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tt_ivi_99

tt_ivi_99

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tt_ivi_99
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  • JoLo said:

    One thing this game really needs is that the exits are closed with Entity spikes for ALL players when the killers stands in the area of an exit. That moment in nearly every game when the survivor stands in front of the exit saying "I won. You can't do anything to me." should not be something that happens in a horror game.

    For the fans: I know that DBD is far away to be a horror game.
    For the devs: Please rethink the atmosphere of some scenarios, if you want DBD to be a horror game.

     
    What about those survivors who come running to an open gate when the killer is chasing them?
  • Wahara said:

    I hate to say it, but I'm done playing killer with these new graphics. I can't see. It's pretty, don't get me wrong, but the shine on everything really screws with me. It's already difficult enough for the killer to actually see since we're limited by our first person vision, these graphics changes make it really hard. Maybe it's just me though, but I simply can't.

    You are not the only one. I've played some matches with my Nurse but its really hard to find survivors after the first hit. Some places like the basements on Springwood and Haddonfield are really dark and I cant see anything. Also the scratch marks seem strange. They just look pink instead of red, they are harder to follow because of that.
  • oh you want to use pannel ? sure i dont care

    oh you want to use window ? sure i dont give a f xxx

    now you die

    She's the strongests killer but also the most difficult to use. She is pretty fair tbh.

    Just break line of sight against her. If she blinks at you try to run in her direction, alternate between that and normal run direction to make her guess. Try to fake directions when you break like of sight.
  • Ryuhi said:

    if it comes down to it, when its down to the last gen and those two are two of the three left, make sure the third one is really far away. then do a gen tap and chase dance with the killer while one person sits back and sneaks the further away one ez mode.

    Yh I know man, I allways make sure to do gens that are next to each other, I also did it here as you can see in the picture I still have 5 gens left but Im doing one of those 2 first.

    I dont have a problem with having 2 gens pretty close but these 2 are 5m away from each other and thats the problem, a problem that I've faced more than once. How am I supposed to do those gens if Im a solo player and the killer finds them first?

    I dont really care if this changes or not because as I allready said I allways make sure to do the closest gens first but I made this post because I havent seen any other post talking about It.
  • Wolf74 said:

    @tt_ivi_99 said:
    When did I attack you?

    @tt_ivi_99 said:
    You dont have to allways attack survivor posts just becuse its not beneficial for the killer.

    I consider lying about me as a person and about my posting a personal attack.
    But no problem, I know survivor mains do not like real "balance".

    I still dont get how I attacked you. All I said is you never talk objectively, I might be wrong and you could just let me know about it, its ok I dont have any problem with that. But you cant say you are talking objectively because you are not doing it in these post so in the end I never lied about you or anything like that.

    Anyway, this isnt the place to talk about this, if you want to talk to me about any problem you have with me or anything non-related to this post you can DM me and we can talk about It.
  • Wolf74 said:

    @tt_ivi_99 said:

    Thats my point, those 2 gens are like 10m away from the house, in which there is allways a gen there. I know that there are more important things to fix, like totems or DS or the gen rush but since I havent seen any post about the gen spawn I though I'd make one.
    You dont have to allways attack survivor posts just becuse its not beneficial for the killer.

    So you have no real argument beside attack me?
    Ok, I can deal with that.

    When did I attack you?
  • Lol no?

    Getting camped out of the game and being forced to de-pip. Maybe if you manage to evvade a bit and go at least 1 gen first you might safety pip.

    For killer i would agree. You can donlittle more than sneeze as killer and still safety pip.

    I tjhnk the whole scoring system needs an overhaul. Point for unhooking need to go as this just has survivors all competing for those points and so you get rushed unhooks. Just have points for healing and taking hits for other people.
    I dont know abou you man, but I'm facing and playing with bad players a lot, and Im rank 1 on both killer and survivors. 

    As survivor: Teammates are just terrible, wasting pallets, unhooking when they shouldnt, giving free hits, not protecting after unhooks, etc.

    As killer: Facing these kind of survivors is just not fun. I've gotten used to play against high lvl survivors and I enjoy playing against them because they are a real challenge. If I get bad survivors the match just ends in 5 min, there is no fun in that.

    Getting people on they rank they deserve is pretty good idea if you ask me.

  • Wolf74 said:

    @tt_ivi_99 said:
    Wolf74 said:

    @tt_ivi_99 said:

    Wolf74 said:

    And your point is?
    
    If the survivor leave those gens for last, because they do not pay attention to the gen placement, they deserve to get their rear kicked.
    
    Just do not run from the nearest gen to the next nearest gen and punch them through and afterwards complain about gen spawns.
    
    Use your brain.
    
    
    
    You tell me how a survivor is supposed to do that if the killer starts camping them right at the start of the game lol.
    

    I've seen your other posts, all you do is complain about survivors. You never talk objectively when It comes to balance. Some SWF must have really hurt you...

    Still it is the survivors fault if they leave clusters last.

    Of course you can complain to the Devs and ask for "fixes" instead of using your brain and strategy, that's up to you.

    Survivor mains are known for that.

    Once again I ask you, how would you "use your brain" as you call it, if the killer is just camping those 2 gens right from the start of the match.

    2 gens are not a cluster, only if you keep THREE gens close together you failed.

    Thats my point, those 2 gens are like 10m away from the house, in which there is allways a gen there. I know that there are more important things to fix, like totems or DS or the gen rush but since I havent seen any post about the gen spawn I though I'd make one.
    You dont have to allways attack survivor posts just becuse its not beneficial for the killer.

  • Wolf74 said:

    @tt_ivi_99 said:
    Wolf74 said:

    And your point is?

    If the survivor leave those gens for last, because they do not pay attention to the gen placement, they deserve to get their rear kicked.

    Just do not run from the nearest gen to the next nearest gen and punch them through and afterwards complain about gen spawns.

    Use your brain.

    You tell me how a survivor is supposed to do that if the killer starts camping them right at the start of the game lol.

    I've seen your other posts, all you do is complain about survivors. You never talk objectively when It comes to balance. Some SWF must have really hurt you...

    Still it is the survivors fault if they leave clusters last.
    Of course you can complain to the Devs and ask for "fixes" instead of using your brain and strategy, that's up to you.
    Survivor mains are known for that.

    Once again I ask you, how would you "use your brain" as you call it, if the killer is just camping those 2 gens right from the start of the match.
  • Wolf74 said:

    One good way to fix the ranking system would be to remove the safety.
    It is almost impossible to get deranked by a couple of bad matches.
    Which actually should happen.
    If you perform bad at the current rank, you should get deranked,to your own good.
    You -or me- don't belong at that rank and constantly having bad matches and ranking up anyway is not "fun".
    Right now losing a pip is really rare, while gaining a single pip is pretty common. So basically anybody can rank up as long as he plays enough matches.
    If the removal of a safety pip blocks someone from ranking up, he should stay lower anyway.
    I myself would still rank up, but I would get slowed down and could enjoy the game longer, because I would stay away from the toxic high ranks longer.

    Really like the idea, I've been facing both survivors and killers who are just terrible but there they are, at rank 1. Farming also helps but without the save pip they would get back to the rank they really belong to. It would make matches way more enjoyable since you'd allways be playing with people of the same skill lvl.
  • Wolf74 said:

    And your point is?
    If the survivor leave those gens for last, because they do not pay attention to the gen placement, they deserve to get their rear kicked.
    Just do not run from the nearest gen to the next nearest gen and punch them through and afterwards complain about gen spawns.
    Use your brain.

    You tell me how a survivor is supposed to do that if the killer starts camping them right at the start of the game lol.

    I've seen your other posts, all you do is complain about survivors. You never talk objectively when It comes to balance. Some SWF must have really hurt you...
  • bloxe said:
    Its not fair to play with your 3 boyfriends while the killer plays solo. 

    Not to mention the people from rank 2 and 3 that plays with friends with ranks way lower just because they cant handle the killer of their own ranks.

    Is frustrating to play with survivor friends both as a killer and as survivor.

    Unless the other side agrees, real gamers play solo.
    If killer could choose, they'd never go against SWF. 
  • Can be as killer or survivor. I had a game tonight vs a super toxic genrush squad and managed to whoop that ass so hard it gave em flashbacks of their alcoholic daddies.
    Survivor:

    I was playing solo and gates were open, all of us were still alive but then one of my teammates ate a big NOED like a champ and got hooked. My two other teammates left I was about to but I though "why not? I'll just save his ass for the lols, I dont even care if I die". I managed to sneak behind the killer, who was a spirit. I made her hit me so she'd use her power after it. I had Iron Will so she never expected me to go right pass her face and rescue that unlucky guy. She came back to the hook and hit him but I had BT. At last we made It to the gates and he then DM me thanking me. I felt good tbh.

    Killer:

    I was facing a 4 men SWF and one of them started teabagging. When I got him I went to the hook and his friends were doing a gen right next to me. I was playing Doctor and I had some pretty strong perks and add-ons. They tried to stay arround and end that gen while trying to unhook his teammate while I was around chasing one of them. They tried to go super altruistic with insta heals and stuff like that but they kept coming to that gen instead of making me chase them somewhere else. They'd refuse to leave so I just downed all of them. It ended in a 5 min game against a SWF.
  • I think survivors unhooking others should not be grab-able and hitting them with stuff like a chainsaw should put them in deep-wound status since killers even after all these nerfs will still be totally OP it shouldn't hurt them at all.

    You can't be serious.

    I get why you want that, its disgusting to find a face camper but with the new Borrowed Time its enough.

    People would just abuse that and start unhooking survivors right in face of the killer.
  • tt_ivi_99 said:
    Raccoon said:

    @Khalednazari said:
    Raccoon said:

    They both take 2 hits to down immediately after unhooking and they're both an equal distance from the killer at the time of unhooking.

    I get that. But where's the effort in camping or tunneling? The first hit is basically a free hit. 

    Yeah, it's always free, especially if they're in the middle/outer range of your terror radius and rocking DH/SB.

    Makes sense ;3

    Dude if they are in the middle/outer range of your TR Its your fault. You cant just leave the hook if you know someone is gonna go agressive on unhooking.
    Wait, wait, wait. So don't camp to counter BT, but it's the Killer's fault when he doesn't camp? 

    This is why no one takes Survivors seriously.
    I dont think you get what camping means so let me explain you:

    Camping is staying around the same hooked survivor for the entire match, its not the same as going around him a little bit to ensure no one is gonna unhook him as soon as you leave the hook. I've never been called camper for doing that.
  • YUS3I said:
    I’ve seen the last killer, in particular her last perk, rancor.
    I think isn’t really useful as it is now, because the only advantagies that gives to the user is to know the position of the survivors for 3 seconds, to down in one shot and than the possibility to kill your obsession (all after completed the last gen); it has also the disadvantage that every time a gen is completed, your obsession knows where you are.
    The other perk that is more similar to it is Noed, that makes you a little faster, and gives you the possibility to down every survivor with one shot only if the linked totem is still active and only when the last gen is fixed.
    So let’s compare this two perks, and let’ see why a player should choose rancor instead of noed.
    I’ll write a number near every good or bad thing (from 1 to 5): the higher it is, the more important in my opinion it is.

    These are all the “pros” of using rancor instead of noed:
    - you can kill the obsession (after downed) (2)
    yes, you have a “free” mori, and you have not to fight against that terrible decisive strike, but remember that you’re near the end of the match, you haven’t got much time, so even if you reach to find the obsession and to kill him, the others are probably already waiting you near the gates, so only one kill.
    - you can see the aura of survivors after a gen has been fixed (3)
    it could be quite good, but it last only three seconds, instead of bitter murmur, for example, that gives five seconds (Lv3 10 after the last gen).
    These are the only good things that i’ve found; here is the disadvantagies:
    - the obsession can see you every time a gen is done (1)
    nothing to explain i guess.
    - it’s difficult to put this perk in an end-game build (4)
    the other end-game perks are:
    - blood warden: you have to hook someone to active it.
    - remember me: you have to hit the obsession to gain tokens, and it’s obvious that after you hit him twice, you hook him; so if you have 4 or more tokens when the last generator is fixed, you have probably hooked the obsession once or twice, and you have almost “ignored” the others, so it’s quite useless to kill him.
    - noed: the only benefits that rancor gives with noed is to kill the obsession, as a simple mori, pretty useless.

    These are the advantagies of noed:
    - you are slightly faster (3)
    it could be a very little buff, but trust me, it has saved me more than once.
    -you can one-shot every survivor (5)
    this can be explained by itself.
    - it can be easily used in an end-game build (5)
    i personally use it on the pig with remember me, blood warden and bbq. It’s devastating.
    Disadvantagies:
    it’s an hex perk: (2)
    Even if it is an hex perk, remember that is different compared to the others, because it become active only in the end, and survivors surely prefer to escape than searching a totem risking their life.
    So we have seen that rancor at the moment isn’t a really good perk, so i want to say some different options that in my opinion could buff it (choosing only one of them of course):
    - giving the status of exposed after the third (or fourth) gen done, and than after the fifth the possibility to kill the obsession;
    - giving the possibility to kill the obsession without downing him before (as michael with some of his add-ons);
    - increasing the power to see the obsession to 5 seconds + one of the options said before (so all survivors can be seen for three seconds, the obsession for five).
    I personally think that the best one is the third plus the first, in this way rancor wouldn’t be an end-game perk, and i can imagine a good build with save the best for last.
    Let me think what you guys think about it.
    I still have to test this build but I'd try Play With Your Food, Save the Best for Last, Rancor, and either NOED or Brutal Strenght .

    That way you wont have to worry about the obsession, you can hit all the other survivors and gain your STBFL and PWYF tokens, you dont even have to worry about gens getting done because the obsession will be the one doing them if you just let her go. Dont have to worry about DS and when gates are open Obsession is killed.
  • Nedril23 said:

    Hello everyone,
    First of all, thank you to the developers for making a great game. I have had a lot of fun playing it as many do as well.
    I have played DBD for quite some time now and looked both at survivors and killers. I have read about the past patch notes, where DBD came from and where it's going, which is the only reason why I'm writing now.

    I think we can all agree on the fact that it's really hard to find a balance between Killers and survivors. Both whant and need a challenging game, which is where my concern goes.
    DBD is supposed to be a hide and seek game but lately I found it to be "let's try not to be killed in the first minute and try to make much bloodpoints before the killers catches me". Why is that?
    Most killers, on PS4, are known to be campers and to focus. It kills the game and the fun. For real, it's insane: just look at the different twitch streamers. So I decided to play to offer for a few people a too rare nice game and actually have fun. I'm a very average player, and yet with only three perks I'm unstoppable. There is absolutely no skill involved. There is no more hide & seek dimension, because I can see them all the time.
    I'm referring to the barbecue and chilli, nurse calling, bitter murmur, thrill of the hunt and Hex Ruins. Whatever they do I see them and they can't do anything.
    So here is how I play it: I do not focus nor camp. I have played too many games against such killers who disgusted me. All the people I have played against enjoyed my way of playing and were thankful for having someone that tried not to kill the fun and yet, I killed all of them.
    What I'm trying to say is that the balance is broken. I, an average player, shouldn't find it so easy to play killer because I have no skills at all.
    So maybe there is something we, as a community, could do. Either we stop playing with all these perks at the same time or the developers could set something that would unable players to play with all them. It could be something like: if you use that perk then you can't choose this one.
    Little by little survivors have been taken away their possibilities to survive. I fear the most with the upcoming killer, who looks very exciting from the Killers' point of view, but as a survivor it's dreadful. This killer can avoid pallets which are the last thing survivors could use against killers.

    I also don't think it's a problem of survival's skill, not using the lamp enough or whatever. We do have a real issue of camping and focussing. Plus, survivors can't do 360 anymore on consoles. They just can't escape.

    I sincerely thank you for reading me.

    I play exactly like you, no camping no tunneling. Not just because I hate that but because its easier for me to get those 3-4k. The thing is you are kinda wrong about survivors being weak. I've had matches from which I've come out shaking because of SWF. Survivors are not really weak, its just that solo players dont have the comunication a good SWF team has.
    What Im trying to say here is that maybe you've been lucky by not getting a full lobby of SWF. I dont really have a problem with those anymore cuz I have most of my killers with broken builds and add-ons prepared for those kind of situations, but playing against them without being prepared can be pretty hard. Randoms can be boring sometimes tbh.
  • Malakir said:
    milo77727 said:
    I admit some games the totem may never be found and despite popular belief a great skill check is hard to hit everytime even for rank 1 survivors but small game, detectives hunch, and gen tapping are all counters to it. As much as the perk is a nuisance it's not anything that needs to be nerfed.

    If your totem is found right away then put on Thrill of the hunt or haunted ground as your counter. That way you either tell it's been found or theres a chance theyll be one shot by destroying it.
    Meh, rank means nothing as far as I can see. Decent survivors would hit that fairly easily. I'm not that good of a player and still hit most of them.. so yeah..

    Hexes still a gamble, one of the reasons I dont take anyone rn. Thrill of the hunt wontw help much either, the only thing to do is make totem spawns at least fairly hid, not in the open or hills or even next to gens
    Thrill of the Hunt is pretty strong in characters like Trapper, Billy, Nurse and Spirit tho.
  • General92 said:
    i'm so tired of hex ruin! it ruins the whole game when the whole team is running around and looking for the totem and no one can find it. It almost always ends with everyone dying and no engine has started. really hope this is fixed in future update!!! Otherwise i think i will stop playing this game -_- What are your thaughts about hex ruin?
    Its not broken, you just have to either hit the great skill checks or stop repairing for 3 secs if you hit the normal skill check.

    I personally dont even bother in finding the totem because everyone runs that perk. I just do gens and if I find the totem its just luck and not me looking for it.
  • tt_ivi_99 said:
    Raccoon said:

    @Khalednazari said:
    Raccoon said:

    They both take 2 hits to down immediately after unhooking and they're both an equal distance from the killer at the time of unhooking.

    I get that. But where's the effort in camping or tunneling? The first hit is basically a free hit. 

    Yeah, it's always free, especially if they're in the middle/outer range of your terror radius and rocking DH/SB.

    Makes sense ;3

    Dude if they are in the middle/outer range of your TR Its your fault. You cant just leave the hook if you know someone is gonna go agressive on unhooking.
    Wait, wait, wait. So don't camp to counter BT, but it's the Killer's fault when he doesn't camp? 

    This is why no one takes Survivors seriously.
    I dont think you get what camping means so let me explain you:

    Camping is staying around the same hooked survivor for the entire match, its not the same as going around him a little bit to ensure no one is gonna unhook him as soon as you leave the hook. I've never been called camper for doing that.
  • Raccoon said:

    @tt_ivi_99 said:
    Raccoon said:

    @Khalednazari said:

    Raccoon said:

    They both take 2 hits to down immediately after unhooking and they're both an equal distance from the killer at the time of unhooking.
    

    I get that. But where's the effort in camping or tunneling? The first hit is basically a free hit. 

    Yeah, it's always free, especially if they're in the middle/outer range of your terror radius and rocking DH/SB.

    Makes sense ;3

    Dude if they are in the middle/outer range of your TR Its your fault. You cant just leave the hook if you know someone is gonna go agressive on unhooking.

    How do I know this on Hook 1?
    I guess the best solution is to stay near the hook :D

    You dont. Just like you dont know when a survivor has an exhaustion perk until he uses It, or like when you dont know if a survivor has Iron Will until you hit him.

    But yh you can stay near the first hook if you are that afraid of leaving.
  • Raccoon said:

    @Khalednazari said:
    Raccoon said:

    They both take 2 hits to down immediately after unhooking and they're both an equal distance from the killer at the time of unhooking.

    I get that. But where's the effort in camping or tunneling? The first hit is basically a free hit. 

    Yeah, it's always free, especially if they're in the middle/outer range of your terror radius and rocking DH/SB.

    Makes sense ;3

    Dude if they are in the middle/outer range of your TR Its your fault. You cant just leave the hook if you know someone is gonna go agressive on unhooking.
  • I dont really get your point on why tunnel...

    If you camp a survivor and someone comes and saves him, your best option is to go after the unhooker because you'll allways get a free hit on him since he's stucked in the unhooking animation...
  • tt_ivi_99 said:
    tt_ivi_99 said:
    ad19970 said:

    @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @SanKa_Games said:
    

    @SwearDie said:

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why
    
    edit: forgot the "L" in clockwise :s
    

    And that's the little thing that can save you so much time if you're lucky enough, actually.

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    
    On this scheme you can see where should you go and where would survivour go.
    
    Same goes for every other loop in the game.
    
    
    
    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow
    
    
    
    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.
    
    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 
    
    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.
    
    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.
    

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.

    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:

    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.

    What perks do you usually use?

    Depends on the killer:
    - Spirit: Ruin, Thrill of the Hunt, Predator, Stridor.
    - Doctor: Distressing, Overcharge, Unnerving Presence, Pop Goes the Weasel.
    - Nurse: Devour of Hope, Monitor and Abuse, Thrill of the Hunt, Sloppy Butcher.
    - Wraith: Ruin, Thrill of the Hunt, Nurse Calling, Sloppy Butcher

    Those are the killers I play the most with.
    A true Wraith runs RM, NOED, BW, and DH

    Lol, then "true Wraith" doesnt know whtt_ivi_99 said:
    ad19970 said:

    @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @SanKa_Games said:
    

    @SwearDie said:

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why
    
    edit: forgot the "L" in clockwise :s
    

    And that's the little thing that can save you so much time if you're lucky enough, actually.

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    
    On this scheme you can see where should you go and where would survivour go.
    
    Same goes for every other loop in the game.
    
    
    
    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow
    
    
    
    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.
    
    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 
    
    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.
    
    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.
    

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.

    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:

    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.

    What perks do you usually use?

    Depends on the killer:
    - Spirit: Ruin, Thrill of the Hunt, Predator, Stridor.
    - Doctor: Distressing, Overcharge, Unnerving Presence, Pop Goes the Weasel.
    - Nurse: Devour of Hope, Monitor and Abuse, Thrill of the Hunt, Sloppy Butcher.
    - Wraith: Ruin, Thrill of the Hunt, Nurse Calling, Sloppy Butcher

    Those are the killers I play the most with.
    I do just fine 😂
    I dont know man, I dont like to relly on the endgame that much, + if I dont have Thrill of the Hunt my totem will get buried in less than 60s.
  • tt_ivi_99 said:
    ad19970 said:

    @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @SanKa_Games said:
    

    @SwearDie said:

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why
    
    edit: forgot the "L" in clockwise :s
    

    And that's the little thing that can save you so much time if you're lucky enough, actually.

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    
    On this scheme you can see where should you go and where would survivour go.
    
    Same goes for every other loop in the game.
    
    
    
    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow
    
    
    
    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.
    
    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 
    
    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.
    
    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.
    

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.

    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:

    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.

    What perks do you usually use?

    Depends on the killer:
    - Spirit: Ruin, Thrill of the Hunt, Predator, Stridor.
    - Doctor: Distressing, Overcharge, Unnerving Presence, Pop Goes the Weasel.
    - Nurse: Devour of Hope, Monitor and Abuse, Thrill of the Hunt, Sloppy Butcher.
    - Wraith: Ruin, Thrill of the Hunt, Nurse Calling, Sloppy Butcher

    Those are the killers I play the most with.
    A true Wraith runs RM, NOED, BW, and DH

    Lol, then "true Wraith" doesnt know what he's doing"
  • ad19970 said:

    @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @SanKa_Games said:
    

    @SwearDie said:

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why
    
    edit: forgot the "L" in clockwise :s
    

    And that's the little thing that can save you so much time if you're lucky enough, actually.

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    
    On this scheme you can see where should you go and where would survivour go.
    
    Same goes for every other loop in the game.
    
    
    
    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow
    
    
    
    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.
    
    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 
    
    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.
    
    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.
    

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.

    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:

    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.

    What perks do you usually use?

    Depends on the killer:
    - Spirit: Ruin, Thrill of the Hunt, Predator, Stridor.
    - Doctor: Distressing, Overcharge, Unnerving Presence, Pop Goes the Weasel.
    - Nurse: Devour of Hope, Monitor and Abuse, Thrill of the Hunt, Sloppy Butcher.
    - Wraith: Ruin, Thrill of the Hunt, Nurse Calling, Sloppy Butcher

    Those are the killers I play the most with.
  • Master said:

    @tt_ivi_99 said:
    Master said:

    @SanKa_Games said:

     @SwearDie said:
    

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why

    edit: forgot the "L" in clockwise :s

    And that's the little thing that can save you so much time if you're lucky enough, actually.
    

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.

    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.

    On this scheme you can see where should you go and where would survivour go.

    Same goes for every other loop in the game.

    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow

    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.

    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 

    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.

    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.
    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:


    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.
  • Master said:

    @SanKa_Games said:

    @SwearDie said:
    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why

    edit: forgot the "L" in clockwise :s

    And that's the little thing that can save you so much time if you're lucky enough, actually.
    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    On this scheme you can see where should you go and where would survivour go.

    Same goes for every other loop in the game.

    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow


    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.

    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 

    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.

    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.
  • SwearDie said:

    The 2 loops that give me the most trouble are the double T-walls found on most maps and the bus on (I think?) Autohaven Wreckers. Just wondering if theres a good way to counter these loops and some others if you are playing someone like leatherface/wraith/freddy whos abilities can't really deal with looping. Any tips besides bamboozle are greatly appreciated.
    bamboozle tips are slightly appreciated.

    Thankyou!

    On T walls there are 2 walls. The actual T wall and the L wall.

    - If you want a quick answer:

    If the survivor is going from The L wall to the window of the T wall and they jump that window you can go go left and change direction by moonwalking, that way the survivor will go back to the L wall and you'll be able to hit them before they jump, if the manage to jump it just meet them at the other side.

    - If you want a more info about mindgaming and looping in this game:

    I'd recomend you watch this videos as they showed me how to improve my mindgame strategy and looping as well:

    https://youtu.be/crgMmyoDzNQ

    https://youtu.be/HafXeY7RF6Y

    https://youtu.be/p6QYjInzLeM

    Edit: Even tho this videos are a little old, the game hasnt changed much since then. Its even easier to perform this tricks now that pallet vacuum is long gone from the game.
  • it isn't a big problem but i think its a problem. i think exit gates are open to fast. i have thought it over and i'm not trying to be bias (is that the word), even though i'm probably going to come across that way. they get done to fast in my opinion. i have thought of 2 solutions that could work.
    1. just make it slower
    2. when a survivor stops opening the gate it starts to regresses

    i don't care if none of these ideas get implemented because there are many more problems but i thought i would say it. this is just a discussion and not a very meaningful one so sarcastic and annoyed comments are just unneeded (i'm only putting this in because i'm expecting them). what do you think because that's the point of a discussion.

    I agree, the only times I can still get survivors if they manage to get to the gates is thanks to the trapper. He is the only killer that can hit multiple survivors from anywhere he is.

    That thing you said about regressing the gates is pretty cool tbh.
  • That is a really good idea tbh.

    I just keep doing gens if Im last survivor and killer is camping hatch but your solution to that scenario is pretty good.
  • grisstyl said:

    I think Balanced Landing should reduce, if not completely negate, the sound effect of landing from a fall. Thoughts?

    Isnt that what calm spirit does?
  • Imwrathan said:

    It is the only way solo survivors have a chance :/

    DS doesnt need a nerf but it needs a rework. Maybe performing a secure unhook to activate the perk just like Adam Francis perk works.
    That way first survivor to be downed and hooked could never use it and the killer could apply some preassure on the team. (Assuming he doesnt camp)
  • Malakir said:
    tt_ivi_99 said:

    Your suggestion is a bit extreme, but something does need to be done about survivors who refuse to leave. And the lone survivor who sticks around after everyone else is gone to search for the hatch (like no bonus reward for using the hatch after any other survivor has escaped through the exit gates).

    I also think DS should not work once the gates are powered or the hatch is open, to discourage the survivors who save their DS to troll the killer at the end of the game. It's not fun to down someone at the exit gate only for them to use DS and run right out. There is no counter to that as a killer (no hook would be close enough to dribble them to, there's no way to position yourself in a way that blocks them from getting through the exit, and you can't even slug them because they can easily crawl out).

    Just like there is no way to counter Brutal Strenght, Pop Goes the Weasel, Enduring, Spiritual Fury, Sloppy Butcher, Tanatophobia, Coulrophobia, Unnerving Presence, Overwhelming Presence, Franklins Demise, etc.

    If a survivor saves his DS and activates it in the right time is bad and should be nerfed, but when a Michel Myers saves his Tier 3 and activates it in the right time nothing happens. Hypocrite.

    No wait, are you seriously comparing DS to stuff like brutal strength? Or thanatophobia? One of the worst killers perk? Or even franklin? Are you okay dude?

    First of all you wanna have more counters against killers, and you're the numerous role just saying, second you don't even realize how many counter you have as survivor just for being a survivor

    Lets take one of the most used perks, BBQ. 3 perk less counters methods. Nurse, use brain. Spirit fury you say? Drop the pallet earlier instead of stunning, wait until he break the pallet to run to another loop or hide. Look, no perk required! Sloppy butcher.. Botany knowledge, big revelation I know. Franklin.. Who still use this perk? And the same goes on many of your examples

    DS counters.. Dribbling if the hook is close enough with the downside of wasting time and weak to body block, one person is enough. I can already hear "USE ENDURING REEEEEEEEE", so durning prevents you to get free of my shoulders? No? Okay then doesn't counter it, just makes It less painful to watch the guygirl going on another loop

    Its cute how you compare a killer power to DS now just to have a point. He has an insta down, so what? He has to stalk and good survivors can keep you tier one or two for fairly long. If he can get you popping tier 3 any other Insta down would've done the trick. Still not an issue especially with Myers, one of the killers I have the most fun playing against

    Anyway by reading your posts I already know where your bias are and how stubborn you are. Still, had fun debunking these.. I don't know how to describe it without being too rude.. Theories? Mh wait, """"theories"""' , now its more believable
    Lmao another cry baby killer. Get inside your head that everything can be countered. Some counters are better than others, just like characters, there are some top tiers and some low tiers. There are low tier perks like No Mither and top tier perks like DS. The thing is you just want an easy counter for DS. Survivors dont complain about Billy or Nurse they just take that BS. Besides I never said anything about wanting more counters aginst killers lol, I dont know where you got that from, champ...
  • Mister_xD said:

    @tt_ivi_99 said:
    Mister_xD said:

    @tt_ivi_99 said:

    😂😂😂😂😂

    You serious?

    What is this post?

    Just no.

    this post is just trying to get some tension in the very, very survivor sided endgame we currently have. its a shame people like you dont seem to want that and only care for a free win.

    the killer should still be able to catch you, even when the gates are opened. there is no reason why he shouldnt. yet, killers cant, due to the 2 hit mechanic, as survivors, who are not on the other side of the map right when they get hit, can just go out whenever they want. NOED was actually a great way to get some tension back in the game, as survivors would just leave when the killer came close, out of pure fear to get hit by an oneshot and cocky survivors would be screwed and killed.

    and please dont act like this was not true, as its even said by the devs that one of the biggest design issues they have right now is the endgame.

    You say I want "free wins" but here is the thing: You havent killed anyone in the entire game and now you want to down them instantly and not give them any opportunity of helping the hooked guy or even escape, its allready hard to get someone off the hook when the killer is camping. That sounds like you are the one who wants the easy win :/

    Also that change you are asking for would make perks like Blood Warden, Remember Me or NOED not have any purpose.

    So no, this post wasnt made "to add some tension to the end game". It was made so that killers who cant get a kill before the exit gates are open get rewarded for playing awful.

    i never said i want free wins.
    what i want is that survivors eigther leave when they have the opportunity to, or be at a high risk when staying, as the killer, especially stealth killers, could just ambush and then hook them, which right now is definitely not the case, as you could just walk out after a hit no problem.
    also, this scenario doesnt necessary apply when i havent killed anyone yet. this scenario can happen between 0 and 2 sarifices, so that whole point is invalid.
    besides that i dont rly understand why you, as a survivor, would complain about 2nd chance perks. your whole meta is build out of 2nd chance perks, but when a killer has one... PERK XYZ OP PLS NERF INSTANTLY!!!!!
    i also never said there was no way to help a hooked person, it would just be way more risky than it is during the game, therefore the reward would be much higher than during the normal game. and for your camping argument: why do you think killers camp in the end game? its because they cant catch a new survivor anymore and they know that, so they focus on killing one player. with this NOED change, they would at least have the opportunity to start new chases and down new players, which could lead to a lot less campy end games, who knows? a simple thing you survivor mains dont seem to understand is: killers will always try to play the most effective way. take away their options (in this case NOED) and they will find a different way, which currently means securing the last kill instead of having him escape => killer camps the hook.
    and no, i do not want easy wins i want a balanced game, but if you think the endgame is fine the way it is right now, you clearly dont want balance.

    i also dont rly think you completely understand the perks you've listet there:
    Remember me effects a completely different aspect of the end game than NOED does, so no. this would definitely not be useless.
    Bloodwarden also effects a different aspect, same argument there. but both of these perks work beautifully together with NOED, believe me.
    and by the way i am asking for a change for NOED, i dont see how this would render NOED useless then... re read my first comment.

    so yes. this was made to add some tension (and fairness) to the endgame, cuz there is currently none, unless you are injured and in a chase, far away from the exit gates. and please, do both of us a favor and stop complaining about 2nd chance perks. i havent seen you say anything negative about DS, SB, BT, Unbreakable, Adrenaline, Lithe, Balanced Landing, SC, etc. so please stop complaining about the ONE 2nd chance perks killers have. thank you.

    PS: dont forget that you can always leave when NOED activates. 16 seconds for a door isnt much and stealth works beautifully against NOED, id recommend you to try it out.

    First of all: I also never said that I wanted easy wins, but you said "its a shame people like you dont seem to want that (balance) and only care for a free win" I just followed your game.

    Second: I never complained about second chance perks, I complain about the guy who made this post and literally said:

    Bendermac: -If the gates are powered and they are not in a chase or someone is still hooked, a timer of 30 seconds will start.
    If they haven't left until the timer runs out, they go instant and can't no longer leave through the gates and hatch. The Killer sees their aura and can pick them up. Once picked up, they also can't struggle free or use deceive strike."

    (I just copied and pasted that.)
    No one ever complained about NOED here and I never directly respond to you with this comment:

    "😂😂😂😂😂

    You serious?

    What is this post?

    Just no."

    I posted that just to know if this Bendermac guy was serious or just joking. But you came here saying that Im someone who just wants free escapes and saying Im complaining about NOED when I never said anything like that, in fact I was defending that perk. All I said was that if Bendermac changes were made other perks like NOED would not be useful anymore.

    Third: Survivors already get camped even when they have the expossed effect, so no. Making It last the entire endgame without the hability to remove it would be just insanely broken. If you dont want survivors to remove totems then protect them or ask the devs for a NOED buff in which survivors get expossed effect for 2 min but then its gone, that is called balance.

    Fourth: You just assumed Im a survivor main because Im attacking one insanely overpowered buff that this Bendermac guy wants (even tho I know its just a joke cuz he cant really think that) but NO, Im not a survivor main I play on both sides because I enjoy both of them. I even feel like killer is more fun than survivors. Why dont you go and check how I attack other survivors who want exhaustion to recover in chase again or how I defend the totems or killers buffs? You said you didnt see me talk about DS nerf, go check my comments on other posts before assuming something just because of one comment you see and you'll realize how wrong you are.

  • thank you to @DarkGGhost for the idea

    what if instead of just obsession perkssurvivors had totem perks.

    why
    1. survivors would now have a risk bringing in certsin perks what perks no idea what do you all think
    2. because no one can tell whos totem is whos survivors frantic to destroy hex ruin or devour hope or huntresses lullaby will end up destroying their own perks in the process unfortunately this is rng but it would make hex perks last a lot longer
    3. because the killer knows that some survivors may have had hex perks of their own they will not be inclined to camp totems
    4. this would be a much needed buff for totems while simultaneously nerfing survivors a bit
    5. although this doesnt really nerf sweaty swf the killer buff will still be helpful and great totem perks would be much more viable

    what do you all think . personally i like the idea of each totem could help you or harm you also to prevent mass totem wipes maybe totems should each have a 30 second cooldown after one is destroyed that way 4 totems wont simultaneously go off

    Totems are in need of not just a buff, devs really need to make their spawns random and at least 15-20m away from gens and survivor spawns.

    My suggestion for a buff:

    You have a totem perk but 2 hex totems spawn (3 in the case of Haunted Ground). One is the actual perk and the other isnt. If the false totem gets purifided the perk becomes a dull totem but with the function of the perk and only the killer could know about which totem is. (The number of false hex totems doesnt change if the killer has more than 1 totem perk) Devs would only have add one more totem to each map for this.

  • Malakir said:
    tt_ivi_99 said:
    Since I get the feeling a number of you don't play the game in your own time, here are the last 3 of my games...

    1) Down survivor. Walk to basement nearby. They hit 35% and surprise Decisive strike me. I now have another chase which lets a gen get done and I'm robbed of early momentum.

    2) Down survivor at end while other is dying on hook. Pick up survivor, decisive strike, free escape into hatch.

    3) Down survivor in exit gates, pick up, decisive strike and yet another free victory.

    Lets be completely honest with each other. Its little more than a free victory. In the above 2 situations there's literally nothing you can do to win. They either crawl to the exit or they strike you and walk out. Is that really what you want? You want the survivors to have a free win? 

    It's beyond broken. It's a laughing stock, and still we have nothing.

    The other ideas weren't perfect but they sure as hell sounded better than what we have now.

    Oooooof said:

    One more of these killers that complains about DS. Its only stressfull if all survivors have the perk and when is you gonna se that? Never anymore. 

    Yeah that's not true is it pal.

    Every 4/5 games has Decisive Strike in it for me - and thats a low estimation. Often times it will be at least 2 DS users in a game, sometimes 3.

    I'd love to download this version of DBD that survivor mains are playing where nobody uses Decisive Strike.
    If you wanna nerf Decisive then nerf NOED as well
    One guarantees a scape, the other one guarantees a kill.
    Another guy comparing noed with DS. Noed can be prevented before it even activate DS is a Press a Button to escape, which is different

    If you don't find a difference between an hex and especially noed that leave the killer with 3 perk until late game and being even prevented and leave him with 3 perks for actually the whole game, then I can't help you. Some people needs to think sometimes and other times they can't

    I stopped using any hex ages ago, its a gamble I won't take, its pointless even run ruin for how fast get destroyed. I used it when practicing nurse on console, 8/10 times didn't even procd because they cleaned everything so yeah, totally comparable
    If you really cant down the obsession enough times to make him lose his DS when everyone is doing totems, therefore no one doing gens, you really deserve that DS hit.

    You can also protect one hidden totem in particular, just like survivors have different things to do like gens, totems or even chests, the killer can look for a good totem spot and go there every now and then to defend his NOED.

    You can also drop the obsession and pick her up again when you are near a hook. If you dont have any hook near take her somewhere she doesnt have any loops and she'll go down in less than 5 seconds.

    And you are right, you cant compare NOED with DS. Just because you have NOED doesnt mean you dont have to worry about protecting at least 1 totem the entire match. Its your fault because you arent doing anything to keep your NOED alive till the end of the match while survivors are spending time looking for it.

    Guy with DS has to worry obout not getting near hooks or pray to be the obsession because sometimes DS is as useless as NOED without totems since you dont get to be the obsession and you cant even use it.

    So yh, if you nerf DS, nerf NOED as well and just stop crying and trying to be seen as a victim of some perk.

    NOED can even grant you more than just 1 kill, DS is 1 escape if you havent killed the obsession by the time exit gates are open.

    Looks like you are the one who doesnt think btw, the obsession saves his DS for the right time, why waste it if you dont have any loops nearby and you gonna get downed in less than 5 seconds?. The killer protects his totems to ensure his NOED makes it till the end of the game, why not doing it if you know survivors are gonna be looking for it?

    Even tho I feel like It needs some kind of rework like make 1 or even 2 save unhooks to activate it or something, but not just one big nerf. You guys dont even give any ideas on how to balance it, just make a post about it so we can all talk about It, but dont just come here asking for a nerf withouth even giving any ideas on how to balance the perk just because you dont get your 4k.
  • grisstyl said:

    @Malakir said:
    For the first one I think might be too abusable if made like that

    For the second I'd like that too

    @Mister_xD said:
    only if it makes exhaustion recover 50% slower while running. i do not want to see 2 Sprint Bursts in one chase anymore.
    this ######### was broken.

    The idea is that in order to potentially get two exhaustion usages in one chase/recover while running you would need to use two perk slots. It's a bit different than before where every exhaustion perk recovered while running.

    @Wolf74 said:

    @grisstyl said:
    Perhaps Vigil could be tweaked so that you also recover Exhaustion while running? It might be a good tradeoff since the survivor will have one less perk slot.

    Are we talking about "while running" or "during a chase"?

    While running since that's how exhaustion works.

    Just no.

    Its not even Ok while running because its very easy to break from a chase with certain characters like Wraith when he is Invisible, Myers in Tiers 1-2. Maps like Lery's Memorial or The Game are extremily easy to gain enough distance from the killer to brake the chase.

    If you combine vigil + any exhaustion perk you'll get the second perk every 32 seconds if you have both at lvl 3. You'll get them in 64 seconds if you start running from the very beginning of the use of the perk to the very end, not counting the reductions you'll get when you wait standing still for a killer to brake a pallet or after a juke, that would make It almost 50secs. 

    This means that you could have an exhaustion perk every 62 seconds in worst chase scenario. Its not hard to loop a killer for 1 min. So no, leave vigil as It is, you already get an exhaustion perk back every 32 secs, thats more that enough, specially with Sprint Burst.

    And about Open-Handed... Yh it would be a nice touch since its kind of useless right now. It only works with maps, keys and Bond.
  • Your suggestion is a bit extreme, but something does need to be done about survivors who refuse to leave. And the lone survivor who sticks around after everyone else is gone to search for the hatch (like no bonus reward for using the hatch after any other survivor has escaped through the exit gates).

    I also think DS should not work once the gates are powered or the hatch is open, to discourage the survivors who save their DS to troll the killer at the end of the game. It's not fun to down someone at the exit gate only for them to use DS and run right out. There is no counter to that as a killer (no hook would be close enough to dribble them to, there's no way to position yourself in a way that blocks them from getting through the exit, and you can't even slug them because they can easily crawl out).

    Just like there is no way to counter Brutal Strenght, Pop Goes the Weasel, Enduring, Spiritual Fury, Sloppy Butcher, Tanatophobia, Coulrophobia, Unnerving Presence, Overwhelming Presence, Franklins Demise, etc.

    If a survivor saves his DS and activates it in the right time is bad and should be nerfed, but when a Michel Myers saves his Tier 3 and activates it in the right time nothing happens. Hypocrite.

  • Mister_xD said:

    @tt_ivi_99 said:
    😂😂😂😂😂
    You serious?
    What is this post?
    Just no.

    this post is just trying to get some tension in the very, very survivor sided endgame we currently have. its a shame people like you dont seem to want that and only care for a free win.
    the killer should still be able to catch you, even when the gates are opened. there is no reason why he shouldnt. yet, killers cant, due to the 2 hit mechanic, as survivors, who are not on the other side of the map right when they get hit, can just go out whenever they want. NOED was actually a great way to get some tension back in the game, as survivors would just leave when the killer came close, out of pure fear to get hit by an oneshot and cocky survivors would be screwed and killed.
    and please dont act like this was not true, as its even said by the devs that one of the biggest design issues they have right now is the endgame.


    You say I want "free wins" but here is the thing: You havent killed anyone in the entire game and now you want to down them instantly and not give them any opportunity of helping the hooked guy or even escape, its allready hard to get someone off the hook when the killer is camping. That sounds like you are the one who wants the easy win :/

    Also that change you are asking for would make perks like Blood Warden, Remember Me or NOED not have any purpose.

    So no, this post wasnt made "to add some tension to the end game". It was made so that killers who cant get a kill before the exit gates are open get rewarded for playing awful.
  • Zaluli said:

    So I've finally become fed up with this enough to register and make a thing about it.

    The fact that killers can hit survivors while they're in the middle of pulling a pallet down and even hit them when they're on the other side is ridiculous and extremely frustrating. I've seen it happen and had it happen to me so many times that it really seems to be a problem.

    Am I the only one that feels this way?

    Here is an actual quick fix for that, drop the pallet earlier or dodge any lobby with 300+ ping. 
  • 😂😂😂😂😂
    You serious?
    What is this post?
    Just no.
  • So you want an aura reading perk with a 170% movement speed character? No.
  • You are just bad against her dude, its ok we all have that killer that can bury us. She is definitely strong but not broken. She takes skill to use, not everybody can get 4-3k with her.
  • bendermac said:

    This BS for him to need scrounging around the map for his traps while gens popping left and right

    That would actually make him an actual threat and not just some character to laugh at. He does need that buff.

    The thing is... If he'd actually get that buff, almost all of his add-ons should be reworked or even removed. Like those which allow you to randomly prepare a trap every x time. Even tho that add-on is trash cuz all places where traps spawn are either very visible or at one corner of the map where nobody except a trapper would go.

    A lot of killers need an actual buff or complete rework like Freddy for example but devs already said that not every killer is sopposed to go against rank 1 SWF. 

    I personally use trapper every once in a while to face randoms when I just want to have a fun time and not just bury SWF with my broken Doctor build. Allthough I'd love to get salty comments when ussing trapper as well.
  • Since I get the feeling a number of you don't play the game in your own time, here are the last 3 of my games...

    1) Down survivor. Walk to basement nearby. They hit 35% and surprise Decisive strike me. I now have another chase which lets a gen get done and I'm robbed of early momentum.

    2) Down survivor at end while other is dying on hook. Pick up survivor, decisive strike, free escape into hatch.

    3) Down survivor in exit gates, pick up, decisive strike and yet another free victory.

    Lets be completely honest with each other. Its little more than a free victory. In the above 2 situations there's literally nothing you can do to win. They either crawl to the exit or they strike you and walk out. Is that really what you want? You want the survivors to have a free win? 

    It's beyond broken. It's a laughing stock, and still we have nothing.

    The other ideas weren't perfect but they sure as hell sounded better than what we have now.

    Oooooof said:

    One more of these killers that complains about DS. Its only stressfull if all survivors have the perk and when is you gonna se that? Never anymore. 

    Yeah that's not true is it pal.

    Every 4/5 games has Decisive Strike in it for me - and thats a low estimation. Often times it will be at least 2 DS users in a game, sometimes 3.

    I'd love to download this version of DBD that survivor mains are playing where nobody uses Decisive Strike.
    If you wanna nerf Decisive then nerf NOED as well
    One guarantees a scape, the other one guarantees a kill.
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