http://dbd.game/killswitch
Let's play hard ball
Since killer mains want the boons to be put down only once per totem and they want immunity against flashlights and they want this perk and that perk nerfed because it's "being abused" (but be damned if a killer abuses a perk all of a sudden people don't care about it) and they want the 8 kicks gone but the 5% regression to stay and they want already good perks buffed like pop which can destroy a gen I've had it happen to me
If killer mains are in agreement to always wanting more I want my groans to be quieter when I get in a locker I can hear myself SO clear groaning in pain I've been found so many times in a locker because I was groaning and I know there's Iron will but just yesterday someone said they wished there was another way to counter flashbangs when there's lightborn and even then you can still turn away from it
Also when your sick but not broken the fumes still cover the locker when your in it and your coughing is SO loud it's a dead giveaway that your in there so it should be changed to better HELP the survivors as if the killers need any help I've been tunneled at 5 gens for my last 3 matches my boyfriend hates playing this game because we never escape whether it be by a super strong build or a toxic killer
Comments
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Dang, 2 anti killer posts in a night.
Complaints are complaints. Everyone has them and hell your LAST post had your own complaints so we're not sure what this is suppose to be going for.As for the locker thing, we could see quieter groans being tested, but (what we are assuming with "sick" and "fumes") the plague part? Your fully infected. Everything you touch gets infected. When sick you need to pick your metaphorical poison. That's her power.
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Fully infected is broken ya know when you actually start puking
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So we would like clarity here: By "fumes" covering the lockers, what exactly are you referring to? Unless something has changed recently that we are unaware of, you only give off "fumes" when fully infected, which can then spreads to the locker you hop into. If your not fully infected, you cough, but don't give off anything we'd call "fumes".
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I'll be sure to make the other 2 of us think of somethin
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Even if your just building up sickness and you get into a locker the sick covers it with green
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Let me speak my pease you killer mains do it all the time so why can't I huh? Why is it all of a sudden negativity all I'm saying is we should get some leeway with the lockers while we're BUILDING the sickness we're not fully sick yet so why should she be able to see green on the locker when we're not even fully sick
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Whats the deal here?
You dont like when you are sick that it spreads to stuff?2 -
I didn't say stuff I said lockers when we're not broken.. we only puke when we're broken not when we're building up sickness therefore not fully infected so it shouldn't turn the lockers green plus it would help the survivors trying to hide
My original point was about the challenges being too hard but the sickness and lockers thing was a problem I thought I should point out since I don't think it's fair
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It shouldnt turn lockers green when you are building up sickness?
You make everything else green when you are building up sickness.
Why not lockers?2 -
She's strong enough can't we have just A LITTLE leeway or would that nerf the killer base too much? I'm not asking for much she can hurt you across a car with her corrupt purge for christ sake even if you use an exhaustion perk to help get away from her she can still hit you and she pukes on EVERYTHING so your obviously gonna get sick then cleanse at a fountain and she'll always have blood if you don't you run the risk of her running up on you or the constant slowdown of thanatophobia
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No, thats kind of her thing.
Its a killer that you have some give and take with.
On one hand you are puking making a bunch of noise, broken.
On the other shes tall as f, you can see her from a mile away, pre-running her is easy as hell and you win every mindgame because shes taller than most tiles.2 -
I completely understand the argument presented by the OP, and I feel bad that people are dismissing their complaint in a way that merely tries to invalidate their perspective. Having played this game for a long time, I've witnessed the challenges on both sides. The general consensus seems to lean toward making the game easier for killers, while setting a high skill threshold for survivors, often justified by the broad use of the SWF acronym, which appears to be frequently invoked by players who seem to main as killers.
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If you want to play the whole "that's her power" argument and you as well @Spare_Them_Mori_Me just so you see my point as well we are told and majority of the time myers is mostly silent till he hits tier 3 then his terror radius is 32 meters but trail of torment and I imagine any other undetectable perk alters his power you talk about on the other hand she's tall which gives survivors an advantage and his on the other hand advantage for survivors is he has a 32 meter radius when he's able to one-hit down you but when I talk about it how unfair it is that trail of torment literally alters his power I get brushed off like I just did I mean he could be hiding around a corner and I can't see him I'm not expecting him to be silent because he's in tier 3 I got moried by his add-on one time before because he was silent and I didn't know.. no one has any problem with it changing his power because it's a one up for the killer but I want just one thing changed that's not even a very big deal and I get swarmed by a mob with pitchforks do you think it's right that a killer with infinite one-hits can walk around silently? Apparently the solution to everything is just do another gen if he's hanging around it but in a dark map he could move and you easily lost eyes on him or he could be hiding in a very good spot beside the gen with trail on it waiting for you (most of the time I'm solo so my team can't tell me where he is)
I understand making the killer undetectable is the perks purpose but his 32 meter radius is his advantage for the survivors and these perks are taking it away which isn't fair
Post edited by shadow_V on-1 -
Thank you
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So we went looking and legitimately could not find anything (though we didn't search extremely hard) where a person building up sickness entered a locker. What we remember (and it admittedly has been awhile) that you need to be fully infected to turn the lockers green.
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Do you want to know something funny? Even if you're healthy you can be heard - it just has to be insanely quite and I can even hear your breathing in a locker xD
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Not even gonna bother.
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I know, the game is terrible for survivors in every way.
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again why come at me like a mob with pitchforks when i want just ONE thing changed that wouldn't even effect her in any way it would just help the survivors why are you not gonna bother but comment on it anyway implying that I'm an idiot sparking an argument when I express the changes I want if your not gonna bring anything insightful to the conversation why comment at all you look more like a jerk when you do that
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The stuff you're worried about is so low level, you're still talking about stealth. The game's skill is in looping, and so the balanced (or at least it should) around high level chases. The game cannot be simultaneously balanced around looping and hiding, so the devs chose the more skillful option. Stealth does, however, still have a place in high level gameplay, because if you're dead on your next hook, the best thing you can do to make sure you live is to hide when the killer comes your way. So that's common sense across all levels of play.
The problem with your level is that 99% of looping/hiding done to waste the killer's time actually isn't doing that, because in order for it to "waste" the killer's time in a way that helps the team, people have to be working on generators while the killer is chasing or looking for someone. And if the killer is smart, and only wastes a few seconds looking for you before leaving, he's gonna go straight back to your teammates who might actually be working on gens, and once they're pushed off them, then nobody's working on gens. That's why as soon as the killer leaves your area, you need to immediately find a gen and start on it. If at least 1 person is on gens at any given time during the match, y'all will most likely escape. Prioritizing certain gens is also key. The gens on the edges/corners of the map will always be safest, so do those when you're on death hook. But at the same time, if you only do the ones on the edge, you risk leaving the final 3 gens in one area, all really close together, making it super easy for the killer to patrol them.
I don't think further clarification or strategizing is necessary. The point is that you learn and improve as a player before you start to see mass success. This game is different only in that its matchmaking is screwed up. The likelihood of you getting teammates who barley do anything, at your level, is like 95%. However, since you play with your boyfriend, meaning you're in a 2-man SWF, your chances of escaping skyrocket compared to those of your solo peers, because when you can communicate and coordinate, everything just becomes easier. Play into that strength, for sure. And by all means, if you've got those killers you find difficult to play against, try playing as them so you can see the limit to what they can do. Getting good as one side often leads to you getting better at the game in general. And don't fall into the trap of the overgeneralized "toxic killer" complaints I see on here. Toxicity is about intention; it's about trying to make the other side mad. Chances are most of these killers are just playing the game normally, just trying to win.
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No they don't just try to win a chucky closed hatch in front of my face then rode on my back like he was telling me to get f%$ked then moried me and just now the twins tunneled out a Jill at 5 gens making her point score super low compare to the killers which isn't fair to the survivor nor the team toxicity goes beyond just trying to win its down right a problem amd kllers need to be punished for it and originally looping had nothing to do with the game it was about hiding from the killer till players got skilled enough to loop then made the devs have to accommodate looping
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