone. Secondary objectives affect everyone.

    @ShrimpTwiggs said:
    1.) You stated that survivors could simply 99% gens and that the killer can just go around and kick them. This makes Alert a meta perk. They would 99% a gen and, if another gen was completed, go off and hide for twenty seconds. If you happen to kick a gen, then from a pretty good range, they'll be able to see it as well as your aura. The killer would waste their time searching a pretty large area and/or doubling back after kicking just about every gen in order to counter it.

    So then a completely non-meta perk now becomes viable? That's kinda what we want here. The other alternative is a secondary objective, in which case such perks would still be mostly useless on top of the fact a whole bunch of them would need a rework to fit with the new mechanics.

    @ShrimpTwiggs said:
    2.) It doesn't open as many doors as secondary objectives. There's nothing new in the game play and most unused perks and items will remain stagnant. With the addition of secondary objectives, new ways to adjust perks and items come with it, which could take that edge of difficulty off of newer and solo players that you're worried about.

    By "opening doors" you are also making the game less accessible in the process. See above.

    Also, the gameplay doesn't need anything NEW, this is where you guys keep falling into the "feature creep" trap. You realize that game development has costs right? These things don't just happen, you need people to design, program, and test it. That's time. That's money. And there's no guarantee it would work. It's the exact reason they haven't completely gutted the game to fix problems and instead are doing things in small doses over a long time, because big changes = big risk. They could very well completely fork up the game with new mechanics. Simply adding a buffer to gen completion is way less risk, time, and money, and would likely yield more fruitful results.

    @ShrimpTwiggs said:
    3.) It punishes success. Outside of perks like Tinkerer, which are supposed to give you an upper hand in some situations, there shouldn't be a punishment for doing your primary objective.

    It's not a punishment. Punishment would be something like "finish a gen and get injured". This isn't that. It's "you can't do blow through your objective super fast you need to pace yourself". Furthermore, the limiter would only really apply to the highest tier players. New players, or just low rank players, would be more or less unaffected by it, which is what you want. You don't want to make the game harder for everyone, just for the players that optimize the most because that's where the problem is.

    @ShrimpTwiggs said:
    4.) It adds more of a buff to SWF. Due to communication, they all know when someone is about to complete a gen and which gens have been worked on, which means that they wouldn't mistakenly go to another gen to work on it for the twenty seconds only to find that it's already at 99%. In all fairness, however, this could also apply to secondary objectives in some cases.

    You pretty much nullify your own point here with the last sentence. Exactly that will be the case with secondary objectives. In fact one could argue that secondary objectives would create a greater gap between solo and SWF than a simple gen completion limiter, as you would be able to call out that you are going early to start on those objectives or just that you can coordinate doing them faster. It just makes the game more top heavy, the opposite of what we want to achieve. We want to smooth out the game at all levels such that low rank play remains the same while high rank play changes a bit to make it more fair to killer. With secondary objectives it just makes killer even better at low ranks.

    You guys are defending an idea that just honestly isn't very viable. It's too costly to implement, would have too great an affect on the game at all ranks, and ruin quite a lot of the work that has gone into the game over the last 2 years. We don't need that, we just need a simple solution that makes the game more fair for killers that play against the most optimized survivors because that is the only place where gens getting done too fast is a problem.

    PS. Going back to cars, if you had a problem with your automatic transmission would you rather completely remove it to install a manual transmission or would you rather they just go into the cars computer and tweak the functionality of it? That's the crux of what we are talking about here, and any reasonable person would rather take the easy/cheap/fast solution over the hard/expensive/slow solution, especially if the former has more potential for better results.

  • Killers should have 0 reason to complain about flashlights now that Lightborn completely nullifies them. I tested with a friend, even a purple flashlight with pink bulb doesn't blind fast enough during pallet breaks or pickups. You really do need 2 flashlights to get it. I love putting it on and just eating up all that light and smacking them in their stupid faces.

  • Same here. On Xbox. This happened once last week too, you can't even load the game it just says "connection error". No it's not my setup, I can go play other games online just fine.

  • @Tsulan said:
    The game is easier than ever for solo survivors. When I started, I had no indicators that told me that NOED is active. Or that I'm within the range of UP. But now we've tons of indicators and warning signs that don't even require that I pay attention. 

    Do you really think that a secondary objective would be to much to handle for survivors?
    Are you implying that survivor is brain dead easy, and that it should stay that way?

    The game is for adults. Adults usually have a driving license. Driving requires to use hands and feet simultaneously.
    Survivors will do just fine with a secondary or tertiary objective.

    I'm saying adding a secondary objective will throw a wrench in all the work that has gone into the game thus far. It makes no sense to completely overhaul the most fundamental aspects of the game when there are better solutions. Obviously you didn't even read the OP where I offer an alternative solution that would achieve the same end result without creating a whole new mechanic for the game.

    And I'm not talking about solo survivors, I'm talking about NEW survivors. Solo survivors will be negatively affected by any secondary objective as it just increases the gap between no comms and comms, but for NEW players this type of change would create more of an entry barrier to the game when it's already difficult enough to learn. If you don't think so then try to get in a game with rank >17 survivors and watch how they struggle to do even basic stuff because the way the core gameplay works is not actually that clear.

    As far as your driving example, let me ask do you know how to drive manual? I do, and it's not at all intuitive or easy for beginners. Hence why automatic exists. It doesn't change how well someone can drive, it just makes it more accessible.

    What you are asking for is to basically gut the game and create all new dynamics. That would require a lot of work to just bring everything up to date with that system. Perks, add-ons, items, they would all need to change. At this point it would be more cost effective for BHVR to just make DBD2.

  • I predict salt.

  • If Surveillance had infinite range and gave you a reading on the gen's progress/regress that would make it a lot more useful.

  • @Raccoon said:

    @thesuicidefox said:

    @Raccoon said:
    This also nerfs Freddy slightly more, too.

    Beautiful. 

    How so? You can't hit the guy that just go unhooked anyway, even if you run paint brush + Z block they can still get off and do something for 3 seconds after. If anything, Freddy is the least affected by the i-frames.

    Can you Dream People during I-Frames?

    More particularly, during Sprint Burst I-Frames?

    Yes, why wouldn't you be able to?

    And does SB even have i-frames? I don't think it does I think it just distends your hitbox. I've never had an instance where someone was immune to being slept.

  • @Tsulan said:

    @thesuicidefox said:
    I just got to rank 1 killer last night WITH FREDDY and I could probably count on 1 hand the number of times I got Bloodlust 2 and 3. Most of the time I either mindgame them or catch them after getting BL1. If a chase goes on long enough for me to get BL2 I'm usually giving up on the chase to go after someone else.

    I feel like the ones really complaining about BL2/3 are the ones that just chase a single survivor all game. You shouldn't be doing that, changing targets is often a better option.

    You can´t compare Freddy with normal killers.
    If you break a chase with Freddy, it´s part of the mindgame and actually quite effective.
    If you break the chase with any other killer, you won´t have it so easy to find the survivor again.

    To a degree yes, but you shouldn't just blindly break a chase anyway. You should do it if you know where another survivor is, or have a good idea where they are, or if the chase leads you near to one. And with Freddy if you let them go they can wake up and now you have no mindgame. I usually decide to break a chase if they try to loop my at certain spots or if it just goes way too long. I know when a survivor is trying to lure me away from an area so I will usually go to where they don't want me to be, and usually find other survivors there doing a gen or something.

  • @brokedownpalace said:
    Can't believe people are legit complaining about unhook cancelling and not being able to hit a survivor who can't move. You will ADAPT and GET GOOD. 

    LOL right? It's like "Oh no the survivor can actually dodge my hit that was completely free before, how will I ever get a kill now?" Maybe don't camp hooks? Maybe don't tunnel a single person all game? Maybe focus on emblems and not on kills?

    I've had a few games over the past few days where I only managed to get 1 measly kill but still managed to pip because I had iri chaser and stuff like that. It's also really REALLY hard to depip as killer compared to survivor. I can have a truly crappy killer game and still safety quite easily. Survivor though, you can have a really good game and still not pip because of some BS usually related to Benevolence. Case and point, I had a game against a Clown yesterday where I play decently and escaped, but literally 2 seconds before I ran out the gate he hooked someone and I lost -10 Benevolence, which made me lose a single emblem point and I just missed out on a pip. It was quite BS IMO, since she was dead anyway (second hook basement IIRC), but because I didn't leave fast enough I only got a safety. If I ran out 2 seconds sooner I woulda pipped. That sort thing has never happened to me as killer, you almost have to purposely try to depip.

  • @Raccoon said:
    This also nerfs Freddy slightly more, too.

    Beautiful. 

    How so? You can't hit the guy that just go unhooked anyway, even if you run paint brush + Z block they can still get off and do something for 3 seconds after. If anything, Freddy is the least affected by the i-frames.

  • @Tsulan said:
    Yeah it´s a bad map for him. But i think Crotus Penn is the worst. Since i can´t see #########, when i enter the building. Pitchblack

    This is why I have been using Nancy's Picture/Sketch lately. The range increase really helps you to just spam his power around and catch people you normally wouldn't be able to see. Coldwind and swamp maps are actually quite good for him using stacked drawings because the range is 30m, which is 6m farther than his lullaby and 2m farther than Nurse's Calling (which is IMO the top perk for Freddy). You can sleep people before they even know you are coming, and they don't even know from where most the time. You can easily check an entire area super fast by just circling around it with your power channeled.

  • I just got to rank 1 killer last night WITH FREDDY and I could probably count on 1 hand the number of times I got Bloodlust 2 and 3. Most of the time I either mindgame them or catch them after getting BL1. If a chase goes on long enough for me to get BL2 I'm usually giving up on the chase to go after someone else.

    I feel like the ones really complaining about BL2/3 are the ones that just chase a single survivor all game. You shouldn't be doing that, changing targets is often a better option.

  • @Raccoon said:

    @powerbats said:

    @Hodderfodder said:
    We sure do need two threads at the top of the forum saying the same thing.

    There's several all by the same posters all repeating the same regurgitated arguments after not getting the fuzzy responses they crave. It's almost as if they have amnesia where they forgot how they told the survivors to adapt and or wait to see how things actually work out.

    A guaranteed escape after being unhooked is pretty devastating.

    It's even worse if the killer actually leaves / is not near the hook, as the newly rescued survivor can immediately sprint off in the opposite direction, get [self]/team-healed, and reset the game state.

    It's not a guaranteed escape, it's a CHANCE to escape. Currently there is 0 chance to escape if you get unhooked close to the killer because they can hit you before you can act. Now there will be a small SMALL window for the survivor to dodge a hit. I'm willing to bet the end result will still be the same, but since you as survivor have control of your character it'd feel less BS because you at least had a chance.

  • @Kilrane said:
    Trapper, Hag, and Pig get some use out of them.

    Eh not really. You could argue it helps to hide traps or give them stealth options, but this is all outweighed by the inability to simply see stuff. I would much rather be able to see than have slightly better hidden traps. Plus the Hag buff makes her traps a lot more deadly now so she doesn't need to hide them as much since she can just web up an area, hiding them is almost a moot point. And with Trapper you aren't going to suddenly set random traps, the trap placements will still be somewhat predictable in most cases (eg. loops) so good survs will still know where they are. In all my time playing I've never seen a killer use mist, unless they were a baby and didn't know better.

    As far as the frame rate issue yes I'm aware console has issues. But the frame rate for killer just goes to complete ######### when the mist is thick. It's just one more reason to get rid of it.

  • The status effect thing should only apply to Exhaustion and Hindered. Every other status should remain, especially Mangled because then what's the point of using Sloppy Butcher or certain add-ons if it only applies for one chase. I also think they should re-ka-gigger Mangled and Hemmorhage statuses. Hemmorhage should basically do what Mangled does now, and Mangled should reduce repair time. Then add-ons like begrimed chains/hatchets would inflict Mangled and slow gens, and Sloppy Butcher can go back to just doing Hemmorhage but basically be unchanged in terms of it's effects. It just seems odd that we have this specific debuff for begrimed items that's not a status effect. It'd make more sense as a status effect, and then we could get perks or more add-ons that inflict it.

    Regarding the Kindred stuff I think that's a bad move. Instead, you should just see other survivors only within say 16m of the hook. Then when you have those situations where everyone is circling the hook for the save other people can see someone in a better position and bait the killer to a chase, or just go and do gens or something more important. I think that would be more reasonable and would definitely help solo survs without being way too powerful for SWF. If you want full range and killer aura then you should have to run Kindred.

    The rest of the stuff seems like good changes. I know killer mains will REEEEEE all over the place, as if they are the only ones in need of gameplay fixes, but truth is there is some BS stuff that happens to survs too, namely the new vacuum-less pallets favor killers way too hard. It's too easy to just swing through a pallet and almost always get the hit even if they dropped it at the right time.

  • 1) Pallets are really screwy now, you will constantly drop a pallet and STILL get hit when it shouldn't have. I've even been killer and said to myself "that should not have hit". Vacuum is gone and it favors the killer now, so the changes will balance it out more so that you don't get stuns AND hits at the same time.

    2) Bloodlust is kinda bogus. On the one hand it's a necessity because of maps, but on the other it wouldn't be a necessity if they fixed some looping spots. All pallets, sans 2 god pallets (shack and another by other basement location) should have mindgames. Right now there are too many safe pallets because there is no mindgame. Haddonfield is notorious for this.

    3) The unhook change makes it so that killers can't play like total scrubs and still get kills. It's completely unfair that you can be hit down before you can even act. Now the survivor will have if only a moment to avoid the hit, and killers will have to time it properly if they want the guy on the hook.

    Killers got fixes and buffs. Now survivors get fixes and buffs. All to make the game better for everyone. Really all they need to do for killers is fix maps to remove loops/god pallets and remove mist as an offering (maybe keep the white ones for tad less/more) and killers will be in a good place.

  • Every pallet should have a mindgame. There should honestly only be 2 god pallets on every map near spots where basements spawns (eg. shack). There are too many pallets that are safe because there's no mindgame. There are also too many very LONG loops on some maps.

    They also need to get rid of mist entirely. The only ones who use it are survivors, it doesn't benefit killer in any way.

  • I'd like a killer that is related more to the lore of the game or the Entity itself. Vigo is said to be a prehistoric female witch doctor and is embedded in the game's lore. She would make a really cool killer, especially if her powers/perks were Entity based.

  • @Tombstone218 said:
    Advertisements sucker people into buying or playing things at all. Comfortable beds sucker people into sleeping more than they would. Good tasting food suckers people into eating more than they would. Do you hear how [BAD WORD] stupid that sounds? Achievements may be a waste of time in your eyes but some people like them. They like the satisfaction of completing them. And if the game didn't have them I bet my life that people would be asking for them. Just because you have a specific view on them DOESN'T MAKE IT A FACT! We get that you're an #########, you don't have to drive the point home.

    Psychology is based on facts and science. You can pretend otherwise, but the truth is achievements are there to induce a psychological effect. The difference between them and your examples is that people need to eat food and sleep, and that most of these things that are advertised have real world value. Achievements do not, they are they specifically to make you want to play more than you normally would, or play in ways that you normally wouldn't. They are in the same category as loot boxes but not as egregious about it.

    If you want some advice here it is: Play Huntress a lot and go for long range hatchets. That's all there is too it. OP wants either an easy way to get the achievement or for the achievement to be made easier just so he can have it. It's a completionist mentality that if they want it but it's too hard then it should be easier because they want it. Either just put in the time to do it or stop complaining it's too hard and move on.

    PS. Only people that ask for achievements are people that play games only for achievements. Some people refuse to play games if they can't get achievements. That should tell you something right there about the psychology of them.

    @NegativeNightmare There are definitely people out there playing DBD that only played for achievements. Once they got them all they move on to another game, only coming back to DBD when new achievements are added.

    You guys get all bent out of shape from an obvious joke response. Stop taking life so seriously you won't get out alive.

  • Just hit them and chase them out. If they aren't close to the exit you got a free kill.

  • @Tombstone218 said:
    Protip: (again) Your opinions aren't universal and you obviously did not take anything from my last message into consideration. They could be playing the game and just want the achievements as a side thing. And if they did buy the game for achievements then who are you to judge? You're some ######### on a video game forum, go find a new hobby.

    LOL achievements are there to sucker people into playing the game more than they normally would. It's not an opinion, it's basic psychology. I've seen people waste hundreds of hours to get achievements in games they don't even enjoy just for the sake of getting them all. If you wanna support that kind of BS go ahead.

  • IMO Huntress should have an add-on like Doc/Nurse that gives you a crosshair/trajectory path.

  • @Tombstone218 said:

    @thesuicidefox said:
    Protip: Stop caring about achievements that are stupid.

    Protip: That's not helpful to anyone and you're being an ######### for no reason. Just because you may think it's stupid doesn't make it universally stupid.

    No stupid achievements are stupid and if you play game for achievements you should find a new hobby. They were literally put there to make completionists grind on a game for as long as possible.

  • Class Photo is great and all, but that +2 second to transition can REALLY hurt you. You're almost require to run Ruin+Remember Me or Z block to offset it.

    I also sadly never prestiged any of my killers. I prestiged my Jake a while ago and have not really noticed any difference in bloodwebs. I'm too far in the hole now with Freddy as I have all killer perks on him LOL.

  • @Dabrownman1812 said:
    Dying light and mori better than thana, run with black box

    Yes, DL+BB+mori is super powerful for Freddy but also costly since it uses a pink add-on and mori. I'm also not a fan of tunneling someone to death super early in the game. My build is effective without being expensive, I've been running Nancy's Picture and either Unicorn Block or Green Dress, all of which are cost efficient.

  • Protip: Stop caring about achievements that are stupid.

  • @Eninya said:

    @thekiller490490 said:
    I know one thread was already here but here is my idea.

    1. Electric Starter. Hillbilly can charge the chainsaw instantly. Downside. Cool down is tripled.

    2. Iridescent Chain. Survivors put into dying state by the chainsaw can't get back up for 60 seconds allowing him to slug them very effectively. This means no unbreakable, no mither, and survivors can't heal them back up. Also if they are picked up the 60 second timer is cancelled so if he drops them then the effect is nullified.

    While these are definitely very strong remember these are Ultra rarity so they should worth it.

    I fail to see how Electric Starter is any different than his base gameplay of fluttering the saw. It's not like it slows him down or causes any penalty at all.

    Actually channeling the saw does make him move slower, at 100% which is base survivor run speed.

    Maybe if Electric Starter let him move faster while channeling that would be quite powerful.

  • @Doc_W__HOLLIDAY said:
    I can understand a survivor's frustration at being camped and tunnelled, it IS pretty boring. However, that doesn't warrant harassing killers. Its just a game. They need to get over it or quit playing.

    And survivors doing survivor things doesn't warrant a facecamp because the killer was salty. I've seen too many killers say they camped/tunneled someone for destroying their totem, or flashlighting them, or breaking a single hook, or doing pretty much anything that's good for survs and bad for killers. Killers can be just as harassing and salty as survivors. Just sayin'.

  • The only change I'd like to see for Blood Warden is an increase on the timers (40/60/80 instead of 30/40/60) and for the perk to show the timer (like other perks do) so you can manage your time better. Right now you are completely in the dark about how much time is left, and the time it gives you is not very much to really do anything. I had a game against a Freddy maybe a week ago, doing adept IIRC. I opened the gate and then my friend got hooked very close, so I just ran and saved him in Freddy's face. Ran to the gate only to see BW (shoulda expected it), and while he did manage to catch me, by the time he did BW wore off and my friend was able to rescue me the same way and we both got out. I think he only had tier 2, but still it ultimately did nothing for him. He got an extra chase/hook on me but we still escaped even though we totally ran into his BW.

  • Nurse's Calling, Thanatophobia/Lightborn, Sloppy Butcher (for mangled), Bitter Murmur.

    I can't stress how good both NC and BM are on Freddy. NC has a 28m range where Freddy's lullaby/TR is 24m, meaning you can see them before they know you see them. Combo it with SB+TP and it means people will ALWAYS be healing around you. I had a game last night where I literally had 4 survivors, in DW, all frantically healing themselves within NC range. I was chasing all 4 of them at once, it was nuts. I shoulda clipped it, it was quite hilarious. BM is awesome for Freddy because it makes people afraid to do gens. If it procs while you are in a chase you can easily go sleep all those people and get back into the chase or chase one of them. The fact that they have to go find a new gen to wake up makes them scramble like freshly laid eggs. It's also good for endgame since you can see them for 10 seconds. Just make sure you go around and sleep them all, and watch them panic as they try desperately to open the doors.

  • @Orion said:
    If the Killer plays how Survivors want (leaves the hook unguarded, goes after the rescuer and not the rescuee), it is a free escape, and I dare anyone to pretend otherwise.

    No. My last 20 games as Freddy I walked completely away from the hook and still got a 4k/2pip in 16/20 games, the rest being a 1k, 2 2k's, and a 3k (shoulda been a 4k but the third guy on his first hook killed himself so his buddy could hatch, which was a smart play by him) [NOTE I'm counting games where I gave hatch as a 4k because they technically were]. Best part is in each of those games I still pipped easily. No camping. No tunneling. I would come back to a hook if I couldn't find someone but if the guy that was just saved was on his last hook I go for the other guy.

    Killer mains make it out like it's so hard to outplay people, get kills, and pip. Dude, I've literally just carried the last guy to the hatch and gave it to them and still got a 2 pip with a few extra points to spare. Killers that leave hooks will pip more often than not, even if they only get 1 kill.

    Saying you need to camp/tunnel is complete and utter bullshit. They don't need to, they do it because they aren't good enough and it's the easiest way to play the game. If you really think it's necessary you must not be a very good killer.

    Again I play FREDDY, currently at rank 4, and I consistently get kills and easily pip without playing like a total scrub. No NOED or Ruin either. Killers act like what they do is so hard, it's really not. The only thing about killer is that some things are frustrating, particularly thick mist, flashlights, and loops. FL are a lot harder to do now with fast pickup, and if it's really a problem just run Lightborn and eat up all that juicy light (used it in a game with 3 FL, they tried SO HARD to blind me, I would just stare them down and smack them in the face). Purple mist needs to go, I will say that. And there are a few maps with really REALLY bad loops. Outside of that though, killer is quite easy IMO. You just have to make good decisions and not chase 1 person all game.

  • The problem is that the so called "counters" to camping/tunneling only benefit the ones not getting camped/tunneled. If that's you on the hook there is nothing that can be done and that's the part about it that's complete BS. Also the fact that camping/tunneling takes no skill and is so easy a ######### armless weasel could do it. It's way WAY too rewarding for a killer and way WAY too simple. If it was either less rewarding or more difficult then there wouldn't be an issue.

  • Stab the survivors. Stab them a lot.

    Use Bloodhound (Wraith teachable) if you have trouble tracking people. Don't spend so much time chasing 1 person, if you see another during a long chase switching targets is usually a better option. If you have trouble stopping gens pick the 3 closest together and protect them more than the others. If you can get those 3 as your last gens then you have an advantage.

  • I think one of his pink add-ons should let you break a pallet and keep going. That would be a lot more useful and balanced.

  • @Zavri said:
    thana is complete garbage. if you really don't want people to heal, use the clown perk instead of thana.

    1) Not an option for Freddy. Besides lullaby not working with TR perks, he also has a smaller TR than other killers. Even with Distressing it's only 30m which is still smaller than normal.

    2) TP works really well for Freddy because it stacks with dream world and rewards you for injuring people without committing to the hook, which is normally a bad move with Freddy because you are just making it easier for them to wake up. When I run TP I can injure someone and let them go knowing that they will take a bit longer to heal. Combo'ed with Sloppy Butcher and the healing gets even longer.

    3) It has a psychological effect on survivors and makes them more altruistic. While this is usually bad with Freddy, with SB it punishes them for going for heals. Just healing someone on the ground when awake takes forever with these 2 perks combined. In DW it takes like 15 seconds just to do that last 5% to get someone up, which is forever.

    I would like if TP had a better scaling of the effect. Right now 1 injured is 6% and 3 injured is 12% which is very uneven. I would rather a flat 5% per survivor injured. This would make 1 injured a tad weaker but then anything more better than before. 3 injured would be the same as all 4 injured from before.

  • @Runiver said:

    @thesuicidefox said:

    @Runiver said:
    About the "medium vault" issue, sprinting isn't the only factor. You need to come toward the window, in front of it, in order to quick vault.

    There are some spots where this doesn't happen though. My instance on Father's Chapel I was running STRAIGHT at the window, for about 15m, and I still did a slow vault. Didn't change direction or stop running or nothing. It was 100% supposed to be a fast vault but it wasn't. There are a few windows like this.

    Could use a video for that. Were you against clown, eventually ? If you're intoxicated, you cannot quick vault over vaulting spots. That may be the reason.

    No it was a Myers. I was injured and running straight to the window up a flight of short steps. Sometimes there is just an opening there no window, and you'd fall about 5ft to the ground (same height as dump trucks on Wrecker's). It was 100% supposed to be a fast vault but instead I did a slow vault. Didn't cap it I shoulda. But it wasn't a situation where there was something else at work, just me running at a window straight on and doing a slow vault for some reason.

  • @No_Mither_No_Problem said:
    Freddy sounds like an absolute monster in theory. But his ultimate downfall is the fact that the dream transition is so. Effing. Long.

    Yes it does make it hard sometimes BUT the beauty of this build is that survivors spend so much time healing you can always catch 2 or 3 at a time. I've been using Nancy's Picture which increases power range to 22m, which is just shy of his lullaby range. With NC reading at 28m you will get people healing before they know you are coming. It also means they won't really see you when you sleep them since they are so far which leads to a lot of people just running right to you.

    I've also seen a lot of survivors panic and try to heal during the transition only to not get anything done because of mangled effect + TP. By the time they start running it's too late. I also had an instance last night when I slept someone and ran with them through the pallet. They dropped it and stunned me but I was on their side of the pallet when they fell asleep, bodyblocking them from jumping over and I got them.

    The only times the transition really hurts is on totems or the gate. I posted in another thread that I would just like if his power could knock survivors out of actions for maybe 2 seconds (kinda like Doc's shock), enough for them to treat transition like the start of a chase and not the last 7 seconds of god mode.

  • @samirk98 said:

    @thesuicidefox said:
    Spine Chill, Sprint Burst, Adrenaline, and Self Care.

    spine chill? why?

    It is the absolute best stealth perk in the game. It gives you so much information and counters so many killer tactics. It is a seriously underrated meta perk that can get save you in so many situations, whether it's hiding or in a chase.

    Wraith cloaked? Countered.
    Pig crouch? Countered.
    Freddy? Countered.
    Insidious hook camping? Countered.
    Tinkerer? Countered.
    BBQ? Countered.
    Nurse's Calling? Countered.
    M&A? Countered.
    Anything that reads your aura? Countered.
    Doc real heartbeat or madness? Countered.

    The only thing it can't counter is Myers EW1. It let's you know when the killer is coming to your gen. Let's you know when a killer is nearby, even if they have no heartbeat. Let's you know what direction is safe to run if you juke a killer at a jungle gym or something. It can help you evade the killer SO HARD simply because you know you are being watched.

  • Spine Chill, Sprint Burst, Adrenaline, and Self Care.

  • @Runiver said:
    About the "medium vault" issue, sprinting isn't the only factor. You need to come toward the window, in front of it, in order to quick vault.

    There are some spots where this doesn't happen though. My instance on Father's Chapel I was running STRAIGHT at the window, for about 15m, and I still did a slow vault. Didn't change direction or stop running or nothing. It was 100% supposed to be a fast vault but it wasn't. There are a few windows like this.

  • No. KYF already does this (whoever hosts the lobby is host) and if that player is survivor, killer will have serious lag. Plus if that person dies early and leaves (or just quits, which is more common for surv than killer) then it's game over.

    Killer has to be the host until dedicated servers are a thing.

  • It's because all the ######### camping killers are stuck at lower ranks because camping only barely gets you a pip, usually only a safety pip. They plow through the bad survivors but once they get some decent ones they struggle to do anything because they are incompetent and don't understand that it's easier to pip if you leave the hook and chase people, even if you only get 1 kill. You can't get caught against these killers or you depip, so basically from rank 15-5 you have to pip BEFORE you get caught or just never get caught, which is easier said than done.

    Case and point last night I had a game as Freddy where I only got 1 person by the end of the game, but I got 1 or 2 hooks on everyone, chased everyone, kicked gens, etc. I got a pip plus like 3 ticks over, only 1 kill. Hell I will flat out carry the last guy to the hatch if I had a solid game (basically a 4k) and STILL double pip. Killers that wait out the hatch are morons IMO because chances are they double pipped anyway and are just wasting time.

    It's why camping/tunneling is for scrubs.

1 … 136 137 138 139 140 … 147