Dovahkat963
Dovahkat963
About
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- Dovahkat963
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Comments
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In my experience a lot of killers will try to respect the pallet if they think you are going to drop it, which since we've reached a point where you need to predrop against a lot of killers to avoid a hit that happens a lot. You will especially see this if the killer has a pallet breaking power (Billy, Bubba, Demo, etc.). It might seem harder to land the stun cause killers are just overly cautious sometimes.
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I love the Blight's power, but as a Switch player I cannot use it effectively even if my life depended on it. I've reached a point where I just use his power for map traversal and to gain distance. I don't even try to go for lethal rush hits. If I happen to run into a survivor while rushing and get a hit, cool. Never going to be an intentional act on my part though.
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Maybe have it so that survivors don't have finite stalk, rather after stalking a single survivor for a while the evil you gain from them is reduced, like an efficiency penalty that discourages following the blind idiot all game but you can still take advantage of said idiot if needed. Perhaps have so that when you accrue a penalty on one survivor, stalking a different survivor reverts that penalty over time. So the most efficient way is to stalk around but following ole' reliable is still available as an option.
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Main problem is definitely her addons. A large chunk of them just add debuffs when you RBT someone, which is effectively worthless 99% of the time. So that pretty much leaves 2 options. Ambush build: use the addons that buff the ambush dash, or Oppressive Traps: Stacking the addons that make the RBTs more likely to kill. Which is entirely reliant on RNG to be effective. And many players consider the ambush itself to be worthless (I completely disagree but thats beside the point), so most people just go for (potentially) deadlier traps.
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Idk if its like this for anyone else but to me Leon just kind of stands out compared to other survivors. When I see multiple people and am just looking for someone to focus on he's the one that usually catches my attention. He's just more noticeable in general.
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@Inji said:
You could try uploading the video file to youtube and linking the youtube video in your bug report.
Good a time as any to figure out how uploading youtube videos works. Now I know I can leave it unlisted so it can only be found here, which was the the main thing I was worried about.
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I'd say gen rushing is absolutely a thing, there just needs to be a clear definition of what would be considered gen rushing. Like, I once had a game full of toolbox gens-before-frens survivors, and by the time I got my first hook within like, a minute of the match starting, 3 separate gens all popped simultaneously. Nothing I could do about that. Physically could not cover enough distance to pressure those gens AND get my first down in that amount of time. That degree of speed is what I would consider gen rushing. Situations where the killer is physically incapable of stopping multiple gens from popping right at the start of a match. Basically where you end up losing before you get a chance to do anything about it.
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Brutal Strength, Bamboozle, Fire Up, and Enduring on Myers. Watch them cower in fear as you relentlessly tear through their defenses.
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I'm on Switch, I usually keep killer sensitivity on 50 because any higher feels too fast. I also turn the sensitivity down for ranged killers like huntress, down to 30-40, whatever feels right atm, so I can have finer control over my aim.
I leave survivor on 100 because camera control isn't as important on survivor.
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I'm gonna take a guess at what happened there:
One guy was following the chase so they could be in position for that sweet flashlight save.
One guy was scouring the map for chests and totems.
One guy was hyper immersed and was hoping everyone else would do the gens while they hid.
Eventually looter guy decides he found enough and decided to do a gen. Does all that sound about right?
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When you do so poorly the game gets an underflow error and rewards you anyway.
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A video I saw once talking about this issue pointed out why tunneling is such an appealing option for most killers. At the very start of the match is the most difficult time for the killer because there is no map pressure at all, the killer doesn't know where the survivors are yet, and all 4 survivors are free to do gens and have all their resources available to them. When the first survivor is knocked out of the game, the difficulty for the killer drops massively, because now ideally there will only be 2 situations: 2 survivors able to do gens while the 3rd is chased, or only 1 can do gens because #2 has to save #3. Even better if the killer finds #2 before they can save #3, because now #1 has to drop what they are doing to go save, meaning nobody is on gens. Taking that 4th survivor out of the equation just drops the difficulty level massively. Not saying tunneling is ok, but the way the game is structured there is a reason for people to resort to it.
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@GeneralV said:
My turn. Allow me to share with you a very old picture, which tells a macabre tale.
I present to you: "The Legend of the 5 survivors!"
When the killer decides they don't want to be the bad guy anymore.
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How about this for the laceration: Laceration level is persistent, and the bright, flashy knives actually visibly stick to survivors (in preset spots on their body of course). Survivors must perform a 'Remove Knives' action to reduce their laceration level. Time required to do so is based on the number of knives (laceration level). If someone else does it for you the action is completed twice as fast. Laceration is gradually reduced as the action is performed, so it can be done in short bursts if needed. Removing knives takes priority over healing.
This makes laceration something the survivors have to actively deal with otherwise a stray knife might catch them off guard for a free health state. This adds some degree of slowdown to the Trickster since survivors need to commit time to removing knives. And note that I said the knives would visibly stick to survivors. The bright knives would make the survivor very easy to spot and track from a distance, making it easier for the Trickster to keep track of survivors and find ones that managed to slip away into stealth mode.
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I haven't even seen anyone running DS at all since the nerf.
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@Heartbound said:
Think of this in the same way you see Pyramid Head's judgment:
1/2/3 times a match you can send a survivor straight to the basement from wherever you are. That would be quite a buff in my eyes. Quick and simple.
I feel like a free basement teleport would be a bit too much. The thing that keeps the basement balanced is the fact that you can't always get to it if the down happens to far away, it's an opportunity based advantage. If a killer that is good at hard camping the basement (Bubba, Trapper, Hag, etc.) could just send you there guaranteed with 0 effort required, that would be very broken. Look at what else would be accomplished by allowing a basement teleport on survivors: Killer doesn't have to waste any time carrying the victim, negates anything the survivors could potentially do to try and help the victim not get sent down there, and just negates all survivor perks that revolve around escaping the killer's grasp.
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I don't think the Doctor needs help there. He already has:
Free tracking/antistealth with his static blast.
Built-in slowdown with madness skill checks and forcing survivors to snap out of it at madness 3 before they can do gens again.
Can deny the use of pallets and windows with a carefully timed shock therapy to score free hits.
Pretty much the only things he doesn't have are mobility, built-in stealth, and instadowns. And he shouldn't get those because if he had mobility on top of the rest of his kit he'd be busted, he can't be stealthy because his power functions by going in loud and proud, and he really doesn't need instadowns because he can, as mentioned, end chases very quickly with properly timed shock therapy for free hits.
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I remember when I first started I played as Kate first because that was the daily the game decided to give me when I first started. First game was against a Doctor. Being the noobiest that a noob could possibly be, I hadn't the faintest idea ######### I was up against and was royally terrified and confused. Didn't know anything about the Doctor, much less his addons, so I completely fell for the effect that creates the fake red stain and terror radius. Probably ran around for a solid minute before I started to get suspicious and actually looked behind me. Lo and behold, no Doctor. I had been running from nothing for god knows how long. Proceed to discover the Snap Out of It prompt and learn that struggle. Pretty sure I ended up getting sacrificed in the end, but I still distinctly remember that facepalm when I realized I fell for the illusion completely and totally for like a minute.
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I haven't been able to properly experiment with this but as far as I can tell from playing Nurse myself, she can't check lockers after blinking, and she can't cancel a blink once she starts charging it. So if you see her charging a blink, jump in a locker if one is nearby. She can't do anything about it and you can burst out during the fatigue. All the better if you happen to be running Head On as well.
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FYI, if you are playing as Wraith, you have to uncloak to interact with a glyph. So if you intend to do that challenge as Killer don't pick Wraith for it, it takes longer to uncloak than it takes to interact with the glyph.
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A hag build I've been running that I'm just going to dub "Omnipresence":
Hex: Ruin, Surveillance, BBQ&Chili, Make Your Choice.
Never wander aimlessly looking for survivors again, you will always know where to be at any given time. As soon as you chase someone off a gen, ruin will cause it to immediately be highlighted by Surveillance, and even if the aura manages to turn back to red when your not looking, if you can remember what gen it was then you know that its either still being worked on or it fully regressed. BBQ tells you which way to go after getting a hook, and Make Your Choice lets you fully take advantage of trapping the hook by letting you pull the ole *teleports behind you* on the rescuer for an instadown.
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Pallets aside, the lighting on the new Game is just atrocious. In the darker areas of the map, a survivor could just straight up stand still in the middle of the room and be invisible. The only reason I could track them at all was the shape of their feet against the scratch marks on the ground. And I'm not talking about blendettes here. It was happening with an Elodie with that bright green onesie skin, and even Yui with the traditionally colorful outfit.
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In my experience getting hit right as you finish a fast vault has always been a thing if the killer was close enough for it. Those pallet hits though were just absolutely horrid.
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Gotta agree with the strategic potential of the Antidote, having an on demand speed boost can be really impactful in a lot of situations. Something I've started messing with is throwing down an Antidote before performing an animation lock action (breaking pallets or gens, picking up a survivor, etc.) so that once you're free to move again you can make up some of the distance you lost during the animation. Heck if you're down to one bottle and don't need it anywhere else, throw down an antidote and reload right there. A great general use for the antidote is reducing time lost from time consuming actions.
Now I am curious about something that I've been meaning to ask about, and this is the perfect time. How are movement speed modifiers applied to killer speed? Is it based on the metric people typically use to gauge killer speed (Base 115% speed where 100% is survivor speed, so a 10% speed bonus would increase it to 125%)
Or is it actually a multiplier on killer speed? (4.6m/s * 1.1 = 5.06)
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My entire survivor experience is solo because I don't have anyone to play with. Half the time I end up being the first one the killer finds within like the first 20 seconds, and I'm bad at looping generally speaking so everything kinda just falls apart from there. Especially since most of the time when this happens I get tunneled out before I ever even get to touch a gen. Other half of the time I usually get fairly normal games where nothing really weird happens, of course I try to avoid being found in the first place (see above about lack of looping skill) to avoid letting weird situations happen.
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It isn't just that challenge, it seems like all basement hook challenges are bugged like this. I currently have the same problem in the Tome 3 Chapter 1 version of the challenge.
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Keep in mind that the Pig only gets 4 traps for the entire match. Once they are all used up, she only has her stealth and ambush to fall back on. The whole point of the traps is to function as a mild game slowdown that may very rarely actually get a kill if you choose to ignore it, which would be your own fault anyway. And if the Pig player chooses to tunnel the person that already has a trap, that means they are chasing someone who wasn't doing objectives anyway. Also the stealth and distraction provided by the traps are the only things the Pig innately has going for her. She has to rely on perks for tracking and has nothing to help with map traversal, heck her stealth mode slows her down so if she just wants to creep around the map all the time she'll be wasting a lot of time doing so.
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@Pipefish said:
Make it spawn two basements on the map instead of one. Quite the simplest of fixes. What you all think?
Sounds simple in theory, but I feel like in practice giving the Killer easier access to the strongest, most abusable hook location wouldn't go over so well. In most cases once someone is hooked in the basement the Killer has essentially already secured a kill, even if it doesn't end up being the original victim. The thing preventing this from being abused in every game is the fact that you need to be near the basement in order to make it down there in time to get the hook. Having a perk add a second basement would encourage more basement camping.
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@WolfKann said:
DOES THE NEW OoO allow you to see killers with undetectable, or does it just screw you over again like fighting freddy or wraith??!?
Well it specifically states that the aura of the killer is revealed, and aura reading is blocked by undetectable. However they did say this is a very early concept for an OoO change and is by no means final.
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@Crypticghoul said:
A Slenderman style killer that get stronger based on where you're looking (or in this case, looking at them).
I've been thinking about how a power like that would work and this is what I came up with:
"Your mere presence drives your prey to insanity, making it harder for them to escape you." All survivors have an Insanity meter over their portrait that starts at 0% and can increase up to 100%, with various effects being applied based on Insanity level. Survivors gain 1% Insanity per second if they are within 16 meters of you and are in your terror radius (undetectable and oblivious prevent this passive gain). This increases to 2% per second if they are within 8 meters of you. If the survivor can also see you the Insanity gain is either doubled or 1% per second depending on if they are within the passive range. Insanity only decreases when a survivor is outside your terror radius and can't see you, at a rate of -1% per second. Dying and hooked survivors do not gain or lose Insanity. When a survivor is unhooked they immediately lose half of their current Insanity.
Survivors do not suffer any impairments at less than 10% Insanity. At 10% Insanity, survivors start getting more difficult skill checks at a higher frequency, scaling based on Insanity level. At 25% Insanity survivors can no longer track your exact movements, instead appearing to rapidly teleport around. The frequency of this 'teleporting' decreases based on the victims Insanity, making you progressively harder to track. At 50% Insanity survivors start whimpering and hyperventilating, making them easy to hear when nearby. At 75% Insanity survivors lose the ability to perceive their fellow survivors and their auras from further than 16 meters away. At 90% Insanity survivors will scream whenever they look directly at you, revealing their position. At 100% Insanity survivors become Exposed.
Ability: Horrible Sight: Press the power button when looking directly at a survivor over any distance to force them to look directly at you for 10 seconds. They can still move and perform actions, but their camera will be locked on your position. 30 second cooldown.
Ability: Obstruction: Press the active ability button when looking at a pallet or vault location within 16 meters to block it with otherworldly tentacles, preventing survivors from using it for 10 seconds. It takes 2.5 seconds to block the object in question, during which your movement is slowed slightly. You can still vault blocked windows and break dropped pallets that have been blocked. Only 1 object can be blocked in this way at a time.
I didn't want the Insanity to be compared with the Doctor's madness, so I tried to differentiate the effects of it as much as I could.
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I'm pretty sure I've only overheated Billy's chainsaw once out of all the games I have played as him, and that was just me getting frustrated and not paying attention. The only way you're going to overheat is if you just spam the chainsaw nonstop and hold your revs for an excessive amount of time. And that's without the overheat add-ons. So I don't get why it's such a big deal?
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I don't even consider the survivor's perspective when choosing a killer and build to play. I just play what I'm in the mood to play. Part of the survivor gameplay is figuring out how to survive against the challenge the killer presents. As the killer YOU define that challenge. The only time I feel bad is if someone DCs and the rest of the team just crumbles as a result. When that happens I will usually be merciful. Of course I play on console so I don't get to see post game chat, kind of hard to feel much for the survivors when you can't see their comments after the fact.
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@indieeden7 said:
It essentially takes 3 seconds for Head On to charge up, if you know a survivor is running Head On and they jump into a locker directly in front of you, open it ASAP. Respecting the locker just lets them activate Head On for free.
Thanks for clearing that up, makes sense now because when I see someone running Head On I instinctively hesitate at a locker. Gotta break out of that habit.
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Personally one change I've wanted on the Trapper is adding a risk to disarming his traps. Currently disarms can be done without any risk and barely wasting any time. Sure the Trapper is notified when it happens but 90% of the time you're going to be so far away you can't punish anyone for it. All I want is simply adding a single skill check to trap disarms. Maybe addons could force more than one skill check. Just look at the way survivors disarm. They stick their arm IN the trap to touch the pressure pad. Do that wrong and guess what buddy, you got iron jaws clamped onto your arm. Oh yeah add that as well, failing the disarm check causes you to get trapped anyway. And since your arm is stuck when trapped in this fashion, attempting to free yourself takes slightly longer. Like maybe +1-2 seconds to escape attempts from a failed disarm.
Also I know there is an Iri addon that injures survivors who go for disarms. Iri addons are not a solution to a fundamental problem. Trapper wrecks newer players because they haven't learned to watch their step. Experienced players are going to be scanning every inch of the ground in front of them once they know it's a Trapper. You could argue that experienced players aren't going to miss the skill check but everyone makes mistakes sometimes. This went on longer than I intended but I just get frustrated when I'm playing trapper for a daily or challenge or whatever and walk away with zero successful traps because they always see the trap and disarm it, even if its in thick grass or something.