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scumrrado

scumrrado

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scumrrado
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  • Playing Survivor against Nemesis on Crotus Prenn, the shack pallet was down and completely invisible. Could vault over it, but couldn’t see it and it blocked entrance into shack. Might be related to this flickering issue.

  • Disconnecting does need to be punished, but I hope the devs recognize that disconnects are happening for a reason.

    For Survivors, it's unsportsmanlike actions from Killers that causes disconnects. Survivor queues aren't short, so it feels disrespectful of the Killer to camp, tunnel, mori, etc. I don't care if you're dominating us, but I want it to be because you're skilled.

    For Killers, SWF and RNG (especially for totems) need to be looked at. Playing against SWF has to be the #1 reason why I don't play Killer nearly as often as Survivor, with #2 being that it's lonely 😢

    If the devs start banning people without addressing the underlying issues, people will move onto other games. Bans and people leaving will only worsen queue times, and there's only so long people who don't disconnect will accept such issues before they leave too.

  • This exact scenario happened to me just now! Nurse gen grabbed me, landed DS, it didn't free me and it deactivated DS for the rest of the match.

  • @ChesterTheMolester said:
    I don't disagree with this change, but something tells me you will be right back to "DS needs buff cause difficult skillcheck" and "Why not make all Killers move at 100% or less to make everything an infinite?" once given just an inch.

    OMG hahahahaha in hindsight, that 100% or less speed post is kind of embarrassing lol I take it back I swear! That was at a time where I had hardly played Killer. I didn't truly understand.

    I only went into the idea of buffing DS as a hypothetical because everyone else kept bringing it up. DS is fine how it is. Someone was trying to tell me the DS skill check is easy. I was arguing that it's not as easy as they claim. It turned into a rabbit hole lol

  • @PigNRun said:

    @scumrrado said:
    But this doesn't mean Survivors shouldn't get some quality of life upgrades, like giving us the Exposed notification when NOED activates instead of after the first insta-down ;)

    Were you the guy who complained about getting downed by NOED because he was taking a hit for someone? I cant tell you apart.

    No, that was someone in my thread about NOED lol Taking a hit is always a risk, as it should be.

    My point was that Survivors aren't notified if NOED activates and they become Exposed. It's the only time Survivors aren't notified of a status taking effect. Makes NOED insta-downs feel kinda cheap and rewards bad gameplay for both Killers and the remaining Survivors who were not insta-downed. It's an "oh #########" button for Killers who performed poorly that round so they can nab at least one free kill. To be fair, it only rewards Killers who performed poorly if Survivors didn't perform well enough to cleanse all totems. That makes the perk totally fair, if Survivors are notified when they become Exposed.

    With these stats in hand, I don't think it's asking too much to know when we are Exposed. It'd make NOED feel less cheap for Survivors and slow down the end game, which would be better for Killers.

    @Keene_Kills said:
    Doesn't that include mass suicide survivors from Blight event? I missed how long the time period was during the stream.

    True - I don't remember the time frame that these stats are from or if that was mentioned.

    Were there mass Survivor suicides during the Blight event...? I know there was farming, but after the farming was done Killers usually let Survivors escape (in my experience). If they didn't, we continued to play the game as normal, usually losing because we were hooked for free so many times. I guess that could deflate the stats, but I doubt this short event would make a drastic impact.

    @Mister_xD said:
    this game is not in a healthy state, as long as survivors can have literally god mode during the game.
    this issue is caused by the combination of looping and genrushing and is really frustrating to play against, as you will never catch said survivor.
    the fact remains, that a survivor on an equal skil llevel with the killer will beat the killer, even though this should not be the way it is. in a 1v1, the killer should have the upper hand and not the survivor, which is currently not the case (assuming both players play on the same skil llevel of course).
    imo its perfectly fine for a killer to get outskilled and defeated, but the way this game is atm, this isnt happening too much.

    I just don't understand how Survivors have God Mode when we lose more then 50% of matches...

    In a 1v1, Killers are balanced to have the advantage. That's why the Hatch exists and cannot be shut - because in a 1v1 rarely ever will a Survivor win.

  • @Malakir said:
    @scumrrado since you do long posts and its fine but if someone respond to you making as well a long post and you won't read it through but respond anyway cuz you are lazy, I'm gonna summarize it for you:

    GetGood

    I'm the OP and I'm not making disrespectful jabs at anyone's skill. So, please stop being disrespectful. I'll read this post of yours.

    And as far as "GetGood" goes, I can't really get better than Rank 1 lol

    @Malakir said:
    If you as survivor main can't hit a skill check even when its the only thing that you do its your problems for not being "skilled" for that check.

    If as a killer main one can't chase down survivors even when it's the only thing that they do it's their problem for not being 'skilled' at that. See how unhelpful and blatantly untrue saying something like that is?

    Need. stop whining about it, its literally the easiest perk to counter cleansing it. You don't even have to actively look for every totem for how awful the spawns are. They are in the open or close to a general, it takes 20s ish to cleanse it, so you're just being lazy.

    It's not about being lazy. I cleanse every totem I see. It's that survivors don't know if their team has cleansed all totems unless they're in comms. And if we don't know that information and when NOED activates we aren't told we're exposed, then ######### lol Tell us we failed the sub-objective and notify us of the exposed status when it activates.

    DS feels cheap since I mostly play survivor and played Laurie lvl1 (where she belongs) and the skill check is easy af. So it might be you're not used to do gens through ruin so you find it difficult

    At the same time ds gives you at minimum 30s of killers time if he commits that can be prolonged depending on the situation and survivor skill up to 1 to 2 min if doesn't lose the victim.

    If you are so lazy to even just read through my post but answer anyway I can imagine why you put noed and DS close together. Lazy thinking

    You're aware that the Success Zone of skill checks can vary, correct? And that DS has the smallest Success Zone in the game, apart from those caused by stacked perks or Great Skill Checks.

    Sure, there's working through Ruin, but Ruin ultimately gets it's value, whether it's slowing down gen progress or slowing down the game while survivors search for the hexed totem. DS can be stripped of it's value by juggling or missing the one chance one gets to use it.

    I'm only talking about DS because many responses brought it up. What's lazy is you not reading the thread before trying to make jabs. I wasn't too lazy to read your post. I didn't read it because of how you started it. If you were more respectful in your response, I would have gladly read it. I'm happy to have healthy, constructive debate.

    Edit: almost forgot. On controller wiggle it's easy. Just rotate the stick, you don't even need to do it fast. Its absurd you find it odd unless you move it left and right which is dumb. I figured it out in my first 5 minutes into the game

    And again, trying to devalue my skill. I'm Rank 1. I know how to wiggle and I still think it's an awkward mechanic that makes landing the DS skill check that much more difficult.

    @Orion said:

    @Strider said:
    I agree that survivors should know that they are exposed instead of the status only being shown after the first hit. I've been downed many times by taking a hit for a teammate only for me to end up being dead.

    Taking a hit is supposed to be a risk for you. Why are you upset that you had to endure the risk?

    Whenever survivors are exposed, they are notified that they are exposed. Except for NOED. NOED does not notify survivors until someone gets hit and is insta-downed. And NOED is the only time when survivors can actually combat being exposed. That's the issue - not getting the exposed status when NOED activates.

    What if they added a Survivor Perk that gave every survivor an undeclared extra health state at the end of the game if all survivors remained alive? 1) That's not what the winning side needs 2) The Killer wouldn't know and would be pissed when they found out. NOED rewards a losing killer. Not exactly what the killer deserves, but to a degree, that's ok - that's what makes this an asymmetrical game and I like the fear of being exposed. Just let me know I'm exposed please.

    @Vietfox said:
    I agree with @Orion this time, the amount of information survivors get is ridiculous, it should be more intuitive.
    For instance, why do survivors get the lullaby notification when no one has been hooked yet?

    If survivors had no clue what conditions they were suffering from, they would never have a chance to win. It would be way too unpredictable. There are so many perks in this game, certain information needs to be conveyed.

  • @Malakir said:
    Just the fact you say DS is a difficult skill check when as survivor you do only skill checks 24/7 its kinda sad.

    It's difficult for me to read through lengthy posts that begin by trying to belittle my skill. I'm a Rank 1 survivor. I rank up quickly and I stay there. I know my skill level and am proud of it.

    We all find difficulty with different challenges. That's what makes a game a game. The DS skill check is not easy. It's nearly the most difficult skill check in the game, based on success zone alone. In addition, there's a lot of pressure because I only get one shot, all while being juggled. If I'm not the obsession, I have to struggle up to it which is awkward to do on controllers. And usually, my heart is beating out of my chest from a good chase that I just lost. After all, I'm a survivor main because of the fun of experiencing fear.

    We can find mutual ground. Apparently DS feels cheap. Well surprise so does NOED. Both are "oh #########" buttons that need to be looked at a little closer. They're relatively avoidable for us higher rank players, but both encourage bad gameplay mechanics and seem to create a lot of toxicity lol I think we can all agree on that.

  • I> @Orion said:

    Break the totems. You're not entitled to that information.

    Maybe we aren't entitled to that information, but we are certainly entitled to know if we are exposed. NOED is the only instance when being exposed isn't revealed until it's too late for someone. If we're exposed, tell us we're exposed. That's the information survivors are entitled to if killers are entitled to insta-downs.

    @Malakir said:
    Rank? Because you talk like a really new ish player. Just cleanse totems, big counter huh?

    Rank 1 Survivor actually. Rank 15 (I think?) Killer. All on PS4 to be fully transparent. I've only recently gotten into playing Killer. Prior, I only did it for Daily Rituals.

    I never said I have personal trouble with NOED. I think in it's current state, it's not good for the game. It enforces bad teamwork from survivors and rewards low skill killers.

    How are survivors supposed to know they have cleansed all totems? Perhaps a totem tally is too powerful. A good way to know they failed this objective is if the hex and exposed notifications appear immediately after lighting the last gen. It would punish survivors for not cleansing all the totems without feeling cheap.

    As it is now, some poor sucker gets surprise insta-downed and everyone else says "oh ######### we're exposed" and leaves, completely dismantling altruism and leaving one person feeling cheated (especially if they took the hit for an injured survivor).

    @Wahara said:
    Like I always say, I'm a reasonable person. I am all up for a NOED nerf if decisicive gets nerfed, but survivors typically never want to make that trade off. You have the option of rendering NOED completely useless, I have to be lucky enough to be close enough to a hook to dribble to counter DS. I can't counter Deliverance unless it's the last person hooked and I'm expecting it. I can't counter a three man body block of the hook.

    I agree NOED is powerful and it's frustrating, but it's counterable. All our options can be hard countered, but you have a variety of options that can't be countered or only soft countered. So, you're going to have to come to the negotiating table if you have your sights on taking down NOED a notch or two.

    I don't think DS should be nerfed. It's a single use perk that one may or may not land the difficult skill check on. One may also have to wiggle up to it, which makes it more difficult to land. To top that off, juggling can render DS completely useless. Then one has to successfully escape afterwards.

    Deliverance is also a single use, circumstantial perk that comes with the inability to heal back to full health.

    I think there may be some fundamental gameplay changes needed to correct the issues you've outlined:

    • Killers should be able to push through survivors, completely disabling body blocking.
    • Juggling is inherently a bad mechanic that shouldn't be required of killers. I don't believe killers should be able to juggle survivors once the skill check for DS has appeared. DS should take priority, since it's difficult and single use. If the survivor ignores or fails the skill check, dropping a survivor can become available again. If ignored, DS won't activate until the next time the survivor is downed. As a trade off, make DS stun for less time or even more difficult to land.

    I'm glad there have been so many constructive responses! It's clear both sides have frustrations. There seems to be too much feeling of unfairness. I think that all of these issues can be addressed in a way that makes them fair for both sides, yet keep the game competitive and asymmetrical. Let killers and survivors have and fairly use their perks, but make it rely on skilled gameplay rather than poor mechanics, body blocking, etc.

  • Would love to see a plant/poison based killer! Poison certain areas of grass and if survivors walk through it, they get a status effect. Perhaps stationary plant creatures can randomly spawn throughout the map and attack survivors that get too close.

    Although, this does make me think of Stranger Things a little.

  • Saaaaame! I played against the Wraith last night and couldn't hear or see him until he was right on top of me. I attributed it to good perks, but as a survivor main I don't know many killer perks so it very well could be a bug since it's not in the patch notes.

    Overall, I think the Wraith needs a nerf. It's silly that a stealth killer can outrun most survivors when uncloaked. There's almost no point to cloaking. I would love to see this be normal for the Wraith, but with his uncloak animation faster and base speed out of cloak dramatically decreased. Keep his momentary burst speed after uncloaking tho.

  • Let's break it down. There are two scenarios: my team died before we lit two generators or my team died after we lit two generators.

    The latter is easier. We put in good work, but at some point the tables turned and you totally wrecked us. Well done! I can understand how the hatch wouldn't feel very fair in this situation, but I think it's value really lies in the next scenario.

    If you killed three of my teammates before two generators are lit, you likely benefitted from the strong asymmetrical "balance" in this game that favors killers. Perhaps you spawned near us, the map was small, or you had great high ground vantage points. Maybe my teammates just straight up sucked or you're just an all star killer that deserves to rank up rapidly. Regardless, you got us good and technically won the match even if I escaped through the hatch, but your win was likely due to some amount of random circumstance.

    Lighting that second generator alone is tough enough, but the chaos of this match has probably made it so that I don't even know where the hatch is. In this scenario, the killer still has the advantage. You don't have to stealthily find the hatch like a lone survivor does. If, as a survivor, I manage to get two generators lit after you killed my three teammates, I think I deserve that CHANCE to find the hatch. And hopefully I find it before you close it!

    If the hatch didn't exist, the lone survivor would have nothing to hope for and could troll by endlessly hiding from you. There always needs to be some glimmer of hope. I bet you'd see a lot more people disconnecting without the hatch. I'm sure we'll get a taste of this with the killer being able to close the hatch.

  • @Dabrownman1812 said:
    His name is scum-rrado, troll possibly

    That's the second time someone said that here! Does my name really sound that trolly? hahaha I swear I'm not!

    I think the proof is in the pudding: I haven't responded to anyone who's a str8 up ######### :)

  • @FrenziedRoach said:
    I get what you mean.

    To that I answer as follows....

    The game has to be enjoyable on some level to people of various skill levels (Which is why we have Low Skill Floor and Ceiling killers like Leatherface). Not everybody can be good or best - do not those people deserve to have fun too?

    Think of killers who just chase like people who use the noob tube in CoD, then watch this.

    https://www.youtube.com/watch?v=EitZRLt2G3w&t=13s

    Brava! This is also exactly how I feel about killers that camp hooked survivors -_- hahaha

  • @Peasant said:
    The things is, honestly Evan is the worst example for this as "using his abilities closer" would entail him setting up a trap right behind you, at least in my mind. As a Survivor main that also plays a fair bit of Doctor and Huntress let me say that Presense can have power. I think that the Killers' need the speed for one reason, commuting. Sure, a smaller TR and slower speed might help me sneak up on some folks, but others will be vigilant and run at the first sign. On top of this, suppose that you catch one person and hook them. Now you need to get around the map with a slower speed. Overall I just feel that slower base speeds would be a mistake.

    Ya know, that's something huge that I overlooked: traversing the map. Whoops lol Some maps are so big that it'd be very difficult, maybe even impossible, for killers without mobility in their kit to do much of anything.

    I guess the answer then would be to have much smaller differences in speed. IE: survivors run at 100% speed and killers run at like 95% minimum. Killers that lack mobility or stealth, like Evan, can maybe have a base speed over 100% to make up for their lack of stealth and mobility. Or perhaps Evan's traps are much more difficult to escape, less noticeable, and more plentiful.

  • @FrenziedRoach said:
    They already do though. What killer doesn't depend on their power enough to get things done? Every single killer in this game can use their power to get things done in one way or another. Billy with his 1 hit downs and map pressure, the Wraith who uncloaks on top of your best exit, The Spirit who fools you into running into her arms, the huntress with godly aim, ect.

    The good killer's are already getting rewarded for using their powers well. Just look for it, you'll find it.

    Oh - I wasn't trying to discredit the good killers who do use their abilities to succeed. Those are the best games tbh. A huge reason why I love this game is because killers are terrifying AF to encounter when they have mastery over their abilities. Losing like this, as a survivor, is a win in a different kind of way.

    When you strip it down to the bare bones, my OP was basically saying that, without abilities killers have too much of an advantage. All they have to do is chase. No abilities required (mostly). I want to see less wins by endlessly chasing and more wins by landing crucial abilities. That's the gameplay mechanic I want to see rewarded for killers.

  • @Peasant said:

    @scumrrado said:
    Most killers should not have a base speed over 100%. In what slasher movie was the killer naturally faster than the "survivors," without the use of supernatural abilities? Pretty much none.

    Most slashers use stealth, strategic advantage (traps, location awareness), or supernatural abilities to confirm kills. Not base run speed. DBD should replicate this.

    It feels like crap as a survivor to die to a killer because they're impossible to run away from. All the juking and stuns in the world can be caught up to. Maps are either way too open or way too closed. Scratch marks from running are too easy to follow, but how else do you get away? Being chased forever isn't scary. It's annoying.

    On the flip side, it feels like crap to be stuck in a loop as a killer. Survivors shouldn't have to resort to stalling, ping, or bugs to get away. It should be rewarding as the killer to down a survivor, rather than easy. It should be terrifying to encounter the killer as a survivor, not damning.

    Nerf killer base run speeds, remove loops, remove some more pallets, reduce terror radii, etc. Heck, even buff killer abilities. The point is, at the start of the match with zero perks, no killer should be able to outrun a survivor.

    Thoughts, my killer mains? :)

    A Myers player asking for slower base speed. Hoo, boy.

    Look, killers are supposed to kill. In the sense of a horror game, they're supposed to scare everyone at least once. If you nerf the base speed of the killers you won't be scary because you won't be a threat.

    Here's an example:
    Let's say you're repairing a generator and you hear the heartbeat grow louder as Evan Macmillan in the flesh is barreling towards you. Most people will run away because the risk is that he will injure them. In this example, his presence is a threat.

    Now imagine you're on the same generator and as you scan your area in a 360% circle you spot Evan very slowly crawling towards you at the speed of a standard survivor crouch. There's almost no fear here because you have all of the power. You can calmly repair until he's nearly on top of you and then just run away with zero consequences.

    The point I'm trying to make is that killers need to be scary through tension. All killers in Dead by Daylight should be there to scare and kill you. You know something's wrong when all a killer does is annoy you more than anything else.

    If you really want a slower game I have but 1 request. Since I will assume you're a Myers main, use Judith's Tombstone and a Scratched Mirror with the following perks:
    Monitor & Abuse
    Iron Grasp
    BBQ & Chili
    Ruin

    This build will give you the slowest killer we can currently make and will also remove your terror radius. Play this way for a game or two and then let me know what speed you want killers to be. (Use Black Wards if you've got 'em.)

    I do love Myers when I play killer! hahaha

    But to be transparent I am a survivor main.

    I think a good balance to lowering the killer base speed would be to lower the terror radius, among other things. Think Pig. It's terrifying when you scan around at a gen and find Pig crouching up behind you! It'd be similar, only killers wouldn't move that slow nor need to crouch. With good ability usage, the killer would have a huge advantage on survivors at such close range if they can land their abilities. I think this would preserve the terror that makes this game so great!

    Think of how much more terrifying it'd feel if you didn't notice Evan until he was that much closer to you! He'd have to use his abilities to down you because otherwise he'd be outrun, but the close range gives Evan better odds to land those abilities. If he failed, survivors are rewarded with time and speed to escape. As of right now, it feels like if a killer fails their initial pounce, they're not really punished for it.

  • @FrenziedRoach said:
    Concerning Myers - He is never faster than the usual 115% base speed, even at Tier 3. The only thing that changes for Myers at Tier 3 is the better lunge and he deletes windows.

    All killers run at 115% speed excepting Hag, Huntress, Spirit, and Nurse. Nurse was already covered, the last three all run at 110% speed.

    I have to shoot down your idea. And here's why....

    One thing this game does fairly well is it gives us a good variety of maps, each with it's own flavor and mix of open and closed in areas. If killer's moved slower than survivors, they would be completely ######### in any map that features wide open areas and lanes as all the survivor would need to is just hit W in that lane and outrun the killer. If we think getting beat by loops is bad, getting beat by running straight would be worse.

    This would force a complete rework of most of the powers in the game.

    Let's just leave well enough alone - we're slowly starting to reach a bit of equilibrium in this game - let's not upset it with something drastic like this.

    And remember - this is the entity's realm, laws of physics only apply when the Entity feels like it.

    omg thank you for a kind, well thought out response! The best killers are the most cunning ;)

    You're right - running in a straight line would feel way worse to lose to than looping. I would prefer this be where abilities become crucial. I wholeheartedly feel like ability use and management is really where killers should shine. I want to see good killers rewarded for such.

  • @Orion said:

    @scumrrado said:

    @Orion said:

    @scumrrado said:
    If the killer remains within 10-20 meters of a hooked survivor

    If your idea starts like this and ends with some sort of punishment for the Killer, it's automatically bad. It's already been tried and abused by the Survivors.

    Hahahaha Killers have it too easy! Most killers don't even have to use abilities to confirm kills. They have almost no form of punishment in the game. They need to be reminded of who they work for: the Entity! hahahaha

    Yes, ignore the fact that such an idea is inherently flawed and dodge the issue altogether.

    It was just a hypothetical! Ya know, fun ideas to talk about and not take so seriously. Relax! lol

    If we rewarded the killer for leaving the camping zone, it would reward them for already doing the more advantageous thing. Killers do inherently have an advantage in this game, so that would be incredibly unfair.

  • @Orion said:

    @scumrrado said:
    If the killer remains within 10-20 meters of a hooked survivor

    If your idea starts like this and ends with some sort of punishment for the Killer, it's automatically bad. It's already been tried and abused by the Survivors.

    Hahahaha Killers have it too easy! Most killers don't even have to use abilities to confirm kills. They have almost no form of punishment in the game. They need to be reminded of who they work for: the Entity! hahahaha

  • Don't feed the camper. If you reward the camping by trying to save your teammate, they'll continue to camp. Ignore them, let your teammate die, and the three of you finish those generators all the while. If the killer only gets that one camp kill, maybe two camp kills, they'll soon learn the errors of their ways. It's bad gameplay. Low rank gameplay.

    I would like to hypothesize on potential nerfs to camping tho! :3

    Maybe the entity feels negatively about camping because it means the killer doesn't believe in it's ability to collect survivors. If the killer remains within 10-20 meters of a hooked survivor for more than 10 seconds, their sight is blurred or speed decreased.

  • @alivebydeadight said:
    no WHEN he uses his stalk and begins stalking survivors he moves much slower, I know he moves faster when he tiers up but i mean when he is stalking survivors

    Right - we're in agreement on Michael's kit. The slow speed while stalking is the caveat for the potential to increase levels, thus earning speed boosts. Michael gains speed by using abilities successfully. Granted he's still at 105% at level 1, but the basic principal is there. And that's why Michael feels good to play as and against.

    That's the sort of gameplay all killers need. Otherwise, we're just instantly rewarding players for selecting to be killer. They technically don't have to use abilities to win.

  • @alivebydeadight said:

    @scumrrado said:

    @alivebydeadight said:
    let me just help you with this, clearly your a survivor main complaining about killers, but in all of the Halloween movies Myers caught up to people that are a mile away from him, nurse is 96.25 speed but she is the strongest killer in the game currently, some killers like Kruger, rely on speed to actually down survivors, and pallet loops with the new perk spirit fury can easily be countered, so no they should stay the same and i can avoid and juke the killer almost 90% of a match and i play xbox one, so it needs to be the same, either run sprint burst or dead hard, or just take a break for a while

    Yes, I am a survivor main hahaha. I feel like even though you are arguing against my post, you made points that agree with it:

    The Nurse is the strongest killer right now because she has great abilities and perks, not because she has a high base speed.

    Myers uses his stalking ability to gain speed, thus working along the idea that I laid out: increased killer speed should come from successful use of abilities.

    Ultimately my point is that killers shouldn't rely on only speed to down survivors. That's not good gameplay, especially when that good speed is the base speed. Freddy should therefor be adjusted.

    myers moves slower when stalking my dude

    Um, exactly....he moves slowly at level 1 and while stalking, earning his speed boost.

  • @alivebydeadight said:
    let me just help you with this, clearly your a survivor main complaining about killers, but in all of the Halloween movies Myers caught up to people that are a mile away from him, nurse is 96.25 speed but she is the strongest killer in the game currently, some killers like Kruger, rely on speed to actually down survivors, and pallet loops with the new perk spirit fury can easily be countered, so no they should stay the same and i can avoid and juke the killer almost 90% of a match and i play xbox one, so it needs to be the same, either run sprint burst or dead hard, or just take a break for a while

    Yes, I am a survivor main hahaha. I feel like even though you are arguing against my post, you made points that agree with it:

    The Nurse is the strongest killer right now because she has great abilities and perks, not because she has a high base speed.

    Myers uses his stalking ability to gain speed, thus working along the idea that I laid out: increased killer speed should come from successful use of abilities.

    Ultimately my point is that killers shouldn't rely on only speed to down survivors. That's not good gameplay, especially when that good speed is the base speed. Freddy should therefor be adjusted.

  • F13 crashed and burned because it lacked the diversity and complexity that DBD has!

    This is obviously just meant for discussion. I'm not holding a pitchfork or anything hahaha I know it'd be a hefty rebuild, but I think it would help address a lot of the other concerns people and the devs seems to have with the game. And it just makes sense for the genre 8-)

  • @Nightmare247 said:
    You did not understand the actual problem that I stated was the cause. Sure, a series of checks is great to program into a game. Where is that held? On the hosting server. So each player has details and information, but the HOST AKA KILLER is the one that is collecting all that data and sending it back to the HQ Server.

    So let's say that something from HQ calls home to check...it will keep calling to the HOST AKA KILLER server. If that connection does not make it then what? There is no data to collect. All it can see is the final condition, not who disconnected from the game. So as long as this game is 100% P2P hosted that data cannot process WHO the disconnector is. So it takes the benefit of the doubt that the killer did not disconnect and that the game ended.

    I understand it is a frustrating thing to happen, but the other case would be losing blood points and data like ranks causing most likely more issues than keeping the data stored locally on players systems did. That caused loss of legacy and other things.

    While it is disappointing it right now is the best solution UNTIL they put in dedicated servers.

    Ok I think I understand now! Maybe haha

    So then until there are servers, IF there are ever servers, the loss of the survivors items in such a situation will remain the same. Bummer :/

    Perhaps there's a way still to penalize killers for disconnecting? Since they're the host, the game should be able to see if they disconnect yeah? That would make me feel better after losing my items.

  • @Nightmare247 said:

    @scumrrado said:
    The game has to be able to know if it was the killer (AKA the host) who disconnected, therefor returning all our items.

    Until Dedicated Servers are a thing (IF they will ever be implemented) there is no way to tell. The thing is that the Killer becomes the host automatically the moment the library is generated. It sends some details back to relay end game stats. Those end game stats are generated when the killer says they are generated. So ending a game at any point = end game stats.

    There could and should still be a solution. The game can use a system of checks to see why the game ended: if it was a host disconnect or a completion of the game. If the game ends, but survivors are still alive, time spent playing is low, ping was high, etc the game should the recognize this as not a completed game but rather a host disconnect.

  • This happened to my group yesterday. Four of us waited upwards of 10 minutes for a game only to see a handful of frames and then get kicked because the killer left. We lost tons of rare items, add ons, and offerings. Not cool.

    The game has to be able to know if it was the killer (AKA the host) who disconnected, therefor returning all our items.

  • @MegaWaffle said:
    Master the art of saying TOY BOAT 10 times as fast as you can

    OMG stop making me wish Pennywise was in this game!

  • @Global said:
    Eventually you will just be able to look at the icon or name of the item and know what they are, its what i do.

    True to a degree, but that's not really a solution. Not all players have the capacity to remember such information and I don't see why my suggestion couldn't be implemented as an overall solution.

    With the implementation of the tutorial modes, the devs want the game to be easy to learn and understand for all. I think this would be a great addition for those who just can't memorize so many different offerings.

  • Thanks for the constructive responses everyone! :chuffed:

    I think I need to clarify: I wasn't asking to have the same timely hook experience as everyone else. I don't think anyone wants to wait for the last survivor to slowly struggle until they die. That's a waste of time.

    I was asking for the equal opportunity to do my attempts to get off the hook, using whatever luck/odds I have stacked into the match. If the last survivor was not hooked for the entire match, regardless of if their teammates escaped or died, they should have the chance to attempt to get off the hook themselves. If they fail those attempts, they can die instantly because struggling is useless. If they succeed, they should still have a chance to flee. Sometimes, the exit is within a few meters and escape in such a situation is totally possible. It just doesn't seem fair that all other survivors can attempt to escape the hook on their own except for the final survivor, who according to the rules of horror should have the best odds of living! ;)