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BasementLeatherBoi

BasementLeatherBoi

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BasementLeatherBoi
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  • This solution has me thinking of the trials from legend of Zelda skyward sword. Man I hated those things. I really like this solution. Although tbh I would prefer the hatch is just removed and the killer doesn’t have to close it. That or make it so that the hatch can’t spawn within x feet of the survivor or killer and it only spawns when only one survivor is left. That way no hatch camping waiting for the other person to die.

  • If the shrine is fixed how would we get overcharge every week though? I’ve grown fond of seeing it in the shrine so much.

  • I want one where every time I hook someone in the basement it plays the sound of Michael Myers going into tier 3. Nobody would ever get rescued from that basement.

  • I like to keep my games against legion fair. Whenever I find out I’m against legion I just turn off my monitor and run in a circle. Haven’t died to him yet.

  • You think he’s op now just wait until they come out with shirtless Jeff.

  • Claudette face made me want to play leather face. Does that count? Technically it is a skin. Claudette’s to be precise.

  • You can count on me to camp bois with bubbas basement build. What day is the patch coming out?

  • I’d be David with shirtless cosmetic. 100% free abs and girls for life. Yeeeeeeeeh

  • @yeet said:
    how about delete desicive strike

    Yeeeeeeeeeeet

  • They should make it so you get matched with other people who dc a lot. Then the killer would dc if he starts doing badly and all survivors will dc if they start doing badly. It would be hilarious to watch too.

  • @jakeb_1993 said:
    The number of pallets has already been reduced, so the OP question is more of a "You were playing it wrong" than actually being valid. 

    And the wraith and LF are perfectly viable killers. LF needs a major nerf to his chainsaw and the wraith has the fastest movement speed of any killer.

    If survivor are looping you, then break and hit gens, coral them into 'Gen killboxes' play mind games with them that way. Very easy to do if you set it up right 

    The fact that you think lf needs nerfs and wraith is good makes me sad. Leatherface chainsaw is flaming hot garbage without good addons. The only thing it’s good for is killing overly altruistic survivors who think they can unhook in his face. If you honstely thinks it’s op you must be an entitled survivor main who thinks that all survivors are entitled to a free escape. Like seriously why don’t you try playing killer at higher ranks and see if you still think it’s heavily balanced in their favor.

  • @jakeb_1993 said:
    BasementLeatherBoi said:

    @jakeb_1993 said:

    At since this forum is 98% killer, this is going to hurt you alot.

    There is no such thing as looping or an infinite loop. It is mathematically impossible. Let me break down nice and easy for you:
    
    Lets say that a survivor has a base speed of 'n' 
    
    Since killers are faster we will say that the killers speed is 'n+1'
    
    Given that they are both running around the same obstacle the length of 'l' is the same for both killers and survivors. 
    
    Since they both cover the same ground 'n+1=l' occurs before 'n=l' 
    
    This doesn't even begin to cover bloodlust which adds 'an extra +1 to speed for all three tiers resulting in +4'
    
    So what about Windows?
    
    Since survivors rarely go through the vaults at full speed and the fact hat killers can lunge attack through the vaults then looping is impossible. Either one of two things will happen: the survivor gets hit and then sprints away or the survivor successful vaults and the attack misses (Rarely happens due to broken hit boxes and whatnot but that's another argument for another day). 
    
    Plus if a survivor really wants to 'loop' a window then they can only loop twice before getting shut off. So again. Not a valid argument. 
    
    So onto Pallets:
    
    Pallets disrupt 'l' to slow the killer down.and yes, technically it is possible to run around and cause a semi-permaent loop. I say semi cause here is the thing: You can break pallets. Shock horror. So looping around pallets for 'infinite' is impossible.
    

    Please just stop getting salty over the fact that you keep losing mind games to survivors. If you keep running in one direction you will catch them or they will break the loop. Simples. Not hard. I break them all the time. I would say 'Git Gud' like you say to everyone else on here, but tbh I think for you salty lot on these forums 'good' is a bit of a stretch of your abilities. 

    You realize the loops don’t have to be infinite right? With enough pallet loops semi infinite is enough to last until all gens are done.

    It only happens if you let it happen. If you are there chasing someone around a loop for 80 seconds, who is the real idiot? Killers need to learn better map control and learn to pick their battles. If you play correctly you can get a good 4K, everyone gets over 18000 bloodpoints and no one depips.

    Killers on here get salty that they get outsmarted and don't get their precious 4K. Then they blame the game when the it is stacked in their favour so much. They just like to think the survivors are over powered cause they aren't good enough to win.

    Sorry about the rant, but after reading several threads today, I am fed up of the level of incompetence from the killers on this forum 

    Okay so at high ranks if every survivor knows how to pallet loop correctly without messing up, then how do you win? Sure you might get one or two at the end if you’re playing a higher tier killer like billy. But what if you’re playing someone like leatherface or wraith? You’re stuck chasing each survivor in a circle until they run out of pallets or windows. Also survivors running in a circle isn’t really outsmarting the killer at all. I mean if they do some cool locker or window juke to lose the killer sure they outsmarted the killer, but running in a circle for 5 minutes? Also the point of the poster was that there are too many pallets so no matter who you chase they have a healthy supply of pallets.

  • @jakeb_1993 said:
    At since this forum is 98% killer, this is going to hurt you alot.

    There is no such thing as looping or an infinite loop. It is mathematically impossible. Let me break down nice and easy for you:

    Lets say that a survivor has a base speed of 'n' 

    Since killers are faster we will say that the killers speed is 'n+1'

    Given that they are both running around the same obstacle the length of 'l' is the same for both killers and survivors. 

    Since they both cover the same ground 'n+1=l' occurs before 'n=l' 

    This doesn't even begin to cover bloodlust which adds 'an extra +1 to speed for all three tiers resulting in +4'

    So what about Windows?

    Since survivors rarely go through the vaults at full speed and the fact hat killers can lunge attack through the vaults then looping is impossible. Either one of two things will happen: the survivor gets hit and then sprints away or the survivor successful vaults and the attack misses (Rarely happens due to broken hit boxes and whatnot but that's another argument for another day). 

    Plus if a survivor really wants to 'loop' a window then they can only loop twice before getting shut off. So again. Not a valid argument. 

    So onto Pallets:

    Pallets disrupt 'l' to slow the killer down.and yes, technically it is possible to run around and cause a semi-permaent loop. I say semi cause here is the thing: You can break pallets. Shock horror. So looping around pallets for 'infinite' is impossible.

    Please just stop getting salty over the fact that you keep losing mind games to survivors. If you keep running in one direction you will catch them or they will break the loop. Simples. Not hard. I break them all the time. I would say 'Git Gud' like you say to everyone else on here, but tbh I think for you salty lot on these forums 'good' is a bit of a stretch of your abilities. 

    You realize the loops don’t have to be infinite right? With enough pallet loops semi infinite is enough to last until all gens are done.

  • I kind of would like a bnp buff. Like it scales up with the rarity of the toolbox. Brown is 15% yellow is 25% green is 50% and purple is 75%. Plus the toolbox and add on would get consumed in the process.

  • @CoolAKn said:
    Lots of people are suggesting ideas for Thanatophobia, so I thought I would throw my idea in (this would probably get lost as a comment in the other threads).

    Current perk description:

    • All Survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked Survivor.
    • 1 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 4/5/6 %.
    • 2 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 7/8/9 %.
    • 3 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 10/11/12 %.
    • 4 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 13/14/15 %.

    Changed perk description:

    • Instills the fear of death in the Survivors you injure, causing penalties the closer someone is to death.
    • Survivors you injure face a 20/30/40% speed penalty to all actions while injured and for 30 seconds after being fully healed.
    • Survivors that you put in the dying state or hook will face double the speed penalty.
    • Dying or hooked Survivors will cause all Survivors to face a 20/30/40% speed penalty as long as they remain in that state.
    • When a Survivor dies, all Survivors will face triple the speed penalty for 60 seconds.

    Change break-down.

    • Perk becomes more individual based than group based, while retaining group punishment in some instances.
    • Speed penalties stack if each condition is met.
    • Survivors with Vigil will reduce the time penalty for all survivors in range.
    • Survivors with No Mither will not face the speed penalty for being injured, but will receive it when they are dying or hooked. When brought back to the injured state, the speed penalty will only last for 30 seconds, just like a healed survivor.

    For those saying No Mither is challenge mode: yes, the challenge is to NOT get hit. No Mither SHOULD counter Thanatophobia to some degree. Thanatophobia is the fear of death. Voluntarily entering the match injured shows courage in the face of death, and courage conquers fear. This is a good balance, because while survivors with No Mither would not face the speed penalty from being injured, they are more susceptible to being put in the dying state or being hooked than the other survivors. The trade off here - reduced individual punishment at the cost of increased possibility of group punishment.

    I feel like this would be pretty op because of the numbers. I mean this perk would basically just outclass so many others. I mean if you would combo this perk into some kind of slug build it would be pretty much an easy victory. Tbh I think thanataphobia just needs its numbers buffed some and it would be better. Maybe make it disable self care for any survivors you injure as well. This just seems a bit too op if you ask me.

  • I think the devs said they would never buff no mither. Not sure if they would do a small bp buff or not either. I also don’t understand why whenever a no mither buff is suggested some people just immediately say no. I for one would like a bp bonus and injured music to be removed. They wouldn’t effect the perk much but they would be pretty awesome.

  • I wear Claudette face all the time. I like to think it scares away the squadettes with dstrike and flashlights. So far it seems to be working. It’s like a ward against pure evil.

  • I would prefer to see the perk instead of losing tokens on hit you lose a token every time you hook someone. You would still gain tokens the same way but if you lost them on hook I could see some amazing slug builds with this perk. You might have to decrease the bonus speed slightly to balance it out though. What do you guys think?

  • @MegaWaffle said:

    @KiraElijah said:
    NOED nurse

    NOED, Insidious and wait inside an unopened exit gate. A fairly old gimmick but still widely unknown.

    Throw bloodwarden on there and you could get some pretty funny cheese. I once got a 3k cheese with noed nurse because of bloodwarden. Soon as they opened the exit I downed all 3 and hooked them. It was glorious.

  • It would be really cool if it had another effect when last person standing. What if for every generator you complete another one was completed on the opposite side of the map. The killer wouldn’t know which gen to check and you could escape that much quicker. Could be kinda op though, what do you guys think?

  • Two killers not being able to team up kinda would take the fun out of kill with friends. The whole point of 2 killers would be to do cool cheese strats on the survivors not just be like oh yah your survivors are over here have fun. I would rather have like a kill with friends where there is one killer and one survivor who is a traitor. The traitor wants to help the killer kill the other survivors and escape to boot. It would make for a pretty cool system imo. It would have to have swf disabled for the mode to work though.

    Edit: I think I misread the post. You mean swf would only be able to play against two killers. My bad.

  • You would have to find toolboxes. We’ve finally discovered why there are golden toolboxes hidden around the maps. Yeeeeeeeeeh.

  • @Wicked_Django said:
    Master said:

    You realize that by increasing the sweep range, you will bump into stuff regularly?

    Moderately reduce stun time added to it lol

    Or make it so that it ignores objects. The chainsaw that can phase through objects LOL. Can you imagine the salt that would go with that.

  • The problem with rewarding survivors for losing a teammate is that swf would just abuse it. One of them would disconnect if they are about to die and the rest would get free bonus points. If both a reward to survivor teammates and a punishment to the dc happened the system would be somewhat balanced. Survivors would get punished for trying to abuse the system and the remaining survivors wouldn’t be totally screwed.

  • This idea seems strangely familiar to me... I totally think this idea could work as a temporary fix to the gen rush problem. At least until some better secondary objectives are added.

  • @Wolf74 said:
    I smell some survivor entitlement.

    The greatest one liner I have ever read on these forums. You could literally take this sentence and apply it to 90% of the posts on this forum.

  • I hope it’s more of a rework than a buff. I get that Freddy is a terrible killer but I absolutely despise playing against him.

  • @GoobzV2 said:

    @BasementLeatherBoi said:

    @GoobzV2 said:
    He doesn't need a buff he's fine where he is. Same with freddy, they're both already gods. People just need to get better at playing the [BAD WORD] game.

    There is literally no reason to play either of those killers when you have options like nurse and billy. Billy is literally a better lf in every way and Freddy gets annihaleted by a good team of survivors. You honestly must not play either of them to think that they’re fine where they are.

    I'll have you know I'm actually in the process of doing a rank 16-1 perkless/addonless Freddy challenge. So don't tell me I have no clue what I'm talking about. All the killers are easy to play, people are just dreadful at playing, which is why they resort to easy mod nurse and billy.

    I honestly find it hard to believe that you play BOTH Freddy and leatherface and think they’re fine where they are. I especially find it hard to believe if you’re running perkless addonless Freddy and still think he’s in a good state. Also not all killers are easy to play. I mean nurse is the hardest killer in the game so people don’t just pick up and play her because she’s easy mode.

  • @Dime said:
    So I've played DBD since october of 2017 on PS4, and I've noticed how heavily killers using the hillbilly rely on the speed he gets from his chainsaw. some killers use it great! However, a majority of the new F2P players walk everywhere revving up the chainsaw. If we happen to get a small map I'm lucky if I can move from one cover to the next before he's gone all over the map and he's right back in front of me, if I move I'm dead, if I stay still any longer the bird that's about to show up will get me killed so I'm kinda damned if I do and damned if I don't.

    So my question is this, would it really be too much to put a chance of the chainsaw stalling if he revs it too much? Skill checks are obviously out of the question so the stalling mechanic would seem decent with add-ons to reduce the chance of it happening maybe?

    anyway, just a thought and thanks for reading.

    While interesting idea on paper put this in the game and I feel like it would be equivalent to the tripping mechanic from smash bros brawl. It would receive a lot of hate and probably be removed by the next patch. Tbh I don’t really think any killers should get nerfed until the game is more balanced .

  • @GoobzV2 said:
    He doesn't need a buff he's fine where he is. Same with freddy, they're both already gods. People just need to get better at playing the [BAD WORD] game.

    There is literally no reason to play either of those killers when you have options like nurse and billy. Billy is literally a better lf in every way and Freddy gets annihaleted by a good team of survivors. You honestly must not play either of them to think that they’re fine where they are.

  • @SnakeSound222 said:
    This is either a noob, an entitled Survivor, or this is bait. 

    Either way,

     

    I love this guy.

  • Do you mean like a league of legends style system? Where you have ranked matches and unranked matches but who you get matched up against is determined by your actual rank.

  • @DarkWo1f997 said:
    BasementLeatherBoi said:

    I’d agree with this if survivors got a similar nerf. Once one gen is completed all other gens are locked for 60 seconds. This effect triggers every time a generator is completed. Oh and the generators can still be damaged and regress while locked from survivors. I think it’s a fair trade off. What do you guys think?

    No. The game would be very boring when it’s that slowed down.  

    That’s kind of the point. Fight fire with Fire, except in this case I’m fighting a stupid idea with another stupid idea.

  • I’d agree with this if survivors got a similar nerf. Once one gen is completed all other gens are locked for 60 seconds. This effect triggers every time a generator is completed. Oh and the generators can still be damaged and regress while locked from survivors. I think it’s a fair trade off. What do you guys think?

  • @Kilrane said:
    Naw it was a planned "protest" from Korean feminist Twitter. I wonder if they even own the game.

    That’s both sad and hilarious at the same time.

  • To be honest I like all these changes. Especially him having a smaller radius. If you ran monitor and abuse leatherface you could get in some pretty amazing chainsaw sneak attacks.

  • Out of curiosity how many games have you quit playing because of issues like this?

  • I have to admit I threw up in my mouth a little when I read the entire post. I don’t want to be one of those guys who only says “git gud” but I think you kind of need to. When I first started this game I thought survivor was harder than killer too, but I got experienced and learned how to play the game and I can definitely say that killer is much harder than survivor. Also you realize the only nerfs survivors have really received are the exhaustion nerfs and mechanical nerfs like the pallet vacuum getting removed. They’re even buffing pallets back so I don’t understand why you’re complaining so much about survivors being horrible. Looping still exists unfortunately and I’m pretty sure people play this game to have fun not to 360 killers and feel good about themselves. Also killers have gotten a few buffs compared to the many survivors have. Also the reason infinite’s and pallet looping were nerfed were because they were gamebreaking. I think you need to get some experience at killer at higher ranks and see if you still think that survivors are terrible and need more buffs.

  • Do you mean punish the killer for dodging lobbies or leaving the game? I can understand a punishment for leaving the game but a punishment for dodging lobbies is stupid. I mean it’s the killers lobby so if he doesn’t want to get stuck playing against a 4 man swf with insta heals and flashlights why should he?

  • @Spaaaaaace_steam_ said:

    Tbh if I catch a really toxic survivor I either spam mori em a few times or camp them. I like to think it teaches them to not be toxic in future games. As an added bonus some toxic survivors are swf and camping them could lead to a 4K if they’re team hook rushes.

    how do you spam mori?

    You start it but don’t let it finish. Do that like once or twice then just finish the mori though. Don’t want to be like the guy who spammed it for three min. Edit: I almost forgot about nodding XD. If you really want to piss off a survivor on hook you just nod up and down at him. I typically only do this if the survivor is biohazard levels of toxic.

  • Tbh if I catch a really toxic survivor I either spam mori em a few times or camp them. I like to think it teaches them to not be toxic in future games. As an added bonus some toxic survivors are swf and camping them could lead to a 4K if they’re team hook rushes.

  • Nice job. It’s always great when you get revenge on those annoying toxic survivors.

  • Do you have any plans in the future for leatherface buffs? Such as reduced charge time, keeps chainsawing after hitting a pallet, reduced terror radius, increased movespeed, etc.

  • Why not simply make the drawback to self care be that other survivors heal you 65% slower and vice versa. Maybe something like that that makes you more self reliant but less useful in a group? (The numbers would be adjustable)

  • @slingshotsurvivor said:
    Orion said:

    @slingshotsurvivor said:

    It doesn't work often enough to warrent a nerf imo. It's so buggy that 60% of the time it doesn't work... 

    And yet people keep using it, so I'm gonna go ahead and classify this as a false statement.

    Yeah I don't get why people keep using it either. Can't use it near a hook unless you want to lose it and not have it work. Can't use it near a gen cause it'll trigger a skill check. Can't use it when there is a spike in ping as it won't register. Can't use it due to lag. Can't use it in KYF as it's buggy there... Still not sure how this perk gets so much attention from survivors and complaints from killers. Trying to use it is like trying to bat with one hand, blindfolded and being 2 feet away from the plate. Not sure what it's like on PC but on PS4 it's poop. 

    Umm. I play on Xbox and it doesn’t really have any of those issues. The one issue is that you can’t use it when you’re right on a hook or you’ll lose it. Otherwise it works as intended. Once you get the timing down on hitting the skill check it becomes one of the most overpowered perks in a survivors tool kit.

  • If anyone ever goes up against him and absolutely destroys him I’d sure love to see a video.

  • I agree with this 100%. We could also add to its description “The definition of a crutch perk”

  • I hate playing against Freddy so I might be a little biased. But I think survivors having 0 action progress would be op. Simply because skill check odds are so weird sometimes like you can complete an entire gen without getting one. Slowing down the vault speed is also completely unwarranted. Some of the add ones also seem to be a little op but maybe that’s just me. Personally moderately slower vault speed seems pretty cheap to me. Plus every 30 seconds one random survivor is pulled into the dream world seems immensely op. With the other buffs every 30 seconds Freddy basically would get a free wallhack on the survivor.

  • @Cain said:
    should just be how it is now lol. Who cares if 1 person gets out. Killer still pips with 3 kills and gets tons of BP. Id just quit the game w/o the hatch just working how it is now.

    The hatch really needs some changes because it’s broken right now. The hatch standoff heavily favors survivors and the hatch in general punishes killers for killing 3 people. Why should one survivor get a free escape because the killer destroyed their team? it’s a 1v4 game and if the killer is good enough to turn it into a 1v1 situation then the survivor shouldn’t get a free escape.

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