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Strider

Strider

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Strider
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  • The clown is anything but OP, like others have mentioned he has no map control and even in a chase he's not that much better because his bottles are easily avoidable. I have the clown and he is easily one of my least favorite killers to play because of how often survivors outplay me.

  • Good god you guys are insufferable. It's a perk that has no additional effects in the gameplay. All OP suggested was that the perk had a passive effect in addition to the BP bonus like BBQ has. Maybe not necessarily the effect he suggested but anything at all. This thread has nothing to do with the amount of bloodpoints the perk currently gives.

  • These actually look really good! I wish they looked closer to what their characters are based on. I know they can't get something too close to the appearances of the actors/actresses without their consent but they could make them look more human. Looking at the comparison of Quentin Smith in the movie and game... yeesh.

  • Object of Obsession basically makes you bait for your team. Killer knows where you are, so they'll be tempted to chase you instead of anyone else if you are their only visible target. You'll be buying time for the rest of your team but you'll have to be good at chases/stealth to avoid being found. It also scales according to the killer's terror radius so your aura will remain visible for considerably closer range to killers with smaller/no terror radius.

    You can avoid being detected by looking away from the killer's direction when you see them turning to face your direction. It's a steep learning curve to figure out how to manipulate when the killer can see you.

  • @DwightsLifeMatters said:
    In case this feature will be implemented some day.. Will it Start counting all the stats at release of this implementation or will we get all stats since we start playing? I assume that you already have all the stats but just can't implement that right now right?

    I doubt they can retroactively track any of these statistics so you will most likely only be looking at stats after the implementation of the feature.

  • @Orion said:
    So you only want to take a hit if there's no risk, even though the action is supposed to be risky. What a surprise.
    EDIT: I'd like to point out that your reaction says a lot about the balance of the game. You are literally complaining that taking a hit isn't safe.

    It's a calculated decision to let yourself take a hit for a teammate in order to make sure another player survives. If the killer has NOED and I go down for it, so be it. It's not rocket science to figure yeah a survivor would probably do that if they think they can take another hit.

    I'm not being all "boo hoo crybaby" about dying for a teammate, I've attained my goal even if I died for it. The game has a system of being injured before you go into the dying state, healthy survivors use this knowledge to take hits for injured teammates. Sorry if my "reaction" made you feel upset about the balance but that's just how the cookie crumbles.

    I'm just saying the OP has the point that NOED is the only instance where a status effect is applied on survivors without any indication, except the first exposed hit from Devour Hope (?). I play both on the side of survivors and killers in this game, I'm not being partial to either side by saying a survivor should know that they're exposed. It works in the killers' favor too if survivors see the exposed status and think to themselves they should just GTFO instead of trying something stupid.

  • @Orion said:
    Taking a hit is supposed to be a risk for you. Why are you upset that you had to endure the risk?

    There's a difference in knowing you would survive the hit and still be able to make it to the exit and just straight up being downed without realizing it would happen.

  • This doesn't solve your problem at all. Even if the killer could close the hatch, if the survivor was just waiting for the one on the hook to die, they've still reached the hatch before the killer.

  • 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.

  • @Justicar said:
    It counters Doctor (prevents alert notification from madness screams), Trapper (prevents alert notifications from getting caught by a trap), and Clown (prevents alert notification from being gassed).

    The scoring events still show up so any killer with two eyes would know there's someone around. As for the trapper, the trapped survivor icon still shows up so it essentially does nothing.

  • Yeah I think there's either an issue with where her head camera is actually positioned or she has some sort of indirect resistance to flashlights. I've managed to reach rank 1 by playing the Hag and blinding me never works, ever.

  • Survivors like this deserve the killers going after them instead tbh. I had a game during the Hallowed Blight where a survivor deliberately unhooked me in front of the killer and pointed to the killer the next event hook to put me up on. The killer took advantage of this obviously and then when I asked why the hell did he tunnel me he said it was because I "juked" him. I did no such thing, in fact all I did was drop a pallet on him only twice then blinding him. He downed me in the same chase not too long after anyway.

  • Actually I was thinking of something along the same lines too. I've made my way to rank 2 killer because of a few good games with killers I'm good at. But if I switch out to something I play less often (I like to level/play everyone), I end up getting thrashed. For example, I'm a rank 2 player with Hag but I am by no means a good Clown. With him I struggle to get even 2 kills most games.

    The solution for people saying "but what if they bulldoze rank 20 players?", is simple - there's a generic killer rank which is your average and there is your individual killer rank. Your individual killer rank never goes below your average unless that too drops (e.g I'm a rank 2 Hag but my generic killer rank is let's say 10 because I suck at the other killers, so my Clown wouldn't ever have to go against players lower than that). Although how this would be calculated would be entirely up to how the devs deem fair.

  • As both a killer and survivor during the event it was very unpleasant to have survivors simply come into the game to harvest their plant juice and then immediately let themselves get killed. There was the issue of just how much the game slowed to a crawl because at the start of the event, many survivors focused solely on harvesting the plants rather than generators resulting many games ending with few generators done. As the event went on, survivors cared less about the plants either because they've finished their objective or got what they wanted - this attitude should have been what the design of the secondary objective should be made to encourage.

    However, as the event was reaching its climax the plants were pretty much working as intended - they were secondary objectives that gave a reward for completing them but doesn't tie directly into the main objective. There was a good balance of survivors who would do the secondary objective if they happened to be in proximity of it and then move on to do generators once they got it out of the way. Whatever ends up being the secondary objective, I hope they stick to this philosophy - keep the reward for doing the secondary objective enticing enough to try but not be completely ignored.

  • Don't go for the obvious spots if the survivors have figured it out. If you have some to spare, try putting traps in the most random (but concealed) spots, some survivors just step in them completely by accident. Try putting them around potential loops that you think survivors will try to draw you to. Grassy spots are also good places to hide traps.

  • I think he may mean the alternate hairstyle for Laurie that looks slightly darker. I'm assuming you bought her with shards? Unfortunately the only way to access the alternate outfits for characters is by buying their respective DLCs. Buying a character with shards does not provide you with the alternate outfits.

  • The Trapper's padded jaws. It has no upsides whatsoever other than the bloodpoint bonus (which is still capped at 8000) and you don't hurt survivors that step in them at all.

  • I let survivors go if their teammates abandoned them early in the game. If this happens, I try to let them know I'm not going to hurt them by just standing around them as they do generators and I'll even lead them to the next generator they would need to do.

    I also can't care less for hatch stand-offs so I don't bother just standing on the hatch to wait for them to try and risk it. I'll patrol around and catch them if possible but if they get it, so be it.

  • I don't think it's entirely the developers' fault for the queue times. There was however an oversight on their part that the vials have a hard cap that prevents you from harvesting more from the cankers even just for the bloodpoints. It's all trial and error at this point, and I hope this will be a valuable lesson to BHVR and other game devs in limited time event planning.

    Agreed with your point on the event cosmetics though. They shouldn't make the skins available all year round, but make them available to buy/unlock seasonally. Something like how Overwatch handles their event items.

    In regards to testing event mechanics before live releases, I think that's a bit of a tough one because they would then risk having leaks from players who play test the event before its release. Some more thorough QA testing would suffice.

  • @Patricia said:
    Hello everyone!
    Our team is aware of the long queues issue, we are discussing on how we can improve the situation.
    At the moment I don't have more information, I'll keep you posted.
    Thanks for you patience.

    Thanks for the acknowledgement, at the very least. A quick browsing of the forums would show that many survivor and killer players have suggested that the rewards should be able to be earned from either side. I hope that will be passed along and will be reflected in the next event.

  • Yeah, had the same issue. I've reported this on the bug report subforum.

  • I never have issues finding killer games except during events. That's just the way it is. Regardless of the value of the reward, if there is some incentive to play the killer during events, survivor mains will try their hand at it.

  • Could be a figure of speech. The mechanical mouth could be referring to the Trapper's bear traps or maybe the Hillbilly's chainsaw.

  • Agreed with the last part of your suggestion. If they do something like this again for future events, the limited currency should have a flat cap regardless of which method you earn them by.

    In regards to the nectar filling for killers, instead of how it currently only fills 1/6th of the vial they could make it so it fills 1/3rd of the vial instead. Seeing as the survivor equivalent of the task - fully harvesting cankers fill up a little over 1/3rd of their vials.

  • Silly suggestion aside, I do think that there needs to be an actual incentive to rush survivors out of the exit gates instead of hanging around to taunt the killer.

  • Some characters like Feng Min and Laurie Strode get some unique clothing items though, so there's that.

  • What the hell is "killer cuddling"?

  • @DocOctober said:
    An assumption for which there's no basis, which is what annoys me since I maintain the Wiki.

    Sorry to hurt your feelings?

    edit: I don't really want to bump this thread because it's pointless for others to see it now. But I had to acknowledge you edited your post to not make yourself look like a completely condescending ass by adding the explanation on how teachables work like I didn't already know that.

  • @DocOctober said:
    How much clearler do you effing need it?

    There is really no need to be condescending. Especially if you have nothing new to add to the discussion. I understand how teachable perks work once they have been unlocked, if you've read the thread at all I've clearly said I have unlocked at least one on each character already.

    I meant the wiki says that everything is essentially reset after prestige. It didn't clarify if the teachables will also be reset and you would need to relearn them again (i.e if you haven't unlocked them on another character you would need to relearn the teachable).

  • Yeah I know about those details from the wiki. But it wasn't very clear on how the teachables work past prestige, hence this thread.

  • @Leo Thanks for the answer! I don't reckon I would reach prestige that soon before the next update goes live but thanks for that advice anyway.

  • @BigBadPiggy said:
    It's annoying that a "Mind Game" killer can't even do what it was meant to do. I was playing KYF with 2 of my buddies, both of them haven't beaten me once as either killer or survivor (They are both relatively noobs). And one of them was able to figure out how to play against Spirit and tell when she is close after the second time I phase walked. I asked "How the hell did you know." his response was "I heard a static noise." So for the rest of the game it was basically pointless to phase walk because everytime I got close to him while phase walking he said "Static". ######### devs!? How are you supposed to mind game people when they can tell when you are trying to mind game? She is already slow as #########, her power is basically useless due to scratch marks having a delay, her addons feel like they don't do jack unless they increase her phase walk speed. I'm happy with the buffs they gave her and have been having a tad bit more fun using her. But survivors already have 3 ways of telling that she is near (The whoosh, the grass moving, as well as disturbing crows). This is almost like if whenever the Wraith got close to you while he's invisible you would hear a bell notification, or an oink while the pig is crouched. If she has difficulty mind gaming a noob, what even is the point of her?

    That "static" your friend is hearing is an intentional feature to let survivors know that the Spirit is approaching in phase walk form. They normally wouldn't hear this if the phase walk was activated while they're in your terror radius. So if you did this during a chase by keeping them near you, they wouldn't know if you were intentionally standing still or actually phase walking.

    But yes, I agree the noise is a pretty obvious tell when you're attempting to ambush someone from a distance. The survivors should be able to hear her coming but the sound shouldn't be directional. Instead of the "static" noise, I think it would work nicer if survivors heard the ghostly wailing like when you're near her kind of like how you hear Freddy's lullaby.

  • Not just PS4, I've had the same problem playing on PC.

  • How could you leave out Adam Francis' jean outfit being an exact copy of the outfit worn by Killmonger in Black Panther in his first appearance at the museum.

  • I wouldn't mind some extra decorations in the basement differing based on the map as long as the layout stayed roughly the same.

  • @GrannyonAcid said:
    Okay. Well this is helpful. My few experiences with Freddy I've just never understood if you can avoid going into the dream state. Your head tilts to the side or whatever and it starts putting you to sleep. At that point there is no way to avoid going into the dream state?

    Also when you are in dream state can he just see where you are? I feel like he can always find me. It might be something like nurse's calling. I've never really checked. But it seems like he'll leave me and then suddenly just run across the map right after me.

    You can actually still wake yourself up during the dream transition. Some survivors like to just stay put during the transition on a generator and wait for a skill check that will just wake them up immediately.

    Yes, as mentioned above if you are outside of his terror radius and asleep, he will be able to see your aura until you wake up. When you are in his terror radius, you have a bit of a blue glow around you so hiding will be harder than if you were awake.

  • As far as I know, the only thing you're missing out on is their alternate outfits. With some characters this is no big deal (i.e Kate because her alternate outfit is just a white version of her top). But with like Feng Min you might want to buy her through DLC instead, her default outfit looks horrid imo.

  • I don't do flashlight saves myself but from observation while playing the killer. Survivors with flashlights tend to stay near chases so that when the killer finally downs the survivor, they come in for the save. Also don't start pointing the flashlight too early or the killer will be blinded but not drop the survivor they pick up. Try pointing it right as the pickup animation is about to finish.

    Right now some inconsistencies in the character model make it so you should usually aim around the killer's neck to blind them (not too far from the head though). But the current PTB is testing out making it so you just aim right at the face, so hopefully that will roll out sooner than later.

  • There's really no need to constantly bump this thread. The survey is the very first topic you see when you login to the forums.

  • Trapper still needs a rework. His base kit leaves him in a position where he spends far too much time going around picking up traps to set up. All they would need to do is make his trapper bag add on part of his base kit.

  • If they don't want to be healed, ######### 'em. Leave them be to get their stupid bloodpoints.

  • Welcome to the game, hope you've been having fun!

    1) It's a bit confusing because some people (like myself) prefer the alternative, meaning flailing on the hook = come get me now, seeing as if you're flailing with the killer nearby they'd know you're signalling to your team anyway.

    2/3) You have to be a bit careful with offering/item use, especially those of higher quality because sometimes you might get a game that just goes awfully and you end up wasting the item. For example, I had a game yesterday where someone burned Bloody Party Streamers and the killer just ended up disconnecting early in the match and we lost any benefit we would have got from it.

    4) Lessening the mist can make it easier for you to see the killer and vice versa. Mist affects killers like Freddy the most because his dream world is already so full of mist. Also on some maps, mist can be very favorable to you.

    Pictured here is multiple stacks of mist with the darkest moonlight offering on the darkest map in the game - Macmillan Estate.

    5) Most would say Claudette because she makes the least noise and also happens to have the darkest clothing items in the game, allowing her to blend into many types of terrain.

    6) As others have said, just break line of sight whenever possible to prevent him from stalking you. Some things that you can walk through like corn or grass can actually hide you from his stalking. And keep an eye out for your surroundings, try fixing generators from an angle where you can easily watch your surroundings but also not be spotted from a distance.

  • Wouldn't mind if they added points for doing this in the survival category. It's one of the categories with the least amount of scoring events for survivors. In most games anyway, you currently only have 3 ways of earning points in survival: surviving the trial, struggling on the hook, healing yourself.

    Personally, regardless if I'm getting free or not I just wiggle to give the killer a hard time getting to the hook. Sometimes it ultimately buys me enough time that someone comes to attempt a rescue.

  • I only do this as Leatherface at the end of a match because it's so entertaining to hear that meaty sound.

  • Had an amazing game with Leatherface once, bunch of survivors last minute switched to have flashlights, BNP and various other purple/pink items. Didn't make a difference to me because I was using Franklin's Demise. They all kept losing their items but the best part was that every time they were unhooked, they would make a beeline back to their items no matter how dangerous it was to do so.

    Other great moments include blinking as the Nurse to a cocky David who decided to float around the hatch before jumping in, grabbing him mid-jump and hitting the obsession as Freddy with Remember Me so many times that survivors literally took forever to open the exit gates and all died before they could open it.

  • At rank 20, you should probably start off with the DLC killers. Survivors at that rank usually don't cope well with killers outside of the base game set. Freddy, Hag, Doctor and Pig are extremely confusing for new survivors.

    Freddy - Inexperienced survivors won't know how to wake themselves up and will be easy targets for you
    Hag - They don't know how to crouch around her traps, just place them in areas they are likely to go to (chests, near generators, pallets, basement, hooked survivors)
    Doctor - If you're new to this, you might not get great mileage but as long as you delay generators by kicking them, Overcharge will do the work of slowing them down
    Pig - Low ranked survivors tend to get scared of the RBT so it's a good way to keep them at bay from generators, if you manage to down someone at the end game and still have RBTs, you could get lucky if someone just tries to run out the escape gate with one on

    Using the other killers should be pretty straight forward otherwise. Except the Nurse, if you're not a good killer, she is one of the hardest killers to master. You'll be slower than running survivors so learning how to use her blink is important to get her adept achievement.

  • @Bwight said:
    Wait.. So you're telling me the only hit game this company has they didn't even develop themselves? Just bought it from someone else? Lmao it all makes since now... The tournaments, the updates and patches, Deathgarden's "success" ... It all makes so much sense now. 

    Starbreeze is their publisher, not the developers. Behavior Interactive developed this game themselves.

  • You can. It's called Devour Hope.

  • It is a tad annoying that the stuns don't land anymore but the killers still get slowed down by having to recover from a missed swing and possibly the time spent breaking the pallet to continue chasing you.

  • She's fine but the "HA" that she does every other second gets really annoying because of it's frequency and just how ridiculous it sounds on the way she looks.

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