Avatar

thrashed2pieces

thrashed2pieces

About

Username
thrashed2pieces
Joined
Visits
111
Last Active

Comments

  • Crizpen said:

    What it really comes down to is:

    1. You choose to play this game.
    2. With it available on multiple platforms, you chose to play it on console.
    3. There are both benefits and hindrances to playing on one platform compared to another. (And before you say there is no downside to playing on PC: I spent a hell of a lot more on my machine than you did on your console, and playing a game on PC stops me from doing other tasks on it. Basically, all the reasons you didn't pick it up on Steam).
    4. There are 13, soon to be 14, available killers for you to choose from, and another 13 survivors. You're wanting to play 1 in particular, despite knowing the complications with playing her with a controller instead of a mouse.
    5. It isn't the job of the dev's to alter game mechanics to accommodate your every choice. Hell, if a player is deaf in one ear, would it be the job of the devs to create a different visual layout so they can always know what direction every sound is coming from? Of course not: it would be ridiculous to expect game designers to have to accommodate for every possible handicap a player may come to the game with, and yet you're asking them to accommodate the informed choices you made?

    I don't know, when you look at it in that light, it sounds pretty selfish to ask the dev's to bend over backward for you, when it's entirely your decision what platform to play on, and which character to play.

    @Crizpen Honestly I think most people realize that changing the game’ baseline isn’t in the devs job description like I said before. The purpose of this post was just to brainstorm how best to utilize Nurse on console without dev intervention. I’d say we’ve got a good start, if other people have ideas I’d still like to hear it.
  • @Orion you’re probably right, I tend to agree that BHVR isn’t in the business of creating a divergence between platforms by making the game different. I think the only way to make her competitive on console is to focus on loading her with Teachables that focus aura reading and beefing her downing ability. You are pretty much forced to compensate, whereas PC Nurse mains don’t have the same set of problems to worry about.
  • Thanks for everyone’s responses, I’ll try giving  short feedback on relevant comments 🙂

    I play on console as well and I have been using her for the past two days in order to get better with her too. I find NOED a big help and using survivors greed against them almost always works (If you have a bad game people will stick around to open both exit gates) so Insidious is useful. Stridor helps with chases when they brake line of sight on you. I have a low level Nurse so I don't have many perks but I have found them to be a help. Also did turning up the sensitivity help at all? I have been playing with it on its default setting.

    @Dolphin9192 yeah I’ve been using a similar build, I’ll try incorporating some of those additional tactics.

    Vietfox said:
    PatchNoir said:

    i already make a post about that same problem on console, nurse is a dead killer and when the game start she already lost, nurse could have a decent basic speed to chase to not be forced to blink, imagine killers being forced to use their habilities its dumb mechanic. So please devs make nurse like 10 % faster than survivors, maybe it would help.

    @PatchNoir
    Omg i dont know where to start.
    1 - nurse is a dead killer on console just because people are too lazy to try to get good with her.
    2 - when the game starts she already lost? I've gotten 4K with her while being drunk.
    3 - Nurse is slow due to her ability to teleport. An extra 10% would make her insanely op.
    4 - "imagine killers being forced to use their habilities its dumb mechanic."
    That's the sentence which made me think you were trolling, but i think you are not.
    @Vietfox I understand where you’re coming from, and while I also don’t expect the devs to start giving special treatment to console, my OP was seeking console advice. You’re right, adjusting MS for her would make the Nurse OP (especially for PC, it would break her), but what are your suggestions? It’s not just for my benefit, it’s for anyone on console... she’s infamously unpopular, that much is plain to see.

    Crizpen said:

    As others have pointed out, you'll always have more difficulty with the Nurse on console and using a controller. There just isn't a good way around that, even with sensitivity maxed, it's no substitute for a mouse.

    That said, the one thing that surprised me in your post was that you're running Insidious on her. I'm not sure I understand the reasoning behind that. The Nurse's strength is her mobility, and insidious robs her of that since you have to be standing still for it to work at all.

    The strongest perks, for the Nurse, in my experience are:

    BBQ and Chili - crossing the map quickly to get the hits when you see their auras.
    A Nurse's Calling - great for any killer, but particularly for one who can close that distance and get the second smack instantly.
    Sloppy Butcher - Enhancing opportunities for A Nurse's Calling, also slows down the game.
    Hex: Ruin - Slow the game down, just a little bit.
    Monitor and Abuse - I'm a little iffy on this one for nurse, but it can be very helpful in not allowing survivors to counter Nurse's Calling by not healing in the terror radius.

    Obviously, you can't take all of those in a match, but they capitalize on the Nurse's strengths. Insidious is a pretty lame perk, which I've only seen used effectively in a Cannibal's basement build.

    Edit: Since, on console, you're more likely to see the end game with the Nurse, NOED can be more helpful there, and as was mentioned, Shadowborn, if you're having trouble keeping up with survivors during the fatigue.

    @Crizpen excellent points... Insidious builds might be relying too much on people getting in range and kind of “falling in a trap” that’s unrealistic to pull off. I like where you’re going with the Teachables, especially BBQ... I may have to experiment.

    on ps4 i find the best use of the nurse is ytoo
    1 find a exit gate
    2 blink behind it
    3 run noed and insidious
    4 wait until gates are powered
    5 when gate opens take down anyone trying to escape
    6 profit

    @friendlykillermain yeah that’s kind of what I’ve been doing but it just doesn’t give me consistent results that I’m looking for like I get with other Killers... and based off what @Crizpen was saying above, I might be rethinking the wait and pounce thing.

    Thanks everyone, this gives me more to work with.
  • Vietfox said:
    @d3ftc0n said:

    @thrashed2pieces said:
    BigBubs said:

    @douggie123 said:

    If you troll, pallet loop constantly, pallet slam constantly, flashlight smash me just because you feel like it and not when saving someone or continuously teabag or go straight for a hook save as soon as I have hooked and before I leave  you're gonna be camped and you will cause your teammate to camped as well if you go straight for a hook save before I hook and leave and you will be camped hard.

    Just camp if you want , why make excuses to do it?

    You've basically just said that you'd camp any survivor that knows how to play the game.

    Everyone has their own lines as a Killer that basically mean your ass is getting camped if you cross them. It’s irritating behavior like noise abuse, teabagging and blatant overeager altruists for me. If you’re literally buzzing around me like an insect waiting for a hook save you can’t protest getting swatted. I personally like running high tier Iron Grasp on some Killers so I have a few more seconds to slug the pests while on my way to the hook. Once it’s been established that that’s the kind of game you want to play, why would you expect anything else? 😒

    Hmm... last night I punished an overeager altruist group. I was having a complete trash game on my end, and I didn't get my first hook until 2 gens left. My 2nd hook came after the exit gates were powered.
    I ended up with a 4k because they all swarmed for the save and got slugged.
    Sometimes it works against them.

    This is how pro survivors deal with campers
    https://m.youtube.com/watch?v=UPFggG_blto&t
    I was playing solo and i know for sure that the other Feng and Kate were playing solo as well since they got into the lobby in different times.
    Pro? The Killer in the video definitely should have opted to slug one if he was having that bad of a match lol, especially for one like Trapper who has no real map presence. I like running Deerstalker for him in particular.
  • Thanks for the replies, hadn’t been back to the forums in a while... @MegaWaffle I believe the idea would just be that only a limited amount of playback can be retrieved (maybe the most recent match worth of footage), so I think it’s possible given the examples @DwightsLifeMatters gave. Anyway, just a non-gameplay type distraction that would be a nice addition in place of standard recording that would give some creative juice to the DBD community.
  • BigBubs said:

    @douggie123 said:
    If you troll, pallet loop constantly, pallet slam constantly, flashlight smash me just because you feel like it and not when saving someone or continuously teabag or go straight for a hook save as soon as I have hooked and before I leave  you're gonna be camped and you will cause your teammate to camped as well if you go straight for a hook save before I hook and leave and you will be camped hard.

    Just camp if you want , why make excuses to do it?
    You've basically just said that you'd camp any survivor that knows how to play the game.

    Everyone has their own lines as a Killer that basically mean your ass is getting camped if you cross them. It’s irritating behavior like noise abuse, teabagging and blatant overeager altruists for me. If you’re literally buzzing around me like an insect waiting for a hook save you can’t protest getting swatted. I personally like running high tier Iron Grasp on some Killers so I have a few more seconds to slug the pests while on my way to the hook. Once it’s been established that that’s the kind of game you want to play, why would you expect anything else? 😒
  • apropos said:

    On top of what zarr0ch said, make sure you buy the DLC itself, and not auric cells to buy characters separately. When I first got the game I bought some auric cells to buy the pig, not knowing that for 2 dollars more I could buy the DLC and get detective tapp, and have the characters accessible on my other accounts. smh

    EXACTLY what I was describing... well now I don’t feel as alone knowing it happened to someone else, it sucks that such a thing is possible. It really does feel like an oversight, nothing more.
  • Zarr0ch said:

    My purchased are available to other on my PS4.
    I have two PS4s in the house, it only does on the console I have set as my MAIN though. Perhaps thats the issue

    I figured it out, read the above before your reply... I’m also updating a similar post in the Tech Issues section kind of cautioning people about it.
  • Eight said:

    You could try the restore licenses option, see if that helps.

    I bought all the DLCs on PS4 (partly for this reason), and CAN access those characters from other logins.

    WINTERS said:
    That's strange. I am able to access all of the DLC on my other account. 
    @Eight @WINTERS I think I figured it out, but it’s bad news for me unless BHVR decides to make the purchase system more transparent with PS+... to test it I checked what PS Store showed me having as “Purchased”, and it turns out only entire chapters purchased communicate across your primary console’s accounts. I had previously only had MM unlocked but it didn’t share, so I was hopeful that buying Laurie would count towards the entire Halloween chapter. No such luck. My guess is this is because it’s treated as an external purchase and actually links you to the Store from in game. It sucks because if you use Auric Cells to buy characters one at a time to maybe save a little money, it isn’t worth it AT ALL in my case. Moral of the story: Don’t buy characters one at a time, no matter how tempting (unless they can be unlocked with Shards, you’re on your own there).
  • Avariku said:
    gotta love the blatantly biased views on here. 

    just like killers...  "CaMpEiNg Is A lEgIt StRaTeGy"

    yea, and being bullied into submission by 4 survivors on comms is just a strategy too. 

    both "strategies" are trash and take any semblance if fun out of the game. 

    and before you start, I don't mean "comms are unfair" period... I just don't like the way they are currently in use. 

    I think it should be open comms heard over a certain distance... I think that would solve a lot of the issues, toxicity be damned.
    I’ve said in the past this is one thing that F13 got right. That game is beyond jacked up in other ways and I will always think DBD is the superior game, but making comms have its drawbacks puts the player back in the game instead of actively trolling to pass the time.
  • Most games it doesn't carry over.

    On PC you only get one account per purchase. Stop being so greedy.

    I pay $60 for a subscription that has always given me my content on my different accounts FOR EVERY OTHER GAME. I’m trying to see if this is an unforeseen mishandling of account data for console users that BHVR may not have intended. So kiss my ass, you troll.
  • I'm just curious, but is the region of your PS+ account and the other account same? Usually, the DLCs are region locked on PS4. For example, a DLC purchased on an US account from the US playstore, will not work on an Asian account.
    No, both are US accounts. Same device for both, for all the other content bought with PS+ carries over across accounts. If it didn’t work this way, DBD and all my other games shouldn’t even be accessible is my thought process.
  • Homeslice said:

    @thrashed2pieces said:
    LifeInsanity said:


    Blueberry said:

    The Boogieman

    What about a killer that used cabinets? Potentially popping out and grabbing people. Kind of like a Boogeyman situation?

    I do think a Killer that could utilize the lockers to spy on people and pop out would be awesome 😎 

    But once you know which killer it is those cabinets would become pointless no? :)

    I don’t think so, some generators are in rooms literally filled with them... I would find that kind of nerve wracking. I’m not talking gingerly sneaking out of the locker like a Survivor either, I’m talking quick and explosive. Imagine you’re nearby and the heartbeat goes away and you misinterpret that as the Killer moving away but actually the locker gives him innate Insidious type stealth, you go to work on that gen all of a sudden BOOM he’s on top of you. I also imagine the unlucky Survivor that chooses your locker to hide in gets an instant interrupt, same as finding someone in reverse. I don’t think it would work as the only ability, round it out with a minor ability for when you’re on the move, but you get the idea.
  • Blueberry said:

    The Boogieman

    What about a killer that used cabinets? Potentially popping out and grabbing people. Kind of like a Boogeyman situation?
    I do think a Killer that could utilize the lockers to spy on people and pop out would be awesome 😎 
  • I personally want to see Chuckie most. I think he could work in doll form in the game and it would be a lot of fun for both sides.

    Right?! Imagine him moving like 130% speed and a smaller terror radius 😦
  • Homeslice said:

    Hannibal Lecter
    The Creeper ( Jeepers Creepers)
    Norman Bates
    Candyman
    Pinhead
    Chatterer
    Pyramid Head
    Annie Wilkes ( Misery) - Haha... No, seriously, this chic freaked me out.
    Iris - 30 days of night
    Old Woman - The Devil
    Pumpkinhead
    Jason
    Pale Man / Fauna
    Kurt Barlow/Vampires
    Otis B Driftwood
    Hal 9000 ( Computer controlled killer)
    The Thing
    Regan McNeil/Possessed character
    Chuckie
    Ghostface
    The Craft/ Witches or Wiccan powered
    Margerite White - Carrie

    Honorable mention for survivors. Ash from Army of Darkness please :)

    Link to Wikipedia with other not-as-popular selections

    https://en.wikipedia.org/wiki/List_of_horror_film_villains

    Jason would be highly unlikely, he has a game and it’s basically DBD’s (albeit outgunned) competition in the killer game arena. I think Chucky would be a NIGHTMARE in a good way, lots of possibilities. Pyramid Head would also likely be out unless they got a license from Konami, but more importantly I think him and Pumpkinhead are just too damn big. Candyman could be cool as well. I don’t imagine, from a strictly lore perspective, that Pinhead or one of the xenobytes would play this game as I consider them almost Entity level demonic presence... besides, the Lament Configuration is kind of its own game, like a spider web that people fall into. The others have too many issues or they just wouldn’t contribute that movie killer vibe imo, but that’s just me.
  • Mr_Myers said:

    Fun fact: Myers and Laurie were never meant to be realted. John Carpemter never planned a sequel and didn't even have much involvement in Halloween 2 so his original motivation in Halloween 1 like in the new movie: we sill have 0 idea.

    And THAT original premise of the intangible killer instinct is what makes Mikey my #1
  • Trapper just brings the pain, but Wraith is slowly replacing him as my new main... PS4 Nurse is so frustrating to use she barely gets any playtime from me.

    P.S. @Giddawid there’s no Clown represented on the poll mang what gives 
  • TEAM MIKEY! Not only is he just the creepiest to go up against—run right over someone running him with Insidious or spot the mf watching you from a window and you’ll know what I mean—but his power is the most formidable of this bunch with Freddy (now with the buff) coming in close second. Playing him correctly is so damn rewarding and it just FEELS sadistic lol
  • Usually I can come up with some kind of logical argument from either side of an issue, but in this case it’s just a hopeless cause. It’s never gonna happen, more than likely the petals will just be purged from everyone’ inventory one day. 
  • Thanks to everyone who has provided feedback and kept it civil, I welcome any other ideas/improvements/dissent since I know there’s more out there. Keep commenting to keep the thread alive 🤓
  • I really don't feel like the bloodlust really addresses the problem, as the survivors still keep looping and looping.

    The thing with zones would be that if a players tries to loop within say 3 zones of looping (zones=looping places that are adjacent/connected to eachother).

    That way, if a players makes it across the other side of the map (or a bit farther away), they can do another loop and try to get away. Also, that way, it wont be a "tactic" anymore to try and loop the hunter a couple of times, and if all else fails, drop the pallet.

    :)

    Yeah that’s pretty much what I described in the post you dropped the link in, loopable obstacles having vectors attached to them with time counters attached to them for each Survivor. I just took that concept in a different direction I guess.
  • Okay, couple things. The sacrifice time is a crucial component, if you shorten it as baseline (i.e. without the help of a perk that has weaknesses or can be countered in some way), it tilts the game to a huge advantage in the Killer’s favor... the Survivors need a fair amount of time to rescue each other. Same goes for increasing Killer speed in any way. The only instance where I do advocate a speed buff is for toxic looping as you said, however Bloodlust is a speed buff already. I know what you’re trying to say, and I do understand this problem isn’t properly addressed by Bloodlust.
  • Blueberry said:

    While very good ideas, I think you messed up with the complexity. This is way too much work for the devs to have to add to all the maps. They don't just need the best idea, they need the best idea for the least amount of work involved. I think you should simplify this way down.

    Ex. Just some oil cans you have to channel on like the flowers to fill (like vials). Once full you can apply it to a generator to allow it to be worked on. This gets repeated for each generator that survivors want to be able to work on.

    That is just a random idea but you get the point. Very, very easy and simple to implement with little work, while also succeeding in slowing the game down a little and adding other objectives.

    Excellent point
  • Utna said:

    @Entità said:
    @Utna Of course you can! It is your full right to choose with whom to have sex, dine, go to the cinema, play poker or football or bridge, and you can do it because it's about personal matters, about your private life. It does not work like that, however, in official and public events, in a tournament or in classified matches, where the arbitrary decisions of individuals can cause unjust damage to other players and, regardless of this, where it is not conceivable that each choose their opponents. There is a system of scores and ranks that, even if imperfect, try to reflect the quality of each player according to objective parameters: the individual whim cannot have citizenship in the combinations based on this system, while your speech is fully valid in KYF mode. Ranked trials are under tournament's rules, friendly trials are under friends' rules.

    While I fully agree about tournaments not being a place where we can choose to block some individuals, I believe you stoped talking specificly about DBD just to make a point. I've heard about DBD tournaments where almost all play play Nurse and Claudette ; of course everyone should be able to participate and nobody should have a saying in the pairings there, because ultimately there is a prize to win. However DBD's ranking system is not about who you can beat (as it is in a tournament), but how consistently you reach a specific set of objectives.

    Let's be honest for a minute, DBD's ranking system while usefull to separate new players and seasoned ones, has certainly let people reach rank 1 without needing them to play against each possible opponents. Also, let's consider how depiping has been a trend, and how many SWF players shamlessly team up with rank 15 buddies, to mess up with the pairing system ... as many people said earlier in this forum, there isn't much left of a competitive environment in DBD's ranking system. Ranking in this game is more of a personal matter and I guess it is pointless (to say the least) to compare it to a tournament system.

    Now, should I need it to play KYF to have casual games ? I SHOULD NOT of course, because there is a middle ground between tournaments and KYF. You're telling me to go play with my friends exclusively, but this is not what I want ! All I want is to not be obliged to play with people who has been rude to me before. Think of it like that: I may end up having lunch in the same restaurant room as people I don't like, but of course, I'm free to not sit at their table ... and if they're no table left for me to go, it's up to me to decide to change my mind, wait, or go look for a different restaurant.

    @Entità As far as SWF ignoring the ranking system, I’d say you’ve identified a pretty glaring loophole, wouldn’t you? You could make that issue a post of its own. I would think it could be fixed by only allowing the SWF party into matches with a Killer that’s equal/greater than the top SWF player’s rank. MAYBE within a couple ranks so they don’t wait all day for a lobby. So basically the discussion would be  “you can play with me, but I’m good and that means the Killer will be good.”
  • Wowz261 said:
    Maybe they could add different game “difficulties” normal- 5 generators/ hard- add in idea above/ extreme- same as above but everything takes longer and maybe instadeath on hook or one less phase?
    this system could allow the community to keep the original and allow players who want a more difficult game to thrive or rank 20-15 normal/ rank 14-7 hard/ rank 6-1 extreme. 
    What do you think?

    I think this would make the game really difficult for random survivors.

    @Whispers23 this is addressed by the difficulty setting described by @Wowz261 above. Good idea, the difficulty level means additional objectives or hardcore win conditions aren’t forced down anyone’s throat and the rank-based matchup mechanic—which is crucial to the game’s balance despite the bizarre hype of it being “broken”—could be separate depending on the difficulty desired.
  • Kaelum said:

    @powerbats said:
    Yeah it's a rare bug not the visual one but an actual bug where you depip by 1 and it's only happening at rank 1 and it's with different killers but it does seem to only be P3 too.

    It doesn’t only occur at rank 1, it occurs at all ranks 15 to 1. It tends to happen more often when the disconnect is early in the game, where you’ve earned less than 5,000 BP, and it doesn’t award the disconnect bonus either.

    If that’s true it’s interesting... it’s happened to me every time, but I haven’t hit rank 1 yet so I couldn’t confirm 
  • getbac70 said:

    I find it more frustrating that you lose all the bloodpoints and your item when the killer rage quits. It shows the bloodpoints on the end game screen, but they never get credited to your total. Happened to me twice in the past 2 hours...

    PS4 too!! I’ve previously posted about this, I really hope the devs plan to address it.
    @not_Queen any chance to talk about it at the next livestream?
  • getbac70 said:

    I find it more frustrating that you lose all the bloodpoints and your item when the killer rage quits. It shows the bloodpoints on the end game screen, but they never get credited to your total. Happened to me twice in the past 2 hours...

    PS4 too!! I’ve previously posted about this, I really hope the devs plan to address it.
  • Playing killer on ps4 is way more difficult than survivor because the frame rate is so low for the killer.
    I have lost so many matches because of that.

    Absolutely, but I’ve seen it work both ways where I was in a chase and landed a hit where I just kind of chuckled and collected my victim knowing damn well it should’ve missed. Latency and locked frame rate at =>30fps  are just a reality to accept on PS4, there are much more real issues on PS4 like MY ITEMS ARE STILL BEING DROPPED IN THE LOBBY AFTER KILLERS DC!! (Sorry I just don’t know what came over me)
  • Master said:

    @thrashed2pieces said:
    Blueberry said:

    Honestly they need to adjust the killers hitbox to where he doesn't lose any distance when circling objects, that would help a lot. Next, windows are entirely too abusable. An effect like Bamboozle should've been a killer passive to prevent looping. If not that then lower the times through a window to 2 instead of 3 before it's blocked. This loop nonsense can be fixed pretty damn easily if they wanted to.

    I have seen this suggested by several people and I honestly think the only reason the devs haven’t done it already is due to graphics related clipping issues. Some character models  are bigger so you’d end with characters like the Trapper with his arm sticking through the wall and it would just look crappy and it might introduce other crazy ass glitches too.

    The survivors hitbox regarding walls can be enlarged to compensate too.
    I am not talking about actual hitboxes for hits, only hitboxes for collision

    Agreed 💯

    Edit: See my other response where I talk about hit box rushing the Killer, your recommendation fixes this.
  • Egonic said:

    @TerminalEntropy said:

    @Egonic said:
    What would you prefer the survivors do instead? Let's say they follow through with your change and completely destroy the act of looping, and since pallets have to be used faster, you can now reach a state where survivors have no protection at all.
    I can't draw any other conclusion than you wanting the game made easier, not more fun, not more challenging, but simply reach a state where all you do is walk after survivors that have no protection. I would definitely not want to see such changes, and I strongly believe all it would do is make the game worse for everyone who don't need instant gratification when they play poorly, which I find very backwards.

    That would be quite reasonable station BUT there is one problem - nobody knows how the game would look like if loops were never there. Surely though we would see totally different habits, while right now every tweak of enough influence to change the current ones is met by big opposition from survivors side. Maybe some styles of distractions would appear, or game were slower 'cause people would be leaving the gens after some time just to be sure, 'cause Killer wasn't appearing for some time meaning he can come soon. Or who knows what else.

    Another thing is throwing your argumentation about gratification for low skill back at you, I know that survivors invented this phrase "looping skills" but b**ch please xD

    That being said I acknowledge that options of vanishing from Killers sight are too limited which is something that should be taken into account while planning any changes.

    Me personally don't care much about what this "opposition" says, I only know what I like, and how I prefer my killer and survivor gameplay, which might come as a surprise, but it does not involve M1 simulator, running around the map looking for players that should instantly die the moment I see them, nor does it involve chasing someone around pallets until I kill them.

    Do you think the game will be slower because you nerf survivors ability to do anything but gens? And now instead of doing gens you want them to go sit in a bush somewhere doing absolutely nothing, because a killer might show up at some point... If that's how you wanna play, by all means, not for me!

    I have no idea how "throwing something right back at me" makes the least sense. What are you throwing back at me? That someone else have said looping was skillful?

    Since you are forcing me to guess what your weird comment refer to, I will make the assumption that you are under the impression that I am part of some sort of hive mind where anything anyone has ever said on this forum somehow reflects on me, well in particular survivors, which further leads me to believe that you are trying to make what I said into some sort of "survivor vs killer" thing, which is laughable.

    @Egonic I don’t see your response as an “us vs. them” mentality and actually I didn’t interpret @TerminalEntropy response towards you as overly defensive or hostile either, your argument understandable protest to the OP. My issue with the game as it is now is that I believe there is supposed to be a natural progression where any Survivors starting out should be sweating, and it’s only when they level up and get a decent build going that they start having an edge to keep the Killer guessing and frustrated. I’m not saying it should be straight up impossible for them to win and get good BP using straight up tactics, but you have insufferable a-holes out there BP farming, vault/pallet/terrain looping and hitbox rushing back to back to piss the Killer off, and it means they’ve figured out the formula and won’t let anyone else have a win. To me, that screams that something is fundamentally lopsided with the game in specifically the looping area of discussion. Keep in mind, certain Killers suffer more from this problem than others since some have built in deterrents, namely Nurse, Clown, and Huntress. But lower tier Killers like Freddy will have a nightmare of a time trying to pull off a win against Survivors that have it clocked.
  • fcc2014 said:

    So is anyone else getting no network issues when starting a lobby?

    YEAH for like the last half hour 
  • Blueberry said:

    Honestly they need to adjust the killers hitbox to where he doesn't lose any distance when circling objects, that would help a lot. Next, windows are entirely too abusable. An effect like Bamboozle should've been a killer passive to prevent looping. If not that then lower the times through a window to 2 instead of 3 before it's blocked. This loop nonsense can be fixed pretty damn easily if they wanted to.

    I have seen this suggested by several people and I honestly think the only reason the devs haven’t done it already is due to graphics related clipping issues. Some character models  are bigger so you’d end with characters like the Trapper with his arm sticking through the wall and it would just look crappy and it might introduce other crazy ass glitches too.
  • Aerys said:

    The simple solution to this is as follows;

    If a killer rage quits/disconnects during a match survivors should be refunded their items, offerings, and keep all points they have accrued from the match. Awarding them points isn't sensible however as their time isn't being wasted in any way.

    If a survivor rage quits/disconnects during a match they should lose all their points, items, and offerings as is already the case and everyone left in the match (survivors and killer both) should be allotted 2000 points for the hindrance/lost potential points from the match. Items and offerings however should still be used up and the match should continue as per normal. Finally, one generator (perhaps one that is the least progressed) should automatically start to make up for the expected work of the person who left.

    Honestly the ragequit/DC compensation is secondary to the no warning “f$&k your item, thanks for playing” moment we get each time it happens, and it’s without a doubt an unintentional side effect of that. It’s a code thing where it’s being registered as a loss for the Survivors, PATCH IT PLEASE!!
  • I like your ideas and they’re similar to my own in a different way, if that makes sense. The numbers may need tweaking but it doesn’t seem unreasonable. And btw I didn’t know this until recently, but if you see a hooked Survivor flapping their arms but not actually trying to escape the hook it’s a signal that they’re being camped 🤷🏻‍♂️ Check out my thread if you get a chance, let me know what you think. I’ve also got ideas on looping, feel free to poke holes in my logic lol
  • So to clarify what I meant and describe my idea in technical terms, imagine each loopable obstacle with a four running clocks attached to it, one per player. This clock would only activate when toxic looping is detected and accumulate in the Killer rage meter very slowly—I’m talking so slowly that it would likely be near endgame with relentless looping players. It could be something as simple as a secondary ability activation for a throwing weapon chance (which is difficult with an obstacle between you and the Survivor hauling ass, but not impossible) worth one state of damage. Now granted, the Trapper, Huntress, Nurse, and Clown have looping equalizers built in—which, funny enough, results in a lot of butthurt DCs when I run them—so this idea wouldn’t work as a blanket mechanic for every Killer. Thank you guys for getting me thinking about it. How to address it? Make it a perk for the Killers that don’t have a lot of map presence and rely on chasing and downing characters. Michael Myers and Wraith immediately come to mind. Honestly, the only thing I see right now that brings the pain when you’ve been getting trolled by loopers an entire match is NOED, and no one falls for it anymore. I’m trying to bring some imagination to the table instead of constant negativity, thank you for your input.
  • Egonic said:

    What would you prefer the survivors do instead? Let's say they follow through with your change and completely destroy the act of looping, and since pallets have to be used faster, you can now reach a state where survivors have no protection at all.
    I can't draw any other conclusion than you wanting the game made easier, not more fun, not more challenging, but simply reach a state where all you do is walk after survivors that have no protection. I would definitely not want to see such changes, and I strongly believe all it would do is make the game worse for everyone who don't need instant gratification when they play poorly, which I find very backwards.

    Your hook camping "fix" is something I find very confusing, it's obviously utterly pointless, how does giving % chance to escape the hook help you escape someone who camps?
    I don't know how you play killer, but if I camp and the person escapes, he will be back on the hook very quickly, and if the person tries to escape it just gives more reason to camp.

    I don’t buy that you don’t know what I’m talking about when I refer to toxic looping. The process goes swarm, bait, loop/gen rush on just about every other game it seems. It’s exponentially worse if you realize it’s a SWF or a meme squad. I’m not saying destroy it as a tactic, but if the same player has been looping it shouldn’t just go forever on the same damn obstacle. Put more pressure on those players, give them warning that the Killer is building rage (SLOWLY being the operating word and once again it’s a ONE-OFF) and force them to make a different move. Christ, loop again on the obstacle a few meters away for all I care. 

    As far as the hook camping fix, you would be right if the Killer just stands there breathing over you, head nodding/whacking you. Not a lot you can do about that, they already penalize it. But if they back up, check around the  corner or otherwise give you a window you can get away. The times I actually went through with an escape attempt it obviously wasn’t with the Killer standing within striking distance, and for the few times it actually worked guess what the game went on longer for me 🙄 My problem is that 4% base success with no growth potential is pretty hopeless that makes trying it pointless most of the time. I main both sides, so I know the strategy on a well coordinated team is to instigate a chase nearby and move in for the rescue, but I want the hook escape to be the tiniest bit more attractive in case you have no altruistic players on your team.
  • These aren't perfect ideas, but they are pretty good ones, I also got one idea from a friend where during looping, if the killer were to get pallet stunned, they would gain a stack of bloodlust, which would add some strategy to chases by making killers choose whether to keep chasing or to break the pallet to cut off the loop off but loose the free speed boost.

    Right, either the Bloodlust should get buffed when the game detects toxic looping or something entirely different should be worked in to the gameplay. Your idea would probably be easier to actually implement if I’m being perfectly honest with myself, but you gotta admit some calculated payback would be a tasty reward, kind of like a Memento Mori style move that gives each Killer more personality 😁
  • Everyone has great ideas, first and foremost. One bit of criticism is Killers continue to pick off Survivors despite gen rush, and working in these changes would drastically tip the game in the Killer’s favor since time is naturally not on the Survivors’ side. The maps would have to change size to make the Killer search harder (Pale Rose size roughly), and other unforeseen mechanics would suffer, not to mention the dynamic of relatively fast pace of matches being all but uprooted. I guess what I’m saying is most players don’t want drawn out matches (F13 is a good example of a game that operates that way). Could you imagine trying to accomplish all this in Gideon Meat Plant or Lery’s Memorial? Hope you don’t take this the wrong way, I don’t think the game couldn’t evolve, it just sounds like something for a whole new game maybe.
  • It’s honestly much easier just to look away as a Killer, but what the hell do you want exactly? It’s a psycho killer and you’re hoping to blind it with a flashlight. It should carry some risk of failure lol
  • IMO the event was busted from the start. Progress is entirely too slow, and they haven’t fixed the issue of finishing a vial as one side  resets progress for the other side post patch. I’m more unhappy about the overall rate to complete, especially when you’ve got farmers taking the flowers while you might be trying not to die. I guess it’s unlikely it will ever be addressed in future events either, but having to play literally all day and night for one costume is ridiculous and not an option for most with lives outside of video games. Event hooks are safe for Killers, but greed among farmers makes shared progress on the flowers aggravating... it’s almost no wonder Survivor queue times are so high right now.
  • Killer PoV?
    Trying to get as close to a 5 minute game as possible.

    Communication in SWF.

    Tea bagging.

    Trolling with the flashlight. Basically shining it during pallet breaks. Most other times are fine with me.

    Staying at the gate when you know damn well everyone else is there, or escaped.
    Running back into the map just to be annoying after the gate are powered.
    Basically if you can escape, and there's no one else on the map, and you don't, you're an ass.


    Survivor PoV:
    You're a dick if you don't let a person finish harvesting during the event. I mean interrupting them midharvest. 

    Rescuing someone when they're repeatedly raising their arms, and you have no plan to prevent the rescued person from being re-hooked. It's a warning about being camped to interrupt escape attempts. 
    It's usually going to lead to hook farming.

    That's about all offnthebtop of my head.
    I’d say you’re right about interrupting harvests as being dickish, although you’re probably noticing people tunneling harvests with the event ending soon. Flashlights are annoying, but balanced... I’d say blinding pallet breakers is a legit move. Also I never realized the camping signal, thanks for that 😅
  • Your items dropped on the floor without the killer using Franklins? 
    Sounds like a hack to me, I hope you got video proof to report this 
    No no after the Killer left the match at the wrap up screen. The Killer is tallied at 0 bp, but I don’t know if the game detects an intentional DC or a bad connection kick. This is on PS4, it’s easily reproduced if you can set up a KYF.
  • Let's be honest: The whole balancing is currently shifted towards killers, at least that is the opinion of the majority of players (look at the queue times for rank 1). Instead of buffing the killers more and more and giving the survivors a slight nerf here and a small nerf there, the whole game needs a shift towards survivors to ensure people want to play survivor.

    Soo... Billy’s saw definitely instadowns, and if a MM build lets him instadown so what?? You are whining entirely too much about a character that relies on speed and stealth and requires time to actually get traction. As someone else said, he really has no map presence like Billy, Hag, Leatherface, on and on. Also, that’s a bold claim to say the game is unbalanced in favor of the Killer. You’re being laughed at by the competent Survivor mains, watch some pro vids and quit feeling sorry for yourself 😑
  • It’s meant to be lopsided for the most obvious of reasons, and let’s be real: The fact that there’s so much debate means the devs will be in no hurry to change it.
  • Jack11803 said:

    @Master said:
    Its unfair that the game penalizes a killer for survivors abruptly ending the game, intentionally or not.
    The survivors get 5k BP EACH as compensation for a kilelr ragequit and keep their items but killers only get 2,5k for ALL DCs together and lose all their stuff

    PS4 doesn’t. We lose everything we brought, all points earned, and sometimes the prevoius games data. Devs said they don’t care


    #dev #communitymanager This is a real thing, please don’t leave an entire platform hanging.
  • Master said:

    Its unfair that the game penalizes a killer for survivors abruptly ending the game, intentionally or not.
    The survivors get 5k BP EACH as compensation for a kilelr ragequit and keep their items but killers only get 2,5k for ALL DCs together and lose all their stuff

    This is definitely not what happened. We did get BP that we already earned in the course of the match it seems, but items were definitely dropped for no reason two matches in a row. Forgot to mention I’m on PS4, this may be an issue that was patched already on PC? Just a thought.