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Blaven

Blaven

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Blaven
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  • I want an update where Freddy just constantly calls people ######### and tells them to "Fung Fu this!" when he hooks them.

  • Honestly, I've dealt with that quite a bit, but I always shrug it off as "They don't know the situation". Like, for example, I hook someone and wander away because I got that good ole Make Your Choice perk, and then I notice, oh hey, Claudette is sprinting in the direction of the hooked person, better follow. I get to them and either interrupt the unhook attempt or hit them prior to the unhook. End of game, whether I kill somebody or not, I get those kinds of messages calling me a camper and a scrub. I just clarify that they should have tried being more careful when approaching the hook, although some might take that as sarcasm.

    Simply put, Claudette didn't see me creeping up on her and from her perspective, I could've been there the whole time. They're wrong in that situation, as it was a risky play that ended badly, but I'm not going to call them out on their mistake, simply because there is no point to. They can't be aware of everything I'm doing, as I can't be aware of which gens they're working on, or what totems they're breaking. Keep your cool, move on and keep enjoying the game as you were.

  • ((Hope you don't mind someone who wasn't part of the original thread posting a character. Just thought it'd be fun to try out.))

    Full Name: Alistair "Rot" White

    Age: 26

    Sex: Male

    Gender: Male

    Appearance: Sporting long strands of brown hair tied back into a long hanging ponytail, with a short goatee and five o'clock shadow running from his cheeks and neck to his sideburns. Dressed in a grey denim vest with a black and red band t-shirt, and matching grey jeans. His clothes are slightly torn in various places, and what used to be a large patch on the back of the vest appears to have faded and ripped away during his time in the Entity's realm. His left wrist has a simple leather bangle with studs going across it, and a silver bracelet. Meanwhile his right upper bicep is wrapped in a bandana that is mostly white, save for the black stars pattern emblazoned on its surface. His hiking boots are scratched and dirty, with the laces tucked under his foot, given that both have snapped apart.

    Abilities: Can play the bass guitar, physically strong thanks to years as a roadie, can take a heavy hit without losing his balance, knows all the lyrics to a bunch of songs, fast runner but lacks cardio training to maintain that high speed, surprisingly, quite the chef.

    Personality: A real party animal, Rot loves to meet new people, however prefers to speak with people that have "real personalities", meaning he dislikes the quiet types and others who try to hide information using lies or re-directing questions. Despite this, he knows when to put his angry aside, redirecting it at the appropriate time, specifically speaking, during mosh pits.

    Flaws: Nearsighted, unfortunately does not have his contacts in. Has a severe hatred for snobs or know-it-alls, and is likely to get confrontation around them. Pyrophobia, will panic near fire or be unable to interact with objects when there is fire around said object.

    Items usually always on hand: Wallet, bass picks, empty alcohol flask.

    Background: Alistair "Rot" White has always loved the music scene, supporting the new indie bands on the block and going on long road trips to see his favourite big-name bands perform. On one such road trip, the "crew" as he called them, decided to take a detour to one of the member's lodge out by the lakeside. First night there, Rot got wasted and snuck outside to throw up, due to his pride he decided to wander far from the lodge, as he didn't want the others to think less of him for getting to such a sorry state.

    The next morning came, and the crew packed their belongings and got ready to get back onto the road. It didn't take long for them to realize that Rot had disappeared, and they called the local authorities to see if he got busted again. No sign of Rot was ever found, and despite his absence the crew couldn't stop now, they had a show to catch.

    He'd show up eventually, right...?

  • I actually really enjoy this concept, although if we take what Bricky/TydeTyme agree on, is that the Killer not having something for the chase will severely hurt them tier-wise.

    That being said, I love the idea of using the lockers for teleportation, as it gives the survivors another reason to be wary of using them. Given that the Boogeyman's exiting of lockers makes a loud bang though, it brings to mind the Hag's teleport, although with less of a requirement. Given the ability to teleport to occupied lockers, I could see this Killer being really powerful in countering stealth to off-set his lack of chase power.

    Perhaps he gets a unique grab when he teleports to an occupied locker, one that leads into a free hook given that the lockers are also given the role of hooks with this Killer, or more specifically, one of his perks. I imagine the grab only kicking in when the survivor tries to leave. Dwight steps out of the locker quietly, which is covered in a black aura (as all lockers are, to let players know who they're up against while also giving no indication which one the Boogeyman is currently in), he looks back and forth before fully stepping out of the locker only for the Boogeyman's claw to reach out of the black abyss inside the locker and pull him back in. This would also act as a free hook, with the Boogeyman stepping back out and the survivor's pained whimpers heard coming from within the locker with the entity's tendrils beginning to sprout forth from the ground around it.

    A glaring problem with this killer though, is the fact that he requires the survivors to want to use lockers. Most survivors are bound to just use Exhaustion perks to try and create distance rather than hide in something that could potentially bring them to the dying state if discovered. This makes his ability to mind game, while hiding in lockers a bit weak, as most survivors will just work on generators while there's no terror radius (I main Pig, so when I'm crouching I always see a survivor working on a generator or come out of hiding behind rocks/walls/etc to work on one).

    Looking at the perks, Lost & Found's second and third ability rely on either Franklin's Demise or a survivor dying/dropping an item, so while not impossible, it is a bit unlikely to happen so that perk wouldn't see too much play. The aura reading on chests is great as is, although I would add a requirement like when they're within terror radius or outside of it. Meaning that killers like Wraith, Pig and Boogeyman (When inside lockers) would need to 'decloak' to get its full effect.

    Personally, I think that the Boogeyman should actually not have hooks, rather using lockers in their place. Finders Keepers should just be a Boogeyman ability with no perk requirement. That being said, if this was given to other Killers, granting them a massive boost in the number of usable hooks, then we'd need to remove the aura reading debuff. Being unable to see where a fellow survivor is hooked and letting them be freed at 33%/66% means that it is simply better to let them remain in the locker while the remaining survivors work on generators. Since why would you bother not working on a generator when the survivor is going to free themselves anyways? But taking away that penalty makes the ability useless to any killer. I think that this teachable perk needs some serious work, although I love it as an ability for the Boogeyman alone.

    Hex: Lost Treasure, to me, seems like a much more situational Hex: Devour Hope. While still being a Hex perk and removable, it requires that the survivors do something very specific, rather than the Killer doing anything to earn that fifth token and mori.

    All in all, I love the concept and could even see this killer being in the game, although with his perks touched up a bit.

  • Originally, I played the Trappy Boi, then moved onto the Pig because I fell in love with the stealth mechanic, but now I'm into playing the Clown. So, for originals, I vote for Trappy and Gassy.