DisturbedZ
DisturbedZ
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- DisturbedZ
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I think they need to rework all the perks so that certain combo's give an extra buff to a particular trait and a debuff to another. Like a sprint burst with balanced landing gives an extra 2 seconds of run but suffers from an exhaustion that has a loud heavy breathing or track marks that stay for 2 seconds longer. That would change the game up entirely and do it for the killers as well so they are not weakened. Maybe give the killers less of a debuff than a survivor. It would help change up the perks used so you dont have the same set used by everybody. More unique survivor and killer builds would make the game more challenging
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@iamzammm said:
I'm gonna go ahead and assume you're a killer main and not bother replying to more or less anything you've said. The whole purpose of this post was to put my views across and hope some of the devs see how messed up their game is at the moment for people trying to play survivor, which is not down to just lag. I admit that there's gonna be times when lag screws you over and does, but not in every game and certainly not with more or less every swing coming my way.Wolf74 and yeet are correct on what they said. I am a survivor main and I know what your referring to but yes it is a slight lag issue. That and the survivor hit box's are like a mini weiner. There is a dev video that shows it and your character could be hunched over but the hit box extends above his head by about half a head height and his face extends out of the hit box as well. Once you see it it makes a lot of sense as to why you get hit sometimes and others you dont.
I dont agree with the hitbox's but I am not a programer so I cant say I could do any better. I will see if I can find the video. Someone posted it on here a while back.
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Hospital map has the basement in the center with multiple doorways leading into it. Doesnt it also sometimes have a hook in the center room as well? How is that not enough? I haven't seen a killer ever struggle to get someone into the basement from the center of that map.
Swamp map isnt that bad if you know where the survivors are going to go and cut them off. I have done it from both sides surviving and killing, 90% of the time I can tell when the survivor is using the windows and circle him, make them jump and be there to almost catch him on the way down. what killer rank do you play?
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It would be an interesting idea. I don't use lockers, they suck. I have seen only a few survivors use them and the ones who do abuse them as it is. I have watched from the hook as survivors sit in lockers waiting for the last player or two to die so they can run to the trap.I think if you make them any better you will get a reverse camping tactic where everyone will sit in a locker the whole time and you will have one survivor trying to work on gens.
Nothing I can think of would really work to encourage use but discourage abuse at the same time. Short of adding in a type of fear/claustrophobia meter that builds up over an extended time that would negatively effect your abilities.
Maybe give a perk where the survivor has a can of oil/wd40 to make entry into and out of lockers quieter would help? I might actually use them if they weren't so loud when i open one.
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@Triggered92 said:
Ever since they made it to where the survivors can collect nectar there has been nothing but problems. i played 3 games today. In all 3 games there were 2 survivors that filled there meter with nectar and then went and found the killer and let him kill them, because you dont lose your meter when you die which means you can just go to the next game and fill up again and do the same. Which in turn screws the other 2 survivors that are still trying to play the game right. I know the developers were trying to do something kool this halloween and add something new but all it did is bring out the people that ruin games because they have to have the best costume.... cause your not kool unless you look like Sheri Moon on the devils rejects... I can honestly say i probably wont play again until they take the nectar off because it runs the game for the people that want to play right. and it really isnt the devs fault ether. its the childish people that cant play right and ruin the good things for everyone.I agree with this. I love the idea of the nectar to earn stuff but it has caused the greedy to come out in force and there is no fix other than to ride the storm and wait it out. I will also refrain from playing until after the event. The costumes are not cool enough to deal with that crap.
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A minimum distance between her traps would be nice. It would cut back on the circle problem a bit and not really nerf her. I mean if you can cover an area in two traps then why should you place 6 in one spot? it seems a bit silly to allow them to be placed that close together.
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@Ghost_Potato said:
Until the pallet looping exploit is fixed I will be reporting it as such in the report feature. I should not be looped for 3 gens by one player over the course of one match. If they can make it to a second pallet then the pallets are too close. I realize that you are fixing this, however in the interim I think that you should make tier three of blood lust the standard for killers speed.So why keep chasing the same person if you cant catch them? I have had this happen as well so i go after the ones on the gens and ignore the looper unless he runs in front of me then I will take a shot at him, but will keep the focus on the gens.
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@Whispers23 said:
I suck using the flashlight but when I play the killer 80% I get blinded so I guess it doesn't need any buff.Same here lol I cant blind the killer at all but those survivors who hit me get me before i even have a survivor picked up off the ground.
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@snipergamergirl said:
The fact that the killers are beyond over powered makes the game not worth continuing. The soul fact players enjoy the is for the soul chance to put Witt thekiller but theymake it damn near impossible. There is no real challenge for the killer to kill the I wanna say survivors but it’s more victims due to It’s almost a sure fact your going to lose in some horrible way.Also the main complaint is their speed, anyone who is anyone have seen the actual movies they portray & never have they been that fast so why make them that way in the game. A lot of killers are complaining that that people can communicate or are being flagged on Xbox/PlayStation games ending up with them having penities on their account but it’s going to continue if the killers don’t get nerfed even a bit especially their speed or make it the killers can’t break the borers, or they don’t get as many perks to find survivors. Make the field level.
Before any of you killers say anything you guys get perks to see were surviors are, you all get a speed boost, you guys get to see claw marks if we’re we run & you all are complaining about people actually wanting a fair chance. Buck up butter cups you all need to back off the survivors who want to enjoy a fair match I really think you guys should be nerfed on speed make it fair cause you all can make it around the map before a generator is even closed to being started.
you also know where all the generators are which is grossly unfair you should only be able to see it when someone makes a mistakes. That would be fair. So before you say I’m a whining ass survivor. I can say all this cause I’ve played almost all the killers as well & find it hooking people almost not even a challenger it makes the game boring for me as a killer. I want a challeng. They could make it fair since killers have a weapon & are apparently able to fix generators why can’t we make weapons to stun the killer for a good amount of time. Or make them snuggles like people do in the horror movies. I mean it’s what they are basing their game on right.
Give the survivors a real speed boost. It wouldn’t hurt the killers or take away the scratches away of a hurt survivor make it a fair chance to put a fair play on the actually game cause yes it would be 10x more fun killers will stop being reported & survivors will wanna game more.
As a survivor I totally disagree. Killers are supposed to be hard to beat. The devs said so. Should survivors have some good perks to help them out? Yes they should. Would I like a better speed boost? oh yeah most definitely. It will only hurt the game though. Killers need to be able to outperform at least 2 survivors in power. It makes it necessary to work as a team. Otherwise one player would just play solo watch everyone else die and then just walk out of the map with a win.
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@YaBoiGergGaming said:
I love the idea for this Event and I love doing the flowers but pitting Survivors against Survivors to get Nectar is weird in a game based on random cooperation between Survivors. I also want to add that getting 4,000 or however many points you get (if you play the flower offering) is cool but if one plant equals 33% percent of a vial and there are four survivors on the map going after that then the odds are way off. I suggest maybe giving every Survivor that is in the map (and plays the offering) maybe 10% of what others harvest maybe even possibly 15% because the way Killers have been Disconnecting to make people lose their flower Offerings, Insta-Camping and Patrolling the flowers because for some God-Awful reason you made them able to be seen by them and not the Survivors and the fact that you don't get basically any Nectar for doing the plants it will take months (unless I play 24/7) to get the clothing for both Survivors and Killers but hey you made them able to be purchased which is kinda twisted as well knowing that it's going to take a miracle for people to actually earn it. Pro Tip: I play both Killer and Survivor for random people who want to come in here saying I'm taking sides...Yeah I have seen a total lack of cooperation from players who only want nectar. I watched one run to every flower on the map before he ever touched a generator. It sucks they care more about filling up the vial, but funny as you watch them being the first to die and then get toxic to the other survivors saying they didnt help him out and it was their fault they lost the game
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@traviszenryo said:
once the exit gates are powered, it takes 4-5 seconds to open it that's far too fast, i had a game where i had sacrificed 1 survivor , had one hooked , the exit gates got powered , i got 1 person at a gate hooked them right by it then had the the last person unhook run to a untouched gate on the other side of the map and open the gate in the span of 8 seconds. took him 4 seconds to unhook and get all the way across the map to the gate and 4 seconds to power it. i managed to get one survivor who tried to run as the one who powered it sat T bagging in the exit because survivors have no penalties. the time needs to be increased its pretty dang ridiculous.edit: i checked it indeed takes roughly 17-20 seconds to open the gates once powered , dunno what happened that game
You should use the remember me perk to slow down gate opening time if you think it is too fast. It might help you out a bit
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I would give up inst heal to get rid of mori in an instant, but that would weaken the killer too much. I know when I see a killer use mori I change my tactics up instantly. lol I never use insta heal and I dont think it should be a thing. I have no problem with a fast heal but not instant, maybe if it was changed to be used on a fellow survivor instead of yourself.
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@HeHeBoii said:
Personally, I am cool with SWFs. Now the SWFS that play in such a toxic manner is the main issue. Playing with your buddy or buddies is fine. However, if you make it your mission to be a toxic scum, that's an issue. I play both sides equally just as much as other people and I role solo. The thing that I suggested was aiming more towards the toxic groups because you can only doge so much of em...But yea ggwp
Yeah I agree toxic players suck and groups of them suck even more. Its a game lets enjoy it. I dont think you will ever remove toxic players though no matter what you change.
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@DeadByFlashlight said:
@DisturbedZ said:
Still not sure why all you killers hate SWF. I get more hooks, kills, and points during a SWF than I do against a bunch of solo players who dont care that the other guy is being chased hooked or killed. A few times i got gen rushed and came out with less points. Is this like a high end killer problem? As a survivor so many solo players have left me on a hook (first hook) when they could have came and got me with no trouble and I died.Look at the depip squad games. If a SWF decides to genrush, the killer goes out with very few points
Key word "if". personally I have had it happen to me twice. I dont play everyday but on the days I do I put in 4 - 6 hours easily. If it is as much of a problem as you state wouldnt I have had it happen a bit more? I got about 100 hours as killer and about 250 as survivor and from both sides never seen many gen rushes happen.
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They just need to remove the limits on the wiggle so it can actually be effective and not capped out. The hook struggle yeah do away with that one
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@Cymer said:
The biggest problem right now is, that gens are done to fast and the killer lacks the counterplay to the SWF.
How could we tackle this?First of all, this IS an asymmetrical game! The killer should have the power advantage and the survivors the number advantage. A killer should obliterate any survivor 1v1 within seconds. It should be unfair, unbalanced and op! That's the power-role in such kind of games. If the survivor ever gets caught 1v1 with a killer, he should land on the hook 9/10 times within seconds.
The survivors on the other hand should have tools to battle the killer together. Like with flashlights, distractions and stun.
If no other survivor come to help you should end up at the hook.But let the survivor-role be more interactive.
Remove all pallets, but let the survivor "summon/place" pallets/traps via sabo or so.
Now the survivor has to prepare an escape route and outplay the killer or buy enough time so the fellow survivors either can come to help or rush gens.Put more timers on the gameplay. Like if the survivors take too much time doing the gens, the already done gens will power down and start regressing again.
If the gates are open and the first survivor escaped, it should activate a timer and if you can't make it in time you are trapped with the killer.As a survivor I would really love to feel the horror and pressure of the game. Not just sitting there and pressing m1.
I want to feel scared and frighten by the killers. They suppose to be a real thread and I want to escape asap!As a killer I want to feel malicious. I want to scare the survivors, pick them apart and sacrifice them to the entity.
The survivors should ######### their pants if they hear my heartbeat and like in the opening trailer, a killer should be able to grab and hook a survivor like the Trapper does to the poor Claudette.Ok so you complain about SWF but want to give survivors the ability to place traps? Lol Really? You would get destroyed as a killer. I would have traps set before you could get your first downed survivor to a hook. The whole game would turn into a who can pick on the killer the most match. One runner and three trappers every match. There is already an issue with trolls holding the game hostage as it is. It would be fun to mess with the killer but you would lose all horror aspect at that point it would be a tom and jerry cartoon. Remember who usually wins those.
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@Ghost_Potato said:
The whole hook progression needs to be half the time for someone do a gen solo. Having to hang 4 people 3 times each the majority of the time is not fair to game timing. The survivors should not have time to finish the gen they are on before thinking about saving someone on a hook.You only hook them 3 times if it is a fast unhooking otherwise most of the time it is 2 hooks to kill. If they are unhooking that fast you should be able to turn around and give chase unless your using billy and shot across the map. I try to 3 hook as much as possible for the points. It kinda upsets me when I only get two and If I get a single hook kill with other survivors on the match I hunt them down and usually show no mercy at that point for costing me extra points. I have only had a handful of well oiled teams gen rush me. Try using some totem perks to slow down gen progress or Thanatophobia
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@Mediva said:
Both camps have 4 different categories in which they can obtain points during gameplay.
But as for survivors, there is no real way to gain any survival points during gameplay, Other then escape, which rewards 5k at once. To me seems fitting, since that is the main objective to do.But Why is it that killers dont have this too? They can score a lot easier points throughout the game, cause they can get points in all 4 categories. Its why almost every match, the killer has more points then the no1 survivor. I have even seen matches without a single kill and the killer still got away with 22k points. To me this isnt fair. He didnt succeed in his mission, so why reward him this much?
So my suggestion is to rework the sacrifize categorie. Only a small amount of points is given by every hook, and they get 5k too when they make 4 kills in a game. Thats their main objective isnt it?
People always talk about the SWF teams. But for me as a solo queer, i have never understand this kind of imbalance.Also, why is that if i run, i get boldness points. To me this whole categorie doesnt make sense. It isnt my job to be bold, its my job to be stealthy and get the gens going and escape. So why is it that i need to do things that dont fit my goal in this game, in order to get points? Its like rewarding a killer for every walk he gives to a survivor. Its not the goal.
So could we change it to stealth instead of bold? Give points for crouching, not running around like an idiot and leave scratchmarks so the killer can get you faster. Give points for minutes being alive without being caught. And make it minus points when you do, which seems far more obvious to me then what is happening now. Rework the points to fit the goal, dont give points for just straight up stupid play. A surviviors job is to escape, how on earth am i doing that if i need to play with the killer too in order to get points?
I often play stealthy, do 2,5 gens out of the 5, get in the killer radius a lot without being spotted cause i dont leave scratchmarks, i save my teammates safely, end up being the last alive because of it and still walk away with the least amount of points cause the idiot play of my teammates who run around bullying killer and farm person on hook gets rewarded. To me, that really doesnt make sense at all.
You push for only rewarding the killer for 4k and just watch as the campers double if not triple in numbers. You think your getting shafted on points take away any unhooks you get and let me know how well your totals are then. You don't think that running should get awarded? why is that not distracting the killer while your getting generator points? That is why its called bold because it is a risk to do. In a way by being sneaky you are rewarded with points. You work on your gens while the others are being chased, thats free gen points. If those "Idiots" played the same way you did chances are you would be chased more or caught more since you don't like to run. Just out of curiosity your one of the survivor I watch crouch all the way to the hook to unhook someone costing them their second hooking? Right? You say your usually the last alive, so how many more survivors could have lived also if you ran to generators instead of crouching the whole way? Your strategy is only working due to those other players you call idiots. I don't condone the ones who intentionally run in front of the killer to mess with them, but the ones that know how to keep a killer busy are very useful in a game.
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@tehshadowman33 said:
1. Keep the penalty for hook camping, in fact make it even more penalizing.
2. Make it so that a hooked survivor must hang for 30 seconds before anyone can unhook them. Rebalance hook phases accordingly.[BAD WORD] FIXED.
EZ.
It would never work. A reward for the killers leaving would be more motivation for the few who just want to insure they get enough points for a pip. The others dont care they play to just troll or "teach the survivors a lesson" as I have read on several post. As a survivor I dont like the idea of hanging there for that long while I could be earning points too. A reward of points for any survivor on a hook having to deal with a camper would be nice as well.
If you really wanted to fix camping you could make it to where a double or triple hooked survivor would give an increased number of points but only if there is a 15 second interval between hookings. That would at least motivate the ones after points to give you a little breathing room. At the end of the day there will always be that one killer who gets off on camping a player.
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@HP150 said:
Just do it already.
Seriously. It ######### the game for both sides, killer and survivor. If you DC 3 times a day either A ) your internet/PC is screwed and you need time to fix it or B ) you're intentionally disconnecting because of some arbitrary and whiny reason that screws over the rest of your team and makes the game boring AF for the killer.Fix it.
It's been a problem long enough.Take a hint from any other team based game with a ranked system. At least 5-30 mins+ timeout from re-queuing in another match for the first DC, 1 hour+ for every additional one, then go from there to eventual week long bans. DCs should not be taken lightly.
Next, make people want to rank up by adding actual rewards for achieving the top rank beyond "Yay, I'm rank 1. So much personal satisfaction! Till next month!" so that they take the games more seriously at the top level. I'm all for memes every once in a while but you don't typically see others teabagging their dead allies in other games during ranked play, waiting to be killed, because they actually want to win and possibly be at the top rank. IRL rewards, exclusive cosmetics, iridescent shards, blood shards, WHATEVER. Just, SOMETHING. Anything. Please.
I agree with you mostly but I would say give it a 3 dc's before any ban would start. There is a rare chance that your internet might drop due to a storm and then an actual RL event causes you to have to leave for a few minutes. So three would keep majority of people safe from an uncalled for ban. Now anyone that dc's more than 3 times give them a 24 hr ban. Your get more than 2 in a week and you get a week ban. A short 5- 30 minute ban wont stop many trolls. I have seen some profiles where they brag about getting such short bans like a badge of honor.
Dc'ing is this games major downfall. I think if that would get fixed maybe some of the toxicness would disappear. It would be so nice to play with people who just want to enjoy the game.
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@Blueberry said:
I’m surprised it’s been this long and the devs haven’t addressed this yet. Once the gates are open there needs to be a timer to leave to prevent this type of nonsense.I agree put a timer on it and double the points for killer in this time. I have had a few of those survivors as well just hide somewhere and not come out. I go afk, bathroom/drink break. If you beat me you beat me no need to be hostile and make me not want to play anymore.
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So first I want to say no to punishing killers for camping. A reward system of points for every x amount away from the hook would be better. Second you killers sure do cry a lot. I play both, I see both and yes to me campers suck. I could care less if the other survivors gen rush and punish the killer. the hooked survivor still has no points or chance for points. Maybe there should be points given to that survivor for having to stare at the ugly killer the whole time. lol As a killer i get upset if I don't get to hook you at least twice. I leave the hook and run to the far end of the map intentionally just so they can get them off the hook. Only time I dont is if I see a survivor coming in to save them then I will hook him too. I would rather have two kills and eight hooks than four kills any day. The game isn't fun without the chase. Also If I see a survivor not going to help the one on the hook after I went to the far side i will stay on him the rest of the match and gladly let the others go.
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All dc'ing needs to be punished. Both survivor and killers do it in game and in lobby. It ruins the game and there is no need for it
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Still not sure why all you killers hate SWF. I get more hooks, kills, and points during a SWF than I do against a bunch of solo players who dont care that the other guy is being chased hooked or killed. A few times i got gen rushed and came out with less points. Is this like a high end killer problem? As a survivor so many solo players have left me on a hook (first hook) when they could have came and got me with no trouble and I died.
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@mcNuggets said:
If survivors want camping to be prevented, they shouldnt be able to loop killers lol.Do you really think this would help? I have seen matches where the survivors suck and almost instantly got caught every chase and the killer still camped. To me it would seem like rewarding the killer for leaving the hook with points per x amount of distance would be a better idea to discourage camping.
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@SpacingLlamas said:
@DisturbedZ said:
@Wolf74 said:
Big NONO.
People would use Sabo to gen rush.
2 in lobby use toolboxes, 2 go blank, so the killer isn't warned and dodges 4 toolboxes, but the survivor just pick their extra toolboxes from chests and rush the gens, never saboing anything.So instead of saying no how about give the killer a perk that could counter this? Like an increase in skill check difficulty and frequency for every toolbox used in a match with a increase to its regress if a skill check is missed.
Hangman tricks is a direct counter to sabotaging. I know killers dont really have a 4th perk to spare most of the time, but it does exist for this exact reason.
This is true but I was referring to the part about it causing a gen rush and countering that which hangmans trick doesnt counter anything with a generator
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@SpiderTash said:
The no sound bell needs to be removed immediately. That is one of the biggest unfair advantages in this game and completely goes against the whole concept of the game. If you use that along with the fast decloak, there is no way you should ever come close to losing or the survivors getting anywhere near the generators repaired. I played with it and I am not that great at being the killer nor did I have a very fast decloak going on and I wiped through teams easily. What really got me is when i was repairing a generator, did not see the distortion as I was looking for it, and the same second I could tell he was right behind me and decloaking, he had already grabbed me. That is pathetic and needs to be done away with immediately.I got caught be this a few times, normally at the beginning of the match before I knew which killer it was. After that not a chance of getting within 20 feet of me while being cloaked. Distortion, grass moving, How much more do you need to be able to tell he is there? Far from being op, I would rather face wraith with this than myers any day.
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@Wolf74 said:
Big NONO.
People would use Sabo to gen rush.
2 in lobby use toolboxes, 2 go blank, so the killer isn't warned and dodges 4 toolboxes, but the survivor just pick their extra toolboxes from chests and rush the gens, never saboing anything.So instead of saying no how about give the killer a perk that could counter this? Like an increase in skill check difficulty and frequency for every toolbox used in a match with a increase to its regress if a skill check is missed.
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they need to be banned. plain and simple. doesnt matter if you were camped, tring to derank or not. I can unhook a survivor with a face camper as long as I have a second survivor coming in to distract the killer and I will take the hit so they can get away. Did this 3 times to the same killer who kept face camping. We rushed the hook took one hit apiece and the one on the hook was saved. A few times one of the saving three got caught and we had to do it again. Play the game. If you get caught well the killer was better or he got lucky oh well. So many times I could have got a generator finished or a door opened but the survivor dc'd instantly on the second hook or while being carried. Many a time I was within 15 feet and waited a second for killer to turn around and ran in only to have them dc in my face and I get caught standing there at the hook.
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The only way that it could be done that would either reveal the map or mess with load times would be a simple option in the perk menu. A main building option, meaning the farm house, paddle boat, school. Or the secondary option being the small shed. Do you really want to give the killer an advantage like that? As a survivor I avoid the basement area if I am in a chase and can help it. As a killer I have lost a hooking because I went the wrong way and had to circle the building to find the entrance to the basement. So I see both sides of this but I think the random basement spawn is good for both and as the killer it just take a second to know if the basement is in the shed or the main building where as the survivor has to go look.
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@Dreamnomad said:
Watch the following video. Skip to about 42 mins in and you can see what the player's hitboxes actually look like:
https://www.youtube.com/watch?v=56aSD99gmTIThis explains why sometime as a survivor you can see the killer's swing come up short, but you still get hit. And for killers, it explains why sometimes you might see an attack go through the arm of a survivor but not get the hit. Basically, survivor hitboxes are like giant weiners. As the survivors move, sometimes a limb will go outside the "weiner zone". 9 times out of 10 this heavily favors the killer though as the hit box covers a lot of areas that the survivor's body isn't attached to.
This is a very helpful video. I am still going to say survivor hit box's are crap. They need to be more shaped to the body. An arm hit is an arm hit and a miss to the head is a miss to the head. On top of that regarding the op video, the chainsaw hit box should of hit those walls so many times during that attack its not even funny. Yes that would nerf the chainsaw in tight areas but it makes sense. Should it completely stop him... no, but should it maybe bounce him around slightly like the wiggle does... yes I think it should. This would make the killer think about when to actually use that attack and not just the second he sees a survivor. None of the other killers attacks really go through walls so why should the chainsaw?
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@Audian said:
One thing that has been in the game pretty much since totems were a thing, is survivors spawning next to your totems. This is almost the equivalent of a survivor spawning next to the killer. The devs have fixed this issue of survivors spawning next to killers in the past and it happened again in the most recent patch. Which the devs prioritized to fix and is being implemented on the following patch. As it should because survivors spawning next to the killer is unfair and unfun. But it is the same concept for survivors spawning next to a totem. I had a game where i spawned next to a survivor and looked at him, shook my head, then chainsawed to the opposite side of the map because i knew it wasn't fair. How many survivors have ever spawned on a totem and let it be because it's unfair? None of them. Running ruin at rank 1 has a little guideline killers sort of go by. 2 hooks before it goes down then it's neutral. it sort of helped but didn't do much. 3 or more and it did it's job. so if a survivor spawns next to a killer, then he might get 1 quick hook. But that survivor has a decent chance to make a pallet or loop right as they spawn. So that survivor still has a chance. Unless you're billy or nurse the odds of you getting to your totem before the survivor who spawned on it gets it, is slim. So why is this still a thing. You have the potential to lose more as a killer who loses his totem right away, than a survivor who spawns next to the killer does. Especially if you only trade one hook for your totem, which at rank 1 is considered a wasted perk. So why do the devs prioritize the survivor near the killer spawns, but not the survivor next to your totem spawns? Survivors spawning next to your totem has been in the game since totems were introduced in the "Flesh and Mud" dlc. This should be something that is changed. As a rank 1 survivor and killer i can honestly say i'd rather spawn next to a killer rather than have a survivor spawn on my totem. At least hen i have a chance to loop for a while, lose the killer, or maybe he will be nice like i was and let's me go. Both are unfair and unfun and should be prioritized at least the same. Plus totems that spawn on gens shouldn't be a thing either. But, i made this just to talk about the double standard that one is more important to fix than the other. Even though one MIGHT mean a quick hook and the other means you almost definitely lose a perk and at high ranks, that perk means you're way more likely to lose because the gens will go super quick. I've played survivor matches where we finished the gens in less than 4 minutes. And killer games where i the same thing happened to me. Please devs, fix this.I can see your point, but I think no one including killer should spawn near the hex. That way it is fair on both ends. As a Survivor looking for the totem I watch the killer if I see the killer is constantly going to a certain area that is a red flag telling me the totem is over there and the second the killer is in a chase I am all over that area. Not really a good idea to keep checking on it since it draws so much attention. I would love to see a killer perk that would turn all the dull totems into false hex totems that look exactly the same as a hex. that would confuse survivors into thinking they found the hex which will give the killer a bit of extra time to actually use the hex. It would slow down generator progress since they are looking for and breaking all the totems on the map.
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@TheLegendDyl4n1 said:
@TheMadDoctor said:
Hear me out mates. One issue with the higher ranks is running around a single pallet before finally dropping it after circling it many times. So here's an idea, why not have killers be able to drop the pallets during chases? Keyword, DURING CHASES, you can't run around dropping pallets then breaking them to make chases impossible...cause that would be broken. Killers should be allowed to drop them during chases to speed things along.ok do us all a favor and throw out your computer then go get it delete your account and throw it out again
this is by far the funniest thing I have read today lol a bit harsh but yeah I couldn't say that would be a good idea to allow killers to mess with the pallets. Giving killers the ability to use pallets against survivors would be like giving the survivors the ability to knock a killer into a hook getting him stuck for a few seconds. Yes it does get annoying when you find that one survivor that knows how to use that loop perfectly but you keep trying to take away from either side it only going to cause an issue with the opposite side. There isn't any real way to appease both sides, the best I can think of is to give more perks to both sides to make each survivor/killer more unique to that individual player. I could see a perk that allows the killer some form of a dodge when a pallet is dropped or maybe a chance the pallet doesn't fall and have it dependent on a skill check but with a long cool down timer otherwise it negates the pallets being effective. At the same time I could see a need/want for a pallet perk for a survivor that does extra stun, or like a dizzy effect afterwards.
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@Wolf74 said:
@DisturbedZ said:
killers don't need a nerf but they do need a few areas tweaked a bit. Like hillbilly's chainsaw hitting through corners and hooks. They need to fix the collision box's on that thing. Way too many times have I been hit even though i am around a corner already. Hag sucks only thing wrong with hag is there needs to be a limiter on how many traps can be placed next to each other. 2 or 3 traps is enough in one area. I have seen killers use almost all of them to "Guard" a hook, but that only kills one survivor and usually ends in a loss for the killer. So a limit on trap placement might force killers to not "camp" and actually play for once. Nurse lol I have only come across a handful of nurse's can actually catch me with a blink consistently. I have more trouble when they dont use blink and just chase me. So hillbilly= chainsaw hitbox. Hag= trap proximity. Nurse= no change. Like most of the killers say there isn't a need to nerf them you just got to learn the counters.Your lag is no chainsaw hitbox issue.
Thats the funniest thing I have heard all day. So tell me then why have I seen it happen to other players? Why have I watched them talk about it it chat? Both survivors and killers have mentioned this after a match. Not sure why I am arguing with what is probably the best killer ever who is so good the devs designed the killers to his specs. Come on is that the best you got?
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Punishments and bans all around is what I say. dc'ing due to trying to save a pip or because swf teams are better than you are ridiculous. You cant handle playing against a team find a new game. you are mad that you got caught and dont want to lose a lvl? Sorry find a new game, I hear there are openings on minecraft server. Accidental dc's are one thing but ruining another persons gaming experience because you didnt get your way should not be tolerated. Easy fix a 3 dc a day result in a 3 day ban. That way those who internet dropped due to a storm or an emergency have no repercussions and little cry babies are banned for being childish.
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@rajuncajun715 said:
The Doctor is far too OP with his passive that is the only killer to have a completely unremoveable effect. Possibly slow the tier cooldown and have a snap out of it mini game for each tier until removed.At least don't inflict madness just bc you are in his terror radius. It should only be inflicted by an active shock treatment.
The dr is far from op. Its mostly just annoying that a handful of killers just randomly shock everywhere to find someone and not actually look for them, but I guess that is there play style. Although the sound he makes when hit with a pallet is quite concerning. lol maybe make it sound a little less "pedo" sounding.
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killers don't need a nerf but they do need a few areas tweaked a bit. Like hillbilly's chainsaw hitting through corners and hooks. They need to fix the collision box's on that thing. Way too many times have I been hit even though i am around a corner already. Hag sucks only thing wrong with hag is there needs to be a limiter on how many traps can be placed next to each other. 2 or 3 traps is enough in one area. I have seen killers use almost all of them to "Guard" a hook, but that only kills one survivor and usually ends in a loss for the killer. So a limit on trap placement might force killers to not "camp" and actually play for once. Nurse lol I have only come across a handful of nurse's can actually catch me with a blink consistently. I have more trouble when they dont use blink and just chase me. So hillbilly= chainsaw hitbox. Hag= trap proximity. Nurse= no change. Like most of the killers say there isn't a need to nerf them you just got to learn the counters.
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So what about a new perk that would allow the killer to slow repair speed x amount per kick. lets say like 3/5/7 first one slows it by 3% second by 5% and third by 7% this way the looping survivor will have to spend that much extra time to repair and it makes it a little more rewarding for the killer.
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@CaptainXym said:
Bump because I feel it's really important to get a better reward for prestiging.100% agree and needs to have more levels of prestige.
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Interesting Idea but how about a new perk that would make them all glow so survivors didnt know which one is which and add a few seconds extra to the time it takes to break the non hex totems. This would give you extra time to be able to use the hex totems, plus the survivors get a challenge and pushes for more points earned. I know I see a lot of survivors pass on totems all together. While others seek them out first. This would also help with certain killers trying to camp the hex totem since they wouldn't have a clue as to which one it is either.
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@Mister_xD said:
@DisturbedZ said:
@Mister_xD said:
the whole point of the wiggle mechanic is, that the killer will not be able to always get the basement hook. that said, there should be no spot in the map, where the killer cant reach a hook in order to hook the survivors in the given time.
thinking, that the wiggle mechanic was actually meant for survivors to wiggle out and escape is wrong. the only reason it exists in the first place to put some pressure on the killer and to force him to use a hook, which may be in their disadvantage (like a hook in the open field as trapper).So Where does it actually state that is the purpose of the wiggle? I cant find anything officially that says the wiggle feature is only to force the use of hooks that are not in the basement. If that is the case then why is there boil over? it seems to me like the devs want you to make it tough on the killer so he doesn't just carry you and hit people as he takes his leisurely stroll over to the hook. Another example is agitation. Why have a perk used to speed up the killer getting to the hook if there is almost no chance of wiggling free?
just think about it:
if a survivor wiggles free, the killer gets heavily punished for failing his objective. if it was something common to wiggle out, that wouldnt be the case. little example: i think we are all familiar with the perk "enduring" (teachable hillbilly perk, reduces the stun time by 75% on lvl 3). this perk affects all stuns, except for two: the DS stun, which will only be reduced by 55% and the wiggle out stun, which will get reduced at all. why is that so? i think, thats because the killer is supposed to be heavily punished for failing to hook a survivor, so they get the whole stun, the survivor gets the whole headstart and the killer literally has to restart the whole chase he just went through in order to even down that person, which means a huuuge time loss for the killer, which might even cost him the whole game. now, what do you think would happen, if that would be a common thing? killers would mostly just leave the match with 0 - 1 kill, since they just dont have enough time to let survivors escape from them.
but lets take that step even further: what if there were locations on the map, where the killer wouldnt be able to hook anyone at all? well, every long time DbD player knows this, since that was a common thing in the old days of DbD, where all hooks got sabotaged and didnt respawn as they do today. two main things would happen here: first, the survivors would take heavy advantage of this and abuse it as much as they can and secondly, we'd have a whole new slug meta (something no one wants).
you see where this is going?
you cant just take away the killers objective, since what do you expect him to do then? taking away the killers hooks is like reducing the amount of generators on the map to 5, so the killer can literally camp the last gen, until everyone got downed. thats just not a good idea. you are ment to have more of them, since it would bring an unfair advantage to the other side if you hadnt.
also, since you asked:
the whole point of agitation is to reduce the amount of time it takes the killer to get his objective, since, as we all know, time is very crucial in this game and even one second can decide, weather you win or not, so this perk helps you speed things up a little. agitation is not ment to give you a greater distance, thats just a nice little side effect. iron graps is the perk that is ment to give you the extra time you need to pick, which hook you'd like to get. a combination of both will grant you the freedome to decide where to hook the survivor, no matter where you are (not 100% true, but you gain a huuuge amount of extra distance to get to a hook you like).
(write "pumpkin" in your response, if you actually made it till here) (;
boil over only screws baby killers. dont run this perk, its rly useless. its only ment to make it harder for the killer to get to a hook, and waste his time. its not ment to just allow you to get off.Pumpkin huh lol Well I have to say you are one of the first to have an opposing opinion and not get pissy. I can see your point, but I still think you should be able to build a character who has a higher chance to wiggle free. You can have characters set up for speed or stealth why not one that can free themselves from the killers grasp? I understand the killer needs to have a chance to hook but unless im within 5 seconds of a hook and I have several perks to aide in this I should be able to wiggle free. That would make the killer think on where he should down me and not hit me the second he is in range. Lets say if I had to use boil over plus an additional perk in order to achieve this than I have already limited my self to being able to escape the killer in other ways, either by stealth or speed. I feel as though it would make for more unique survivors and change up killer strategies a bit. I could still be hooked and I could still be killed and i could still lose the match. I am not saying I need a perk that gives me 100% chance of escape but lets say a perk that had maybe a 5 %to 7% speed increase on the wiggle bar. I think would be fair it would still be a hard to escape iron grip plus agitation at the same time without other survivors help or getting lucky and bouncy the killer off a wall. Also yes I do run boil over just for the purpose of making it harder to get to a hook. To me its a deterrent to not come after me and go for another survivor instead. Every second of a killers time I waste is a second the survivors have to work on a gen or a hex or a box. So to me it is a benefit to the team as a whole. Plus when they made the hooks respawn that really made the tool box's, and jakes sabotage perk kinda pointless to even have in the game. Yes I know it was being used heavily. I played a match where I only had basement hooks and I ended up killing 3 out of the 4 in the basement because I herded them into that area when I downed them. I fully think you should be able to setup both survivor and killer to be strong in one aspect and weak in another to prevent any op on either side. a wiggler shouldn't have stealth or speed perks, where as a killer shouldn't have a silent approach and an unbreakable grasp, or speed plus teleportation or the ability to throw weapons all combined into one build. It would make the game far more enjoyable if every match had more of a what if factor. Is my survivor build going to work on this killer? yes, no, maybe, we will find out after the match starts and we see what kind of killer build it is. Would some killer stats need to be changed up a bit? yeah maybe but it could work. Personally I think it makes more sense to have a big killer like the trapper to have more grip than the nurse. Freddy should be able to vault quicker than the trapper and so forth. I know some stats are like that already but they need to be more prominent to make the killers stand out more. I have out run myers easier than the trapper sometimes why? bad killer? or the stats are not unique enough? I could go on all day long about how off balance the game is compared to what a master piece it could be.
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@Navydivea said:
@apropos said:
@OrionQc24 said:
Then you shouldn't be able to see what I bring into the game. I can see your perks once dead...big deal! You see what everyone has equipped (med kits, tool boxes, keys) before the match even start and can act/build accordingly. So what if I see that you have iron grasp and nurse calling once I'm dead ?If you read the guy's post...
But, it really only matters if people are on voice chat together. Mainly because seeing the killer's perks can be communicated via voice chat to survivors that are still alive, which means they can then play around it, e.g. 'No One Escapes Death'. This isn't something the developers intended for the game, so it should be prevented if possible. Unless they decide that they want it in the game, but they haven't... so.
Also, seeing survivor items before the match doesn't change much; survivors can pick up items in the trial.
@DisturbedZ said:
I agree on this. I dont see a point in blocking the end. most of the time you can pretty much tell what a killer is running by the end of the match anyway. I play both sides and I dont care
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I do think the items being used at the beginning due need to be hid. Too many killer quit when survivors use purple items or come in with tools or flashlights, and yes as a killer I do make changes to my killer based upon what I see the survivors holding or even who I am going to go after first if I run up on a group of them. Its common sense to do that and it would make the game more interesting to hide that.
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It wouldn't punish me to not see it unless its a perk I'm not familiar with and wanted to see what let the killer do something in the match. Being able to see that a killer does have bbq and not have a buddy watching a stream telling him where someone is is kinda important if you are suspecting a killer of cheating. Just saying that would generate a whole lot of false reports because no one wanted to wait around for the match to be over just to verify it was a perk and not a snipe.
It's interesting that in the same post you say that hiding perks doesn't matter and that you don't care, even if it is to prevent cheating. Yet, you argue that the devs should hide survivor items before the trial starts because of your fear that the killer might be cheating.
Also, I'm not sure why you would choose perks based on what survivors are going in with, considering they can get items in the trial. I mean, the only time I would think a killer shouldn't be worried about survivors using items is if they're playing as the nurse or hillbilly. Considering I don't play those killers much, I've never ran a build that didn't have overwhelming presence, or franklin's demise in ranks 1-10.
You've clearly never went against an all flashlight 4 man. Bringing LB-OP-FD never felt so good. And the devs have stated that the reason we can see items is to give us an advantage.
oh I have and yes it sucks but I dont cry to the devs and say fix it or I will go tell mommy. You deal with and go to the next match. That was a stupid, I repeat STUPID move on the part of the devs.
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@TheMadDoctor said:
I agree, I find her red addons to be ridiculous. Especially since seeing jigsaw boxes before the timer goes off doesn't make sense. Why would a survivor be given a chance before they're in real danger? Rule No. 2 is required to be permanent if the pig wants a good advantage. Although I feel her perks, except Make Your Choice, (cause it's a great perk actually) seriously need either a buff or rework, surveillance...is garbage as the time it has at 16 seconds is pathetic with not even a notification it wore off. It needs 60 seconds at a minimum in order for it to be usable. Hangman's trick....Idk aside from a rework.Why is the survivor seeing the box any different than the killer seeing generators? I think if you remove that than there should be something added to the game as a balance whether it be a survivor perk that slows down the timer or a skill check that can be triggered to add 5 or 10 seconds to the timer and have a one and done feature. And yes I do play both sides and I think that the head trap is the pigs most powerful asset. I see them sneak constantly so I feel its not a strong point for them. Giant pink head kinda gives it away lol
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What you say about them being useless at high levels is interesting. Personally as a crappy killer most survivors dont even touch my totems and they still leave the match being on average lvl 15 killer.(I dont kill very often lol) As a survivor who plays around the 8 to 12 killer range find the killers guard them like crazy. instantly stopping chases to go after someone on a hex with the alert. Hags using almost all of their traps to guard them, trappers using several traps on them. I have also seen them sit on a hill or every 30 seconds run up it and look for it if it is in a reasonable location compared to the hill. So I want to ask what changes the strategy up so drastically that makes it useless? is it on the killer side or survivor side that causes it?
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Killers technically have more to do with chasing around 4 survivors, being able to hit, hook, trap, kick boards/generators multiple times. survivors are really limited to gens, unhooking, throwing boards and a few totems/box's. Killers earn their points most of the time through the number of actions they have to perform. Survivors can multiply their points with streamers, envelopes and cakes and come out pretty good, especially on a double point event.
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@Mister_xD said:
the whole point of the wiggle mechanic is, that the killer will not be able to always get the basement hook. that said, there should be no spot in the map, where the killer cant reach a hook in order to hook the survivors in the given time.
thinking, that the wiggle mechanic was actually meant for survivors to wiggle out and escape is wrong. the only reason it exists in the first place to put some pressure on the killer and to force him to use a hook, which may be in their disadvantage (like a hook in the open field as trapper).So Where does it actually state that is the purpose of the wiggle? I cant find anything officially that says the wiggle feature is only to force the use of hooks that are not in the basement. If that is the case then why is there boil over? it seems to me like the devs want you to make it tough on the killer so he doesn't just carry you and hit people as he takes his leisurely stroll over to the hook. Another example is agitation. Why have a perk used to speed up the killer getting to the hook if there is almost no chance of wiggling free?
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What I would like to see is a lvl of perk that can only be obtained once you reach prestige 3. That would give people incentive to keep leveling up the character more and maybe make it character specific so that its unique to that character at lvl 3 only for both survivor and killer.
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@apropos said:
@OrionQc24 said:
Then you shouldn't be able to see what I bring into the game. I can see your perks once dead...big deal! You see what everyone has equipped (med kits, tool boxes, keys) before the match even start and can act/build accordingly. So what if I see that you have iron grasp and nurse calling once I'm dead ?If you read the guy's post...
But, it really only matters if people are on voice chat together. Mainly because seeing the killer's perks can be communicated via voice chat to survivors that are still alive, which means they can then play around it, e.g. 'No One Escapes Death'. This isn't something the developers intended for the game, so it should be prevented if possible. Unless they decide that they want it in the game, but they haven't... so.
Also, seeing survivor items before the match doesn't change much; survivors can pick up items in the trial.
@DisturbedZ said:
I agree on this. I dont see a point in blocking the end. most of the time you can pretty much tell what a killer is running by the end of the match anyway. I play both sides and I dont care
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I do think the items being used at the beginning due need to be hid. Too many killer quit when survivors use purple items or come in with tools or flashlights, and yes as a killer I do make changes to my killer based upon what I see the survivors holding or even who I am going to go after first if I run up on a group of them. Its common sense to do that and it would make the game more interesting to hide that.
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It wouldn't punish me to not see it unless its a perk I'm not familiar with and wanted to see what let the killer do something in the match. Being able to see that a killer does have bbq and not have a buddy watching a stream telling him where someone is is kinda important if you are suspecting a killer of cheating. Just saying that would generate a whole lot of false reports because no one wanted to wait around for the match to be over just to verify it was a perk and not a snipe.
It's interesting that in the same post you say that hiding perks doesn't matter and that you don't care, even if it is to prevent cheating. Yet, you argue that the devs should hide survivor items before the trial starts because of your fear that the killer might be cheating.
Also, I'm not sure why you would choose perks based on what survivors are going in with, considering they can get items in the trial. I mean, the only time I would think a killer shouldn't be worried about survivors using items is if they're playing as the nurse or hillbilly. Considering I don't play those killers much, I've never ran a build that didn't have overwhelming presence, or franklin's demise in ranks 1-10.
Well the reason I will argue one over the other is simple the beginning items can effect an entire match. the killer perks are only after a loss of a player if that player is in some sort of coms. So we are dealing with an absolute vs a maybe at best. I mean 1 survivor has to die before the killers perks even have a possibility to be revealed. So to me the killer is already 25% done with the match at that point. On top of that what is the chances that the first kill is in a coms with someone? Ok they may or may not be, if not then a second would have to die at that point only 50% of the game is left. Once again what is the chance? so If the first two kills are not in coms and then the last two are by the time it is told your are on the last leg of the game. Is it fair? Not really, but it is a lot more reasonable than the 100% for the items. To me I can pretty much tell what perks a killer is using in the game long before anyone dies. Bbq is so easy to tell as soon as the first player is hooked, the hunters totem alert the second you touch the hex and your spine chill lights up. Plus so many more so its not as much of a cheat. think of it as playing cards. The items shown would be like showing off three ace's where as the killer perks is like showing a pair of eights. They are both technically cheats but the items can be seen by every killer plus it shows the killers item as well so he is at a disadvantage as well. How many times are the devs only going to buff the killers and nerf the survivors? I have not once seen a survivor given a buff that just one sides the game like I have for the killers. Should survivors win with ease? No absolutely not Should the killers win without any resistance also no. That is all I am saying is why not do the items too? Why is there no talk of this? I read the forums and instead of everyone working together for a balanced game I see killer vs survivor crying.
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@DeadByFlashlight said:
@Triggered92 said:
Would really be cool if there could be a different way to penalize the killer for rage quitting. just today i have had 4 killers quit because everyone used purple quality items and or they just want to drop class to play easier players, resulting in all of the survivors loosing pips and all of the offerings. I play all day just to move up and then i have a killer that is scandalous and just wants to go down a few ranks so they can play easy people and get more points so they drop out. not fair to the survivors. I should not go down in rank just because some one else that sucks at the game cant play it right. sad to say that if you leave a loop hole some one will abuse it just because its there. regardless if it affects others game play. developers have done alot to make this game fun and i enjoy playing it. but stuff like this makes the game unlikable and makes me want to find something else. the whole point of the game is to get as high in rank as possible. how am i supposed to participate in normal game play if this continues?Well stuff like this happens if you balance the game around low ranks and let the high rank killers suffer

Maybe we can get the devs to buff some killers a bit such that they are viable at high ranks, but we need to help of you survivors (80% of the community) for this
So are you saying that because of the killers being weak in your opinion they dc when they see the items being used? If so that is a load of crap that would be the same if I drop every time I saw the black ward, since killer mostly use it when running ultra rare items. honestly I don't see much point in either side being able to see what the other has used if that is all its going to cause is a dc. Personally I don't see the killers as being underpowered except maybe at rank 20 and then that is either due to lack of perks or lack of experience in the game. I have seen so many lvl 15 killers catch and kill a lvl 8 player and then watch them trash the killer in chat when the killer wasn't doing anything "wrong" other than doing what they are supposed to do. I have wrecked many a good lvl player as a weak killer(low rank, 1 or 2 perks). I have also been wrecked by good killers who seemed to know where I was no matter where I was in the match or what I was doing. Most of the killer/survivor needs a buff is really more about how skilled is the killer vs the survivors. Yes a well oiled crew of survivors who know every aspect of the game will wreck even the best killer sometimes but that doesn't mean the killers need to be buffed. Maybe a set of buffed perks that can only be used on a rank 5 or higher killer would be a better solution? That way it does not upset the lower level players and they demand better perks that the rank 1 survivors would abuse.
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@CrtKazz said:
People hate the perk but boil over has helped me many times in getting off the shoulder (mostly because of teammate help) but the strength of blocking hook auras can be quite powerful if you can get yourself downed in a crafty position (lots of obstructions between hooks). If you want a higher chance try this out and you’ll get a few good laughs along the way. Boil over is also even stronger with Sabo but that’s also a time wasterI do use this perk lol that is why I get so close to getting off sometimes, i do think it is hilarious too watching them hit walls but in a open map like the cornfields it doesnt do much good other than to block the aura of a hook or two.