Yohthao
Yohthao
About
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- Yohthao
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I'd like to consider myself a skillful killer and well... I actually don't care about hitting rank 1 as a killer. Yes, it may be challenging because, as you would expect, the higher the rank, the better everyone else is at utilizing the mechanics.
The developers are working on making Decisive Strike a one time use, in which afterwards a survivors health becomes permanently injured for the entire game. I think it's fair to me considering that Decisive Strike is a very strong survivor perk and that it also puts more consequences on using a simple perk like DS.
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Strategically speaking, a way to counter survivors from looping is to position all generators so that as the killer you can easily maneuver between each one (though I have minimal experience in this counter-method). Determine the 3 generators that are close to each other and spend more time protecting those generators, especially if the game is getting close to all survivors escaping, often visiting them. By patrolling these generators, you're practically forcing the game to a stale-mate with the chance to at least knock-down a survivor or two.
Don't go for chases, and instead scare survivors to pull down pallets or vault windows.
Though at some point you definitely need to prioritize easier targets/areas that aren't heavily windowed/pallet based. As Runiver said, don't go near the buildings, though there are exceptions to everything.
I forgot to mention that you should also use survivors as bait... if survivors are going to loop, then its your job to play smart and find a way to lure survivors into unfavorable conditions.
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I think it's important to know that every game is always different. Perks and knowledge of gameplay for both survivor and killers heavily impact who wins or loses.
Though there are people who say that Freddy is fine and is not in need of a buff, he can be countered more than most of the other killers.
As survivors:
1. Perks like: We'll All Make It, Borrowed Time, Unbreakable, Decisive strike and self-care are among one of the strongest perks against Freddy (and practically against killers in almost-every scenario.)
2. Items like the med-kit work effectively against Freddy because it's like self-care and can wake someone out of Freddy's dream world (without the aid of another survivor) or decrease the time it takes to heal someone fully on average.Hypothetically, if we compared level 1 Freddy to all level 1 survivors (no perks, no-add ons, no offerings on both side) it becomes a mind-game (strategy). If both sides were 'skilled,' (i.e: Using the Red Light to Freddys advantage or Survivors pallet looping/Fake vaulting) then Freddy would have more trouble because of how his powers work in-comparison to other killers. You have killers like the Hag, the Doctor, the Huntress, etc... who can instantly engage in chases because there isn't a need to wait the 7 second duration like Freddy. Though as a survivor you can't visually see Freddy until his power starts to activate, you can deduce from observation that Freddy reveals himself by the environment and the glimpses during the Dream Transition (not to mention the little girl humming as the terror radius.)
On top of that, Freddy 'camps' hooked survivors differently, and it's NOT at all the same as other killers. Like previously mentioned, Freddy can't instantly engage in chases because of the Dream Transition. Time is of the essence, and Freddy's attempt to slow survivors is tremendously slower than all the other killers; ironically despite his powers slowing survivors action progress.
Buffing Freddy is a difficult task though, I would assume, because it's incredibly difficult when it comes to addressing the potential consequences of buffing. Freddy's design is unique to his character, and the way I propose that the developers could buff Freddy is to change certain conditions of Freddy's power.
- Do not allow for healthy survivors to be able to wake up from failing all actions. Only when survivors are injured can they wake up from failing any actions. (An example of a flaw in Freddy's power is when a survivor is in the Dream Transition but fails to land the skill check on a generator resulting in them instantly being pulled out of the Dream World.)
- Instead of pulling survivors out of the Dream World when failing to land a skill check, the skill check for any actions should instead visually represent how the skill check for how the [Overcharge] ability looks.
a. To elaborate more on this, all actions while in the Dream World should instead be replaced like the [Overcharge] perk which would in theory replace the deliberateness in trying to fail any skill checks and instead require survivors to try and successfully land a skill check in order to wake up.
But yeah, that's my opinion on why I think Freddy needs more buffing.
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You'd have to deliberately not try and search for survivors/not play strategically to score 2,000+ BP as a huntress or any killer for that matter.
Also, you give up too easily on playing killer. Give it more shots or observe other killers and see what they do that you don't. You shouldn't just give up the instant you come back, considering if you asked any other killers why you scored 2,000+ BP, it's because you didn't try hard enough and were quick to complain how bad of a killer you are instead of improving upon your existing skills.
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Yes, you can fail to hit the Great Skill Checks while Hex: Ruin is up, and all skill checks while you have tokens will count like as if you succeeded a Great Skill Check while also increasing the generator by (5%? Not sure of the value but it does increase it) and rewarding +150 Blood Points.
It's definitely the counter perk to Hex: Ruin.
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That's a very Interesting lore behind Ghura. How do you suppose what his powers would be if he was somehow implemented into the game as a killer?
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It's natural to feel mad when survivors pallet loop you. A way to control my anger when survivors pallet loop me is to entertain your killer side (figuratively.) Imagine the feeling of catching the survivors once they are downed. Imagine the feeling when you finally succeeded in downing a survivor after a chase that was so frustrating you wanted to quit. The feeling of perseverance and end-goal of catching a survivor should entice your mind. If you fail to catch a survivor, that's fine. You have to come to terms that if you fail to catch survivors, it's because you're not knowledgeable enough in hunting them yet but that you can do better to catch them if you really think strategically.
I would recommend you look for a comprehensive killers guide on this forum or Steam, as you might find them useful. I learned from my own trial and error.
The best tip i would give to you though as both from playing survivor and a killer for a while now is to WALK BACKWARDS & SIDE TO SIDE as a killer! If you're being looped in a short area, (Such as a pallet between boxes but not the shacks) you can basically trick survivors to vaulting too soon! You'll recognize this as you analyze your own survivor instincts and watch other survivors. Once you get too close to survivors, it is wired in survivors instincts to vault the pallet immediately (same goes for windows.) You can use this to your advantage by quickly running to the other side and lunge for the survivor (if its like i said where the area you're being looped in is a short distance to walk from one side of the pallet to the other).
Of course, I know that text isn't TOO helpful, as you'll need to see an example of tricking survivors to vaulting too soon. But it's all in STRATEGY.