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twistedmonkey

twistedmonkey

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twistedmonkey
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  • @AntiJelly

    Sorry it still doesn't fit with her being the Sole Survivor, it feels like it needs to be something to help Laurie survive against a killer who is hunting a group of people down while each of the others is being picked off.

    Maybe for each one killed she gains a token, for the first token you vault 25% faster, second token you unhook 50% faster, third token removes the hatch grab mechanic so no more standoff, there is a risk involved as once you are the last one alive even if the hatch has not spawned you are exposed.

  • Sole survivor doesn't fit what its designed to be, the item consumption rate is dependent on people who now use DS now, I also doubt anyone would run that over another exhusation perk since you are not in control of when it activates, you already see the killers aura when they are getting picked up it would only be slightly useful with Flashlight saves but most players going for a them will be around the downed person before this perk would be needed and SB would do the same thing and be more useful in other situations.

    OoO seems highly abusable by SWF, it could nulify Rancor if someone gains 4 stacks and sits at the exit gate, suddenly changing obsession to them so its useless against the obsession they are chasing, PWYF and STBLF can have stack removed by changing before they are about to hit you or they just let you go.

  • Nerf early game (first hook)
    About the same mid game nothing really changes
    Large buff at end game

  • The only problem with this is it buffs SWF over solo players, SWF can communicate when they see a killer at all times.

    The terror radius mechanic is fine, Myers for one has such loud breathing even in EW1 you know when he is near enough to almost hit you, he is designed in a way he needs to get close enough to stalk but not on top of you always as that is then a free hit, it is why when he is at his most dangerous his terror radious is much larger.

    There is also monitor and abuse if you want to lower the terror radius for sneakier plays.

  • @twistedmonkey said:

    @HatCreature said:

    @twistedmonkey said:
    The only problem I see is with the killer perks, this would mean someone being disadvantaged because its RNG who becomes it and the killer gains something for running the perk in the first place.

    Now if the survivor runs an obsession perk I could understand that but only DS is strong in reality, sole survivor, OoO on most players mean nothing, it takes a good player to run OoO and you know they are gonna troll you.

    I like the concept of the idea but I dont think it would work out very well as you are punishing someone for running something meant to aid them or because they simply joined a match with someone playing killer.

    I was thinking this as well that's why I was hoping someone could come up with a general idea. Like maybe the Obsession has a ''location similar to Doctor's location thing every30 seconds, not an Aura so it's not too Killer favoring.

    That still punishes some random player just for joining the match, the killer gets the current location of them every 30s without any counter too it, mechanics like this dont go down well as it removes an element of choice,

    Take the current Dying light, not a highly used perk but one that is not fun as it means a survivor may be camped and tunneled out the game for the killer to get its use.

    Making an obsession mechanic would need to be something that not only gives a downside to the survivor but also an upside, maybe that upside could be removed if a survivor chose to run an obsession perk but each Obsession perk would then need to be worth running.

    Well Dying Light has an upside, it increases their Altruism speed. Rancor lets them see the Aura of the Killer, giving each Killer Obsession perk a Survivor benefit would be a perfectly ok compromise if it meant that it allowed ALL Obsession perks to have a general downside.

    OR, just give D-Strike and all Survivor Obsession perks a General downside instead, Killer perks already a downside so just give Survivor Obsession perks a downside, it won't have to be General it could be a different downside for each one.

    I think giving the survivor perks more of a downside would be a good way to go, OoO maybe let the killer see them for 2 seconds after they look away for example. 

    The killer ones generally have conditions afterall where the survivors ones don't so it does make sense.
  • @HatCreature said:

    @twistedmonkey said:
    The only problem I see is with the killer perks, this would mean someone being disadvantaged because its RNG who becomes it and the killer gains something for running the perk in the first place.

    Now if the survivor runs an obsession perk I could understand that but only DS is strong in reality, sole survivor, OoO on most players mean nothing, it takes a good player to run OoO and you know they are gonna troll you.

    I like the concept of the idea but I dont think it would work out very well as you are punishing someone for running something meant to aid them or because they simply joined a match with someone playing killer.

    I was thinking this as well that's why I was hoping someone could come up with a general idea. Like maybe the Obsession has a ''location similar to Doctor's location thing every30 seconds, not an Aura so it's not too Killer favoring.

    That still punishes some random player just for joining the match, the killer gets the current location of them every 30s without any counter too it, mechanics like this dont go down well as it removes an element of choice,

    Take the current Dying light, not a highly used perk but one that is not fun as it means a survivor may be camped and tunneled out the game for the killer to get its use.

    Making an obsession mechanic would need to be something that not only gives a downside to the survivor but also an upside, maybe that upside could be removed if a survivor chose to run an obsession perk but each Obsession perk would then need to be worth running.

  • Anything on either side that is considered strong that gets changed suffers from this syndrome.

    It's part and parcel to nerfing how they specifically played the game so it effects them the most, it's understandable but they fail to see reason why something needs changed and the reason they used it was because it was so strong.

    Its like removing a favourite toy from a baby when you find out it is dangerous.
  • I agree, infact it may be a bit long, maybe 45 seconds would be better.

    If a killer is going to tunnel you they are probably close enough to the hook, I fear 60 seconds may punish those who dont actually tunnel and run into them by mistake looking for the one who unhooked.

  • The only problem I see is with the killer perks, this would mean someone being disadvantaged because its RNG who becomes it and the killer gains something for running the perk in the first place.

    Now if the survivor runs an obsession perk I could understand that but only DS is strong in reality, sole survivor, OoO on most players mean nothing, it takes a good player to run OoO and you know they are gonna troll you.

    I like the concept of the idea but I dont think it would work out very well as you are punishing someone for running something meant to aid them or because they simply joined a match with someone playing killer.

  • Poweas said:

    @twistedmonkey said:

    @TheBean said:

    @Poweas said:
    Er 75% of 3 is 0.75. I rest my case. When it was 4 seconds it was different but now enduring hard counters it.

    Except Enduring doesn't effect DS at 75% at tier 3. It is either a bug or put in on purpose, but it only effects DS by 55%.

    Not sure if they are correcting this when they update to the new DS.

    In which case it changes to a 1.71s stun at 75% and 1.93s at 55%, the old 4 seconds stun at 75% made it 2.28s so its not a huge change in reality its a 0.57s less stun duration if its fixed........big if :p

    @Poweas Its not 75% reduction of the overall time making it 0.75 its 75% faster recover so its time/1.75 making the new change 3/1.75=1.71s so its a 43% overall reduction.

    Ok. I'm confused. The way I see it, is if it's a 55% stun of the new one then it's 3 X 0.45. To get 55% of 3. That makes 1.35 right now. I don't know what your saying can you clarify it?

    Btw the old stun (how it should have been) was 4 X 0.25, which leaves it at a 1 second stun not 2.28. Please explain what you mean.

    It's because of how it's worded, it doesn't reduce the actual stun time by 75% It gives you a 75% stun recover bonus added onto the base recovery stat.

    So the base of 100% is equal to 1

    So normal DS would be 4÷1 = 4s

    Enduring adds 75% is to the 100% so is equal to 1.75

    So with enduring 4÷1.75= 2.28s

    Meaning the new DS with enduring would be 3÷1.75 =1.71s

    That is of course if enduring stays at 75% and not the bugged 55%
  • Mc_Harty said:

    @Raccoon said:
    This is a HUGE buff.

    Anyone that says otherwise has no game sense, particularly with regards to the endgame.

    How does it buff endgame?? It's practically the same... You pick someone up, they DS you, they walk out. What's the difference from before?

    I can see Racoon's point to be fair.

    You can no longer dribble who was the obsession and everyone can instantly use it now instead of having to wiggle, even far off gates if paired with BT, unhooked hit(BT), hit again downed, guaranteed DS escape or crawl out exit.
  • @TheMidnightRidr said:
    Master said:

    @Akuma said:

    so if the killer runs enduring this perk is absolutely bs, even if i have SB it will be on CD. So enduring and Ds is consumed, niiiiiiiiiice

    i like the idea of the new ds

    it's a huge nerf but now it's part of a new build

    but im asking myself
    

    if you do so devs

    why the hell survivors die immediately if they are the last survivor on the hook, if there are so many ways to survive 
    

    for ex: luck, up the ante, slippery meat, deliverence, SB, DH, Decisive Strike

    it's time to change that back^^ back to the roots

    Isnt the current DS already countered by enduring? At least thats what survivors claim all the time. So it shouldnt be a big deal if the new DS is countered by enduring.

    They’re complaining since DS’ stun time was reduced from 4 seconds to 3 seconds. So with enduring, the killer is stunned for 0.75 seconds instead of 1.0 second. Not a big change, but any change not in DS’ favor is certain to have an uproar. 

    its 1.71s down from 2.28s ;)

  • This tends to say if you dont attempt to use the perk like now it can be saved for the next hook.

    "Do you lose the chance to use DS if you aren't using it on the first carry?

    No you do not, the perk is disabled only when you miss or succeed the DS skillcheck."

    It does need to be tested on the PTB but for me on paper right now I do not see this change as the big nerf others are seeing.

    Positives for the new DS, easier skill check, everyone can use it instantly once activated (no dribbling), killers never know if you have it, can be kept for end game or third hook, killer may not tunnel you.

    Negatives, need to be hooked at least once and shorter stun (0.57s down from 2.28s to 1.71s with Enduring).

    And this is not touching on the changes to the obessison perks, STBFL for one means unless you want to lose a stack each person who DS'd you will get away.

  • @Captain_Spaulding said:
    I see what you did there and I appreciate it. Morning rant after thinking about this all night. Thanks friend <3

    You are welcome :)

  • Captain_Spaulding said:
    So...While in a different post I've come to realize something. The developers really only know how to band-aid current things. When was the last time something was truly fixed? Pallets? That was what...6 months ago? How long did it take for them to even CONSIDER removing pallets?

    Why does it seems like the devs are getting more and more incompetent at fixing their own game? Why do they refuse to listen to the the people that make sure their game is staying alive this long? I get that half our ideas are simply #########. I get it. However there have been numerous people who have not only came up with genuine solutions to problems ALL of us see, yet ignored all together by the devs.

    Why do we continue to mindlessly support them by buying these skins and dlcs that we know won't actually be putting money into fixing the game or even better it. It just seems it goes right back into the cosmetic department so they can push out even more skins for the mindless sheep to buy. I'm pretty positive that if there were another asymmetrical horror game that looked as good as this, it would be doing a lot better than DBD. Streamers are finding it harder and harder to play this game.

    Players on both the forums and reddit are tired of the shennanigans. I used to be able to play this game for about 3-4 hours straight on my days off. Now, I can barely handle more than 2-3 matches before I get tired of the bug fest and ######### "optimized" game play. I've tried taking a break and coming back. I've tried to play civ 6 and come back.

    I just want the band-aids ripped the [BAD WORD] off and this game actually fixed. No more perks to counter perks. No more Killers to counter a specific game play. No more cosmetics. Actual fixes to the game. Will it happen? Probably not. Does this mean I won't ever play again? I'll still play my 2-3 matches then switch to something that has decent game play and re-play value.

    I don't want this game to die. It's been great to me for the year and half I've had it and enjoyed it. I just want the devs to seriously get their heads out their asses and do something for us. The people that love this game and want to enjoy it. The people who give them their paychecks.

    Makes it easier to read and get some replies as some will simply say "holy wall of text batman" and not read it ;)

  • @TheBean said:

    @Poweas said:
    Er 75% of 3 is 0.75. I rest my case. When it was 4 seconds it was different but now enduring hard counters it.

    Except Enduring doesn't effect DS at 75% at tier 3. It is either a bug or put in on purpose, but it only effects DS by 55%.

    Not sure if they are correcting this when they update to the new DS.

    In which case it changes to a 1.71s stun at 75% and 1.93s at 55%, the old 4 seconds stun at 75% made it 2.28s so its not a huge change in reality its a 0.57s less stun duration if its fixed........big if :p

    @Poweas Its not 75% reduction of the overall time making it 0.75 its 75% faster recover so its time/1.75 making the new change 3/1.75=1.71s so its a 43% overall reduction.

  • This could be due to a higher percentage of consoles playing on wifi connections.
  • Enduring isnt that big of a counter, it takes it from 2.28s to 1.71s not including drop animation or an SWF flashlight at the ready to blind the killer.

    According to some there is also a bug with enduring so its around 55% (if its a bug and not intended of course) so that takes it down to 1.93s.

    Slugging with knock out wont help much against SWF but will versus solo (buff to SWF with DS?)

    Now looking it from a survivor view point.

    The positives of the changed perk, it reads like you can still keep it for your second unhook it is only if you try to use it and miss or succeed does it seem to remove the perk, you cant be dribbled, end game is a win situation unless they extremely hard camp, easier skill check (dont know how much easier), the killer never knows if you have it (DS was always stronger on non obssessions imo), no wiggle needes for any player, removes dying light effect for everyone if they kill the obsession, hitting someone who used DS on you removes your STBFL stacks.

    The negatives of the changed perk, less stun time, need hooked at least once first.

    I dont see the change as a huge nerf to the perk tbh the stun time is the major factor here, I hope the enduring possible bug is not intended and fixed before this goes live as the stun time is what may actually make this change to the perk possibly stronger than before as the only real negative will be the condition that you need hooked first.

  • Morf_UK
    Hybrid Panda
    Trutal3nt
    Cahlaflour
    Zubat
    Edgaralanbrolive

    I prefer chill streamers who play for fun and don't care about winning or losing and have really nice communities.
  • It was certainly alot scarier to see a secret offering back then.

    It was also fun to go versus the old version of the sabo squads, slug to bait them in and laugh as you take them out one by one.
  • To be fair it cuts it down from 2.28s to 1.71s not including the drop animation.

    That is when the possible bug on it is fixed as right now it's been said by some it only adds around 55% to recovery instead of 75% atm.

    If there is a change to lower the percentage I do wonder if its a bug or intentional due to this incoming DS change so it makes it seem more of a difference as 55% makes it a 1.93s stun.
  • Master said:

    @Tucking_Friggered said:

    @Master said:

    @Delfador said:

    @HeroLives said:

    The only reason a survivor lobby dodges is Bc we can see how ######### your ping is bruh. Lie to someone else 

    There is a thing called MLGA unless they removed it?

    Its bannable now

    When did that change? Last I recall was that is was just not whitelisted. Not that it was bannable.

    That has changed about a year ago I think.
    Not being whitelisted means that it is bannable.

    Not entirely true, not being whitelisted doesn't mean it's bannable, it's comes down to if EAC ever find a way to ban and decide too the devs won't help you but since there is no way for them to actually scan for it its usage will only dissapear when dedicated servers happen, half of the fog whisperers use MLGA for example.

    Making it no longer whitelisted was a way to try and scare players into not using it nothing else really.

  • Of course, I don't react to anything in game I just play how I always do and always let the last one go if I down them all too quickly.

    I won't get triggered by some random player clicking a flashlight or tbagging, I down and hook them and move on to the next one, I don't consider it toxic, it's them trying to bait me into a chase, toxicity imo is reserved for what people say in the end game chat only.
  • That is until an SWF member with a flashlight is waiting to blind the killer after DS is used since it's usage can't be stopped.
  • It seems like the other obsession perks took a back seat in favour of trying to change DS, as above they should remove the obsession change and make on of those who run DS the obsession from the start still.

    I don't know why they didn't just make it so you needed hooked at least once and left it as it was.

    The this is more like a DS buff in some respects as with DL, STBFL and PWYF you really don't want the obsession to change, the last two really make you want to ignore the one who just hit you with DS which is a strange change.

    The DS change really only has two slight nerfs over the original, you need hooked and the stun time is shorter, I wonder how and SWF with flashlights can abuse this.

    Positives of the new change, the killer doesn't know you have it, you can't be dribbled, can keep it for end game still, killers won't want to tunnel you (i do wonder if a notification may appear that it's active to the killer after an unhook), can remove dying light, stbfl and pwyf bonuses from the game.

    Positives right now seem to outway the negatives imo.
  • Okapi said:

    @twistedmonkey said:
    More slugging for everyone not just those that used DS as they dont know now.
    Bring a Mori more often so they cant use DS.
    Dying Light do you want your obsession to change more often? nope ill just camp them till they die.

    If a killer waits a whole minute before picking up an unhooked survivor (4 minutes if they do that for every survivor) they will easily lose the game. Gives the other survivors ample time to rush gens. Anti-Slugging perks also exist.

    Ebony Moris are the only ones that would counter this new DS and it's not like they're exactly common.

    We have no idea how Dying Light will work with changing Obsessions. But I'll give you that it might be an issue. However Dying Light by its very nature encourages tunneling the obsession. Survivors hate being tunneled so in the devs eyes they could see a nerf for DL being okay.

    They already do it and funily enough the only reason why is that it gets rewarded, the point is if it turns out to be viable and many already slugged the DS users why not slug everyone after being unhooked? As I said history shows survivors are reluctant to do gens when killers use strats like this and try to bait the killer away.

    Ebony mories are quite plentiful with people with lots of hours, they just don't always feel the need to always use them unless its an SWF flashlight/toolbox squad, this may give them another reason.

    Dying light is just one perk and I have thought it needs a reworked due to its nature but PWYF and STBFL also mean you don't want to hit the person who used DS on you now.

    Hopefully they are looking at these perks but right now without knowing the concerns are something worth bringing to their attention.
  • @Okapi said:

    @twistedmonkey said:
    I am not sure, its an unfun perk by design and needed changed (or deleted) but this change could mean killers start to play in an unfun way for more survivors not just those who used it.

    How? DS now punishes tunneling. Who likes tunneling?

    More slugging for everyone not just those that used DS as they dont know now.
    Bring a Mori more often so they cant use DS.
    Dying Light do you want your obsession to change more often? nope ill just camp them till they die.

    Think about this scenario for one example :-

    Tunnel, slug, soft patrol, hit those that come in, they heal up, rinse and repeat, the survivors will come, history shows that with how much they reward hook campers instead of doing gens.

  • I am not sure, its an unfun perk by design and needed changed (or deleted) but this change could mean killers start to play in an unfun way for more survivors not just those who used it.

  • Running dying light means you probably want to camp more, do you want to down another with the chance of your obsession then changing each time?

    PWYF and STBFL as well means you dont want to hit someone after they use DS so they get away free for using it?

    Remember me it may not be too bad with as you may gain tokens easier.

  • A few points.

    It does promote not tunnelling so you dont risk the DS happening.

    You can slug any unhooked player for 60 seconds so they cant use it, this could result in a lot more slugging for everyone in theory.

    What about Mori's? will they more used since it makes sure DS can never work?

    How about Dying light? if you find your obsession should you camp them more now? will the change of obsession reset that perk? if it does then those killers will definately want to camp, bring a Mori or slug as its non beneficial to go after another and then let them become your obsession.

    PWYF may also need changed as you want to then lose the person who just DS'd you?

    I would like to know if the other obsession perks are being looked at with this change?

    Needing to be hooked first is always good and promoting non tunnelling also as it means they can look at the gen rush/more objectives seriously now and prolong a match.

    I am still on the fence about it actually being good or bad change atm leaning towards bad as that can affect those players who dont/never run something with more camping, slugging or Mori's make it a less fun overall experience.

    If you want it to be an anti tunnelling perk that is fine but you should let the killer know someone has it when its activated, not knowing makes DS actually stronger, If they then make a few changes I think it would be better, if the killer runs any obsession perk they can chose so it only changes if they tick the box on it (give them a choice?), the 60s timer only depletes until you get hit so slugging doesnt work, once the exit gates are powered you have to struggle 50% to get your DS if a killer drops the survivor it auto activates no skill check needed.

    Personally I would have prefered it to have been changed to a new perk, I never liked the idea of it allowing an escape from the killers grasp, and at least with the original format a killer would know and hurt the ones who ran it directly.

  • The rules are too many to mention, it all comes down to don't do or use anything the other side don't enjoy.

    As for the 4% is started when a few players used to let others go if the kobe'd, some streamers started doing it and then it became a must do or you were not being fair to someone who had dumb luck.

    The 4% meme disappeared long ago when certain perks started to appear which gave a kobe a higher chance of happening.


  • @thesuicidefox said:

    Which you totally have the right to do. But because you set your OWN win condition, you shouldn't get mad at the games that just don't go your way. If you get a good group of survivors that loop and gen rush you won't get a lot of BP. It doesn't mean the game should change just for you and give you some kind of bonus BP even when you don't make a lot do you?

    I never do ;) its a game why so many people get upset at others is beyond me, you win some you lose some and move onto another, no need to be salty when you get outplayed, its the best way to learn and get better.

    @Ryuhi said:

    When it comes to The Grind(tm) I consider any progress toward making my killer roster viable a victory for now lmao. Gimme a game where i die but 5 party streamers were used and I got 4 stacks of WGLF and I will give myself a "world's most glorious loser" medal.

    Exactly, those juicy bloodpoints are worth more than anything else in the game for likes of myself :) , the Grind is the game as each time I get what I want I find I want more.

    @NuclearBurrito said:

    Yeah you can still make your arguments over if 1-3k is a win. I have a good reason to think it is specifically 4k, but it isn't conclusive or anything just a line that implies it.

    Personally I cant see anything that implies 4k but if you point it out I may see it differently, if not I understand as so many may come and argue over it with you ;)

  • Remove DS and NOED
    Exchange offerings as per the OP
    Punish DCers with timeouts along with lobby dodgers (unless ping is over a certain amount)
    Remove Legion or change their power.
    Change the mend mechanic so if you are within x amount of meters from the killer it wont deplete
    BT doesnt work once the exit gates are powered
    Change what info you get the on screen higherrank you are so at ranks 5-1 you get no on screen notifications
    Make ranking up more rewarding and something players want to do
    Add more objectives the higher up the ranks you go

  • It says "sacrificing survivors" for the killer, so does that mean 1 or 2 is considered a win? you achieved your goal afterall as it doesnt exactly say how many you need ;).

    Gen rushing is also the biggest win for survivors.

    I think the tutorial does need updated and be changed to the basics of the game as a win is subjective to each individual, for me its about a fun match and making lots of bloodpoints.

    Personally escaping, killing, pips dont matter as I want those juicy bloodpoints to lvl up my chars

  • I either destroy or get destroyed when playing her.

    She is a really strong killer if you are good with your aim and predicting, she can suffer from looping as good survivors can bait her near a pallet so she winds up and then keep running gaining more loops.

    I don't think she is overrated she just takes knowledge and skill to use, Sverkeren (twitch) for one has made some shots through the smallest of gaps I never thought possible.
  • The monthly this game is dying thread arrives.

    The game itself has actually been growing steadily, back at the hallowed blight event the recorded the most ever players logging in over 1 million, since the devs bought the rights from starbreeze it has had many changes on balance and while it's not perfect it's in the best state for a long time.

    Posts like this tend to say what someone us personally feeling so the game for you is dying only, maybe you need a break or it's time to move on, not every one can enjoy a game for hundreds/thousands of hours sometimes you just get bored of them.
  • Shad03 said:

    @IamFran said:

    @Eveline said:
    Why do you people hate Legion so much? I don't get it. Most decent ones go for everyone and don't tunnel or camp. Just mend and don't heal and work on gens.

    Because it's boring to play against him/her and most of them tunnel as hell. The only counter against him/her is stealth and not always work. I understand the ppl who DC when playing against him, or suicide in the first hook. I think the devs only thought about the killer player fun without minding survivor players fun when designing Legion and here are the results.

    In that case they have failed because there are a lot of killer mains who dislike the Legion. Some even go as far as saying that Legion was made for survivor mains who want to be killers.

    To be fair I personally do think they failed with the legion, they will never be fun to play versus and will never be powerful enough to make them viable as they teeter on the edge of becoming OP fast.

    Who ever thought a killer who negates what survivors have to break a chase while also breaking stealth would be fun needs a reality check, the best strat versus them is to do gens asap and get out, don't heal up, don't do totems and leave the match asap.

    The Nurse for example is really strong and removes what survivors have also but can be really fun to go versus, you just have to play smart and change up the normal run from pallet to pallet and be more stealthy with her and she takes a degree of skill to use.
  • Until a system is in place to punish those who do it nothing will change, it's wrong but what can you do.

    A time out imo would be the way to go to try and help elevate it

    2 mins first dc
    6 mins second
    10 mins third
    Increases by 5 mins for every one after that and it doesnt reset for 24 hours since the last dc

    If you dc for real life or a current bad connection well that time gives you a chance to also what you have to or sort it out.

    People can still die on the hook but maybe if they die too early without struggling you lose the ability to use the perks you did in that match.

  • @ClogWench If you could show me the last time a ban wave hit I would gladly stfu. Also my point is that this has been a persiting issue that hasn't been fully addressed. It doesn't seem that difficult to implement a system that could prevent things like this from happening. Although it would appear that you just can't accept that I had a reason for doing this. It was a ######### thing to do yes, but it proved a point, but you don't seem to want to acknowledge my point now do you? If you just want to keep spitting out the same sentences, then please do it elsewhere. I would gladly agree with you if you could prove your points or disprove mine.

    They don't say when they will as it gives people a heads up, the only thing you will see is when an influx of posts suddenly appear here and on the steam forums asking why they were banned, now and again they do admit a wave just happened in one of those threads but they get closed and deleted quite quickly.
  • @DuckApproved Who knows if its within the remit or not, you may be able to tell that by thinking how many games you have played maybe since the beginning of the month compared to how many times you have DC'd now, of course you may be right and they may well have just made an example of you to teach you and anyone else thinking about it a lesson.

    A bit of friendly advice going forward, I wouldn't discuss the reason or your ban anymore on here as discussing bans is against the rules on the forum, you dont want to give them a reason to ban you here too ;)

  • @DuckApproved said:
    LMAO I actually got banned, well boys I know what I did was morally grey but it did prove one thing... Apparently the devs only ban you if you tell them what you did directly. Also we figured out what they do with their time at work instead of ya know... actually fixing/balancing their game... Shoutout to the hundreds of other players who have dc'd more than me and haven't been banned. I will admit though it was kinda deserved and is pretty funny. But they kinda in a way proved my point by banning me. @not_Queen You should ban people for dcing more often and maybe the community wouldn't be as toxic LUL

    Not really it was simply sent to the team to check and you were obviously over the percentage, as Not_Queen said it is done in waves so if someone hits the percentage of DC's when that happens they will get banned.

    To be fair what choice did you give them? you purposefully DC'd and made a thread about it to try and prove a point, a point the devs have stated and written down in the rules, you did prove the point in the end I suppose but you also left them no choice but to make an example of you as something like this can esculate quickly, if you were not banned you were saying to forum readers "look at me I DC'd this amount of times, its ok to DC" well they showed its not.

  • Oooooof said:

    @twistedmonkey but its not that hard to counter looping? And if you have spirit fury and enduring on the same build, you counter both long pallet loops and ds?

    Not really they can help to cut the amount of loops down but they dont stop looping, if you see competent survivors spirit fury can be used only once versus them, with SWF that's once per game, it's not hard to tell when a killer has either perk so you just drop the pallet one loop earlier than normal, so survivors can actually counter those two perks by removing their use while not loosing much time.

    Its like dead hard, once used the killer counters it by baiting it out so its usage can be more useful to gain distance to a window or pallet.

    Bamboozle an example of a perk which can't be countered as a survivor cannot stop it's usage.

    As I said enduring can help with DS but it can't counter it, a competent player wont see much of a difference as by the time you recover they are already on their way to the next loop spot ready to waste another half a gen at least.

    Imo DS simply gives a survivor another run at wasting time after the killer did well to down them.








  • @twistedmonkey said:
    DS [...] punishes the killer for getting the down

    If I were given five cents every time someone uses that false argument, I'd be as rich as my nick suggests.
    DS, NOED, or any other perk DO NOT "reward" anyone for "bad gameplay". They give you opportunities, like all perks do. In the case of DS, it gives you a chance to waste more of the killer's time (which, as many suggested, depends more on how well the survivor can loop than how damn OP this perk is).

    Also, "not counterable" is completely false. It is counterable, mostly by Enduring, but juggling (or juggling + Mori), slugging, Rancor, maybe some other methods work with more or less efficiency. Don't mistake "counter" with "negate". If there were perks that could entirely negate DS (say, just disable the perk), THAT would be bad design. Think about Calm Spirit. Almost completely useless, but a blessing when you're facing Doctor. And this really is bad design, since it makes the game a roulette: if you choose luckily, just the right perks to counter your opponent, you're in the green, while if you happen to pick Distortion and Small game and the killer does not have any aura reading or Hex perks... well, RIP perk slots.

    Funny how I "defend" DS. I assure you, I hate being D-striked as much as the next killer. But I feel all the hype against it is way overblown. I don't suppose I convince you, but that's how I see it anyways. And sorry if I come across as smug.

    The problem is none of what you stated is an actual counter as that is something which removes the ability, anything else is just a work around, NOED being destroyed, dropping a pallet early for spirit fury, hiding in a locker for bbq etc are counters, DS has none of these, dribbling can work via solo players sometimes but not always, it's dependent on how good the players are but any good SWF will body block or flashlight the killer making it a useless tactic.

    Lets talk about calm spirit, yes some perks do not have actual counters but those are the ones designed to simply alleviate certain mechanics, the doctor only becomes a normal killer if someone uses calm spirit, it doesn't remove the ability to track via scratch marks or sight it removes one aspect a scream, just like iron will removes the noises when injured, semi countered by stridor but again stridor is not worth running for the most part due to again scratch marks and sight.

    The other perks are a roulette correct and why they are not meta, remember this is about meta perks and why they are in that bracket.

    The reason why DS is meta is due to it being useful in almost every match for the right player, it allows for longer chases soemtimes doubling them, allowing others to stay on gens, especially with players on comms, by saying it's ok I have DS finish the gen for one example.

    That is the problem I see with DS, if a perk means so many things need to be balanced around it I believe that's a major problem.

    Its ok its a discussion we don't have to agree, I don't think your are being smug, it's good to read others viewpoints on what they think, I agree some do blow it way out of proportion and while some killers slug, dribble etc I simply eat it and deal with it, I accept it's part of the game and can live with it if the devs decide not to do anything, I simply chime in with what I beleive is wrong with the perk and give my feedback.






  • Against certain killers like Wraith and Pig it can be consdiered but its more annoying than OP, most of the time SB users waste so much time walking around saving it it removes the advantage it gives.

  • Trapper he just looked menacing and if you were caught you were dead when he could trap right under the hook as they rarely left the area.

  • @George_Soros said:

    @twistedmonkey said:

    @George_Soros said:

    @twistedmonkey said:

    @George_Soros said:
    So many of you guys hate DS with such a passion, even though Enduring works wonders against it. Same deal like with complaints about NOED: don't like it? Take Small Game! Hate DS? Bring Enduring along. Simple.

    Adrenaline is a real danger there, not DS. Yet, as many pointed out, it has a condition, and often a survivor does never get to use it in a game. The only thing I would change about it is that the effect can kick in later (after you've been unhooked). That's too much. One of the effects (heal OR speed bonus) in such a case should go.

    The thing about Enduring is it only makes DS last around 1 second less, its not a counter its just a perk to make the stun a little shorter, 3 seconds is still a lot of time for failing to escape the killer, now take NOED while it also rewards failure in essense it can be taken out the game before a gen is even done, so only one of these perks has a true counter.

    The killers dont really have any perks which dont have a counter or strat to negate, each one from Spirit Fury to Rancor has a way of negating its effect by dropping pallet earlier or being very causious and stealthy after the last gen is done until its safe to leave, it all depends on how knowledgable of the game the survivors are.

    False. Enduring 3 reduces stun from DS 3 to ONE second instead of FOUR. I'm speaking out of experience: whenever I'm using Enduring, it's about 10 seconds to down the survivor again after I've been D-striked. Now, of course even 10 seconds can mean a lot in a fast paced game, but in return, that survivor used up a perk slot instead of having something more useful.

    I see the problem very clearly for a long time now. It's a psychological effect. Many of you guys out there just can't get over setbacks emotionally. "Wee, I've been D-striked", "Mommy, I'm camped" and so on, so you all gather here, baaing like sheep about how OP/unfun some perk or gamestyle is. Because complaining is easier than adopting.

    I have no compassion for you.

    Well you are wrong in that assumption, thats not how the percentage works I am afraid, its additive to the recover rate and not deductive of the actual length of time so its around 2.28 seconds when running Eduring.

    You can make all the assuptions and soft insults you want all it does is make you look a bit foolish when you dont know the math in the first place.

    The Math of the stun time/1.75 so 4/1.75 = 2.28s

    https://www.youtube.com/watch?v=0iKRVFqp_5E&amp;feature=youtu.be

    Its an older video but shows how long the DS affect is when running Enduring as the drop animation is also not calculated into the tier 3, 4 second stun.

    Ok, I was inaccurate with the numbers. My main statement stands though: against Enduring, DS is a joke. And the reason why it receives so much flak is not that i's EFFECTIVE, but that it is ANNOYING.

    The problem with DS is that it has no actual counter, Enduring yes does help with the effect but it still rewards failure on the survivors side and punishes the killer for getting the down, much like NOED does with killers (which does have an actual counter) but its still why it is one of the most hated of killer perks on this forum.

    Perks which punish someone for doing the actual overall objective are bad game design.

  • @George_Soros said:

    @twistedmonkey said:

    @George_Soros said:
    So many of you guys hate DS with such a passion, even though Enduring works wonders against it. Same deal like with complaints about NOED: don't like it? Take Small Game! Hate DS? Bring Enduring along. Simple.

    Adrenaline is a real danger there, not DS. Yet, as many pointed out, it has a condition, and often a survivor does never get to use it in a game. The only thing I would change about it is that the effect can kick in later (after you've been unhooked). That's too much. One of the effects (heal OR speed bonus) in such a case should go.

    The thing about Enduring is it only makes DS last around 1 second less, its not a counter its just a perk to make the stun a little shorter, 3 seconds is still a lot of time for failing to escape the killer, now take NOED while it also rewards failure in essense it can be taken out the game before a gen is even done, so only one of these perks has a true counter.

    The killers dont really have any perks which dont have a counter or strat to negate, each one from Spirit Fury to Rancor has a way of negating its effect by dropping pallet earlier or being very causious and stealthy after the last gen is done until its safe to leave, it all depends on how knowledgable of the game the survivors are.

    False. Enduring 3 reduces stun from DS 3 to ONE second instead of FOUR. I'm speaking out of experience: whenever I'm using Enduring, it's about 10 seconds to down the survivor again after I've been D-striked. Now, of course even 10 seconds can mean a lot in a fast paced game, but in return, that survivor used up a perk slot instead of having something more useful.

    I see the problem very clearly for a long time now. It's a psychological effect. Many of you guys out there just can't get over setbacks emotionally. "Wee, I've been D-striked", "Mommy, I'm camped" and so on, so you all gather here, baaing like sheep about how OP/unfun some perk or gamestyle is. Because complaining is easier than adopting.

    I have no compassion for you.

    Well you are wrong in that assumption, thats not how the percentage works I am afraid, its additive to the recover rate and not deductive of the actual length of time so its around 2.28 seconds when running Eduring.

    You can make all the assuptions and soft insults you want all it does is make you look a bit foolish when you dont know the math in the first place.

    The Math of the stun time/1.75 so 4/1.75 = 2.28s

    https://www.youtube.com/watch?v=0iKRVFqp_5E&amp;feature=youtu.be

    Its an older video but shows how long the DS affect is when running Enduring as the drop animation is also not calculated into the tier 3, 4 second stun.

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