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Altarf

Altarf

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Altarf
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  • I like my games to work, thanks. It's been a month of near-unplayability, which is ridiculous.

  • As @Ruma says, it's because Victor is coded as a power rather than a part of the Twins' base model. Like Trapper's bear traps, the main killer can exist with or without the power, and the power is not changed by cosmetics.

    I expect they would give Victor skins if they could, but knowing BHVR... With recent things like the Franklin's nerf and Stridor nerf being caused by them not knowing how to fix bugs taken into mind (Franklin's dropping vaccines, Bite the Bullet not working with Stridor) I bet they couldn't figure out how to make the power model change with certain cosmetic pieces.

  • I just wish they had, like, 8 more charges. I like the idea of how Toolboxes operate now but it never feels particularly effective to use unless you have a BNP.

  • I agree with buffing Blindness a little, but not with the idea that it being "boring" is a problem. It's a negative status effect. They're not meant to be fun - they're meant to be something you want to get rid of. If it was fun to have Blindness, or Exposed, then there would be something very wrong with the status effects. It's the same thing with perks - yeah, of course going against Tinkerer with Ruin is "boring". If it was fun (read; not an issue to go against) then there would be no incentive to cleanse Ruin and keep an eye out while at 70% on gens.

    I would keep Blindness as is, with the added caveat of being unable to see the red stain while blinded. Can still hear the terror radius, but no red stain. Would make it more impactful on non solo-queue without being something difficult to implement like limited distance vision.

  • Crouching behind an object, no matter how tall the object is, makes it impossible for you to be hit by the tentacle. This means he can only use his tentacle at animation locks or in deadzones, provided the survivor has a brain. Use this to your advantage.

  • Nah, he just had a unique skin in that tome. Like how Clown and Adam had unique skins in tome 5. It's just because they realised "hang on, we're going through characters really quickly if we do 2 killers 2 survivors a tome, let's drag the last bunch out".

  • @Trickstaaaaa said:

    Trickster and the twins has one of the best add-ons in the game.

    Ah, yes, I too enjoy applying Blindness or Broken for 15 seconds. And Haemorrhage. Oh, and who could forget being silent when charging a pounce, while you're moving at speeds that make Nurse look like Blight?

    At least Trickster has fun, if impractical, very rare add-ons. The Twins have two speed add-ons, toy sword, bloody black hood, and silencing cloth. Every other add-on they have is impractical to the point of uselessness, or just flat out bad.

  • I play him at 40% - 45% sensitivity, which I've found to be the best middle ground between M1 and knives. Play at 40% if the map allows you to use your blades easily like Coldwind or Autohaven, 45% if it doesn't. Always make light adjustments to aim with the right stick.

    For recoil, I very lightly hold down on the right stick, which mostly counteracts the recoil. Not the horizontal recoil, mind you, but Trickster throws knives so quickly that odds are some will land on the survivor.

    Not much to say besides that. Depending on the situation, sometimes the Slinger tech of picking a spot to aim at and firing there instead of following the survivor is effective.

  • Hag is stronger, and it's hardly even close.

    Twins have counterplay that completely destroys them - grouping up in pairs, staying healed, looping Victor around dropped pallets, crouching towards hooks to check if Victor is there, just to name a few. If Twins were played more, you'd see these tactics be used a lot more and Victor would be considerably weaker. Kidnapping Victor is almost always an awful idea, and is part of the reason why the Twins are seen as so strong - nobody knows how to counter them.

    Hag's counterplay is to stop her from setting up her web of traps, to destroy traps while the Hag is occupied doing something, and to stay away from her web. When you trigger a trap, unless you have very good timing, you will likely be hit - and Hag has 10 traps. A Hag with her web set up is much stronger than Victor when everyone is injured, which is the peak of both killers' strengths. You can kick Victor after a successful pounce to stop the snowball and then heal up the downed survivor - or kick Victor when he misses, or spread out, limiting the amount of snowballing he can do. Destroying Hag's traps is very difficult unless you have a flashlight, and each trap is likely to be a free hit.

    Twins are similar to Hag, but I'd compare them more like Deathslinger and Huntress. Deathslinger seems more powerful at first glance, due to his intense chase power, but Huntress can snowball and be a threat from almost anywhere, which gives her the edge in an actual game. Twins can occupy two locations at once - Hag can occupy 11.

  • I don't know if I'd agree. Saloon has an abundance of platform gens, usually 3 at the bare minimum, that are very hard for most killers to defend. The killer also has to spend time breaking walls in order to make the main building not an infinite - and breaking the shack wall does nothing to prevent the strength of the pallet. This means it is VERY easy to do gens unhindered on Saloon. It also is an amazing map for stealthing due to the bushes and general colour pallet, and gens are pretty spread out across the entirety of the map, albeit small. A majority of the tiles on the map can also be chained together very well, especially near the upper area. The only real "deadzones" on the map is the bottom area with the cacti at the end of the road and the middle of the road itself - but there's lots of tiles to run to scattered around the sides of the road, weak or strong.

    Plus, unlike autohaven, there are actually some tiles at the edges of the map, depending on which side we're talking about. Heck, at least 2 gens spawn in the corner of the map next to unremarkable tiles.

    I wouldn't say it's killer sided to the point of needing a rework. It has its strengths and weaknesses for both sides - small size and no god pallets for killer, and difficult-to-defend gens and fantastic stealth options for survivor. It's more killer favoured than survivor favoured, overall, but saying that killers can't lose on this map is ridiculous. Have fun defending the saloon and gallows gens in the late game.

  • I still want the rocket launcher in the game in SOME way - maybe a mutation rate 4, or when all supply crates are opened a special supply crate appears somewhere in the trial that Nemesis can open for a rocket launcher with one shot. Instadowns but very slow to charge up and fire, red tracking dot so survivors know where it's going to go, whatever you need to make it balanced.

    I don't know, I'm just not a fan of Nemesis' only ability being the Tentacle Strike. When you think of Nemesis you don't think of a mediocre, really short tentacle, you think of his ludicrous speed and missile launcher. It'd be like if Pyramid Head used his spear instead of the Great Knife.

  • Kindred for me. Being periodically updated on your teammates and whether it's good to go for a save is so helpful in solo queue. Plus, I like knowing who the killer is before I see them, in case it's a Spirit or something and I can prepare.

  • @Pulsar said:

    Please. I'm begging you, fix the hitbox.

    https://youtu.be/HZOgPrbu8js

    "uhm uhh you still got the down what are you complaining about sweetie?"

  • I kind of wish it had a larger area of effect. I've used and had it used against me a lot of times, and only rarely has it actually blinded me. The two times I can remember is my literal first run-in with it on RPD before it was disabled as 10fps Nemesis, and when some genius took a protection hit while I was carrying someone, and dropped it on top of me. Not sure if I could've avoided it since it was, you know, under me.

  • One of my favourite things to do as Ghostface, during the early game 99-ing of as many people as possible, is to farm PWYF stacks off the obsession while 99-ing them. Then, boom - I'm a 5.2m/s zero terror radius killer who can instadown you and your whole team in less than a second each.

    Granted, this requires you to have cooldown add-ons and find the obsession during your early game setup, but that's already something you do as Ghostface. Stalking is so much more useful than people realise.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355819#Comment_2355819

    How the heck can someone even post those ideas and not realize that 2 and 4 would be gamebreaking?

    There are 5 fountains on the Map, so Survivors are able to cleanse 5 times and afterwards, they cannot complete a single Gen. Yay, good idea. I see you put much thought into this.

    @Topic:

    Plague is fine power-wise. She is a strong Killer. However, there should be an incentive to cleanse so that she gets her Corrupt Purge more often. Being injured the whole game with non-removeable sounds is not enough apparently, so there needs to be more.

    In exchange, her Corrupt Purge should be nerfed a bit. It is a very strong ability (which is the reason why Survivors dont cleanse).

    I don't really think there needs to be more incentive to cleanse.

    People really underestimate the power of having all four survivors be perma-injured, unable to stealth and revealing what objects they've touched. Combine this with her basekit fountain used at the right moment, and not cleansing to buy yourself time against Corrupt is a death sentence unless you're on, like, Lery's. Even then, a good Plague can snowball like crazy.

    A team over-cleansing is arguably worse for Plague than a team who doesn't cleanse. In over-cleansing games, you're essentially forced to stay in Corrupt Purge for the entire game - Corrupt is strong, true, but nobody being infected really reduces the true strength and snowball potential of Corrupt. At that point, you're just playing a killer with a good chase power that she has to keep reloading, with very little map pressure and with everyone healthy, which completely defeats the reason WHY Plague is good - an extremely good snowball power mixed with vulnerable survivors who are easy to track.

    Plague is probably my most played killer at this point besides Deathslinger, and I can tell you that a good team that mass-cleanses is SO much more difficult to beat than a team that doesn't cleanse. She is honestly perfectly fine as she is - the only thing I'd change is altering the fountain spawns on maps like swamp to be more in line with the other maps. Maybe give her a basekit action speed boost for interacting with infected objects, to help in chases against infected survivors.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356401#Comment_2356401

    https://m.youtube.com/watch?v=NZ71GvxarS4&t=846s

    I don’t understand how anyone can see that and think it’s a bad perk.

    Any killer with a 1 shot can kill people off a single down very easily. Down one guy, slug someone else, go back and camp the hook and that’s that. On someone like Bubba it’s better than NOED since it’s 2 stacks for a ~kill~ and you get three more throughout the game.

    Firstly, the clip you showed is the second strongest killer in the game, with two add-ons that tremendously increase her lunge distance, with a basekit ability to increase her lunge distance. It's disingenuous, and literally every other killer bar a Tier 3 Myers has a much, much less useful effect from Coup.

    Second, if you're playing a killer with an instant down ability like Bubba or Billy, using a perk for basic attacks is a little silly. You'll be using said power more times than your basic attack, in most cases. On Bubba I can maybe see its use, if everyone stays injured, but all it takes is people dropping pallets to counter this perk.

    Lastly, please don't use the argument of facecamping Bubba to justify how a bad perk is good. Monstrous Shrine is also good if we take facecamping Bubba into account, as faster entity progression in the basement means less time spent camping and quicker access to a 3V1. Also, who uses NOED on Bubba, the killer with the most easily accessible, reliable, and arguably most powerful instadown power in the game?

  • @GannTM said:

    And I’m really enjoying him. He’s a solid above average killer that has a skill cap and an interesting mechanic in the AI zombies.

    I would like to see some buffs to him though. Firstly I think survivors shouldn’t get the speed boost after getting infected (don’t get rid of the speed boost when they take actual damage), and I think the rate it takes to level up tiers needs a small buff while nerfing Marvin’s Blood in the process, because that is undoubtedly his best add on imo. Other than that, I really like playing as him. I currently have him at P1 but am working my way towards getting him at P3.

    I'd also like to see a small buff to his tier 3 and a small nerf to his zoning potential. Make it so that you can hit multiple targets (pallets, walls, survivors) in one Tentacle Strike while in tier 3, and his cooldown after letting go of Tentacle Strike is increased slightly. Right now, he creates more lose/lose situations than PH.

  • Coup de Grace is a bad perk. This isn't exactly a controversial opinion - 5 slightly extended lunges a game, at maximum, at the expense of never lunging in order to not waste tokens on lunges you don't need Coup for is a bad deal. It's gimmicky to the point of inefficiency, and the times Coup has gotten me a hit I wouldn't have normally gotten is outweighed by the number of times I have to waste a token in order to lunge and hit someone before a vault or pallet drop, which I would've gotten a hit at without Coup. Not to mention the annoyance of never lunging unless necessary, otherwise wasting a precious token that you only get 5 of a game.

    Reminds me a little of PWYF - fun concept, but ultimately ruined by how inefficient it is to maintain tokens and how easy it is to lose them, even when the perk had no effect. At least PWYF is good on killers like Wraith, Myers and Ghostface, though. Who's Coup good on? Clown? Deathslinger? Using their powers is already satisfactory for shortening distance and getting hits on a survivor where you wouldn't normally.

    Hell, the current Coup distance barely feels like anything for how situational and difficult it is to store. My suggestion - Coup tokens are only consumed when a lunge attack goes past the non-Coup duration and starts becoming extended. Then, either buff the lunge distance to how it was on the PTB, or allow for hooks to grant tokens instead of gens. I'd prefer the former, honestly.

  • PH, Twins, Oni, Bubba, Slinger. Although I enjoy going against pretty much every killer except Huntress and Stridor Spirit.

  • Why are you unhooking in front of the killer?

  • Ok, so if we have to keep the bootleg Blood Warden effect, then:

    Black Box:

    -Asleep survivors cannot escape through the Exit Gate.

    -Black Box deactivates during the last 30 seconds of the Endgame Collapse, and the Exit Gates cannot be blocked by any means during this time.

    That's the best I can come up with that's worthy of an Ultra Rare add-on, while still being an endgame add-on. It sounds oppressively strong, but take into account that if survivors wake up, it will be at an alarm clock - meaning they have 90 seconds of time to get to a gate before they fall asleep again. The "no exit gate blocking in last 30 seconds" part is to prevent Freddy slugging somebody and keeping everyone asleep and unable to escape, and then during the last 60 seconds, hooking them to trigger Blood Warden and getting an easy 4K.

    If we're talking about a different effect, then:

    Black Box:

    -The Obsession starts the trial asleep, and cannot Wake Up by any means.

    -Survivors cannot see their micro-sleep timers.

    Essentially the old effect, but with the added caveat of survivors never knowing when they're going to fall asleep. Could be fun, I think.

  • Pig is supposed to be a remorseless killer, who believes that no one is worth saving. She also rigs her games in order to kill people, because of this, meaning her victims have no chance of escape.

    In reality, she is funny boop snoot lady whose traps can be and are often removed on the first two boxes, and rarely gets more than two kills at most against good players. Although I suppose the rigging-games section does have merit, as some lower-ranked Pigs do tend to tunnel the guy with an active trap and camp Jigsaw Boxes.

  • I'd like more strategic killers, so set-up and transformative, I suppose. Honestly, I just want a break from "killer with no map pressure or mobility who hits you if you vault or drop a pallet and cancels his power and hit you if you don't" because besides Blight and Twins, every killer we've gotten recently has been some flavour of that.

  • I would've preferred if it had some sort of gimmick beyond "your totem has now been saved, time to get the value- oh, nevermind, they found the other totem. Hope you enjoy your two perk slots." I only really use Undying with killers that can't use Pop very well or benefit a massive amount from Ruin, like PH, Billy, Twins, Plague, etc.

    I think letting Undying work like a Hex bank could be nice. So, whenever a Hex is cleansed, the Hex effect transfers to the Undying totem. Multiple Hexes can be present on the totem at once. This would make multi-Hex builds no longer a complete joke, while still only allowing one revival per individual Hex.

  • It was because he had a very high kill rate. Plus, Almo has gone on record (at least to my knowledge) that Hillbilly is his least favourite killer. This probably didn't have too much impact as the balance team consists of many people, but it's something to note.

    They wanted to make that killrate go down, and they sure did.

  • The ability to select a survivor and killer Archive challenge at once. Also, notification pop-ups when the challenge is completed in a trial.

  • It should get the Blast Mine treatment - if the duration of Dragon's Grip expires, and nobody's touched it, the perk immediately reactivates without a cooldown.

    You could also reduce the normal cooldown to 60 seconds.

  • Ghostface is best at stealth, but Wraith is considerably stronger now. Wraith's stealth ability gives great mobility without a cooldown, which includes a chase power with the super lunge in exchange for letting the survivor know he's coming by uncloaking. Ghostface has a cooldown, no extra mobility but makes up for it with potential instadowns and true surprise attacks with no warning.

    But mobility is the most important thing a killer can have, so Wraith wins out.

  • I still want to know what was wrong with Black Box. Now my niche Make Your Choice + Furtive Chase + Dead Man's Switch Freddy build will never work again :(

  • I think it's because BHVR wanted to make Deathslinger archetype #3, that being a killer with great chase but who sucks in every other way, but they didn't include a great chase.

    Or maybe they just tested Trickster at one waist-high loop, and said "yeah, this killer's good, ship it".

  • @Kebek said:

    It's because of the same reason as before. People don't like to use perks with limited duration unless the effect is game changing (like DS).

    Lucky break's effect is strong but by itself it has a lot of counterplay and still requires survivor to play smart and have LOS blockers to work with.

    If they just made it into a perk that permanently removes pools of blood, it would be so much better rework and it would actually fit nicely into some builds.

    Current LB is a good perk but honestly why exactly would you be using it ? To lose killer once chase once maybe, should the RNG gods be merciful and give you indoors map. Since on outdoor maps it's very tricky to lose a killer with loads of open spaces especially if you don't run IW with it.

    JUST MAKE IT REMOVE BLOOD PERMANENTLY, PLEASE DEVS.

    *boos in No Mither*

  • Something funny - Nemesis isn't actually his name, it's just the class of Tyrant that he is. His actual name is NE-α.

    Guess people were onto something back in 2016 after all.

    in Nemesis Comment by Altarf
  • For licensed: Jacket from Hotline Miami as a legendary set for the Trickster, because it would be a perfect fit.

    gem-ryan-guerrero-jakt.jpg


    For original: Crab/Sea Snail Hag. You could have it be part of the Waterfront Massacre collection, with Hag having a large shell on her back, a big crab claw on her right hand, barnacles and the like, and a gross, snail-like head. Hag doesn't get many skins and I think this'd work pretty well.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2336985#Comment_2336985

    Well, I believe there are a few ways to get around it. We could increase its default cooldown, for example, so even an extremely dedicated Freddy wouldn't be able to put you back to sleep every single time you managed to wake up with a failed skill check. Or you can wake up with a teammate, which was always a better option.

    But we can debate on that.

    If I was in charge of updating Old Freddy...well, I actually have a concept:

    Power: Dream Demon

    Pull survivors into the Dream World

    -Survivors who are awake do not see The Nightmare.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -During the Dream Transition Survivors can see The Nightmare intermittently and they suffer from the Incapacitated status effect.

    -The Nightmare’s Movement Speed penalty for putting a Survivor into the Dream Transition lasts for 1 second.

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.

    -Survivors suffer an action speed penalty of 40%.

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.

    -Failed Generator Skill Checks can also wake up.

    -Hooked Survivors wake up.

    Special Ability: Dream Projection

    -Teleport to a Generator in view. Releasing the button early will cancel the action.

    -Survivors cannot interact with the targeted Generator.

    -For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by stack-able 20%.

    I also have add-ons, but that would make a very long post.

    I was thinking... if we transfer over Dream Projection to old Freddy, would it not be a decent idea to make the cooldown reduction work in reverse? So, the less people you have in the Dream World, the quicker it will recharge. This would make sure Freddy can get around to put people to sleep easily, but can't do any shenanigans like I described with constantly putting survivors to sleep after they wake up. Just had this thought, so maybe there's some problem I'm not seeing? Not sure.

  • I normally rush Infection Rate 2 and then only use tentacle when I won't get an M1 otherwise. That pallet break is honestly the best part about Nea.

  • @GeneralV said:

    And I feel the same way, my friend. The exact same way.

    New Freddy has one good thing going for him, which is the Dream Projection. This sweet mobility was, in my honest opinion, one of the 3 buffs Old Freddy need. But thats...it. Everything else is pretty lame. Snares, Alarm Clocks, Passive Sleep...Dream Pallets are okay-ish, but definitely not as fun and unique as his old power was.

    I still have hope that the devs will eventually understand that reverting his rework is the right thing to do. We want our killer back.

    We deserve our killer back.

    I feel like Dream Projection could be a little worrying on old Freddy, though, given how survivors pretty much needed to go to gens to wake up. It wouldn't be viable, but imagine a really dedicated slowdown Freddy who, the moment you woke up at a gen, teleported to that gen and put you back to sleep. I have a feeling a lot of people would complain.

    If I was in charge of updating old Freddy, I'd merge the Dream Projection and Dream Snares into one power. So, Freddy can teleport to Dream Pools that he himself places, but when he starts teleporting to one, it will be destroyed regardless of whether he fakes the teleport or not. Would work a little like the Demogorgon's portals - faster placing and usage but a much longer cooldown.

    Of course, these Dream Pools probably shouldn't slow survivors like snares do. We don't want old Freddy having stealth, incredible stall, a good chase power, amazing mobility, AND incredible tracking all at once, right? He'd be a jack of all trades and master of... well, everything.

  • As you said, the current survivor "meta" is so far and above every other survivor perk that it makes no sense to bring anything else. Like, iron will is the best stealth perk in the game and has no restrictions or difficulties to use, spine chill counters an entire subset of killers while also giving extra action speed to vaulting and gens, and also tells you when to run, DH and SB are DH and SB... why would you bother using something like Lucky Break, which only lasts 60 seconds instead of lasting forever and countering Spirit and letting you sneak away mid-chase?

    The current survivor meta perks are like multitools, but every purpose they serve they are extremely good at. Other perks simply can't compete.

  • If we're talking about "killers to play when the framerate is terrible", like on console right now, I'm currently playing Twins, Legion and Oni, because they don't freeze the game as much.

    Don't play Pig or Blight. For me, anyway, they make the game stutter so much it's borderline unplayable.

  • @GannTM said:

    I’ve never gotten to use old Freddy. His power looked so interesting back in the day.

    It was. He was very difficult to play - I'd compare his learning curve and skill ceiling to Twins or Plague. He wasn't the absolute strongest, but he wasn't the worst killer, just extremely misunderstood. Again, a bit like Twins. Remember when everyone thought they were, like, C tier?

  • How many "neon themed" cosmetics does Nea even have now? 3? 4? Come on, Jake and Jeff haven't gotten new skins in forever.

  • Plague, I think. She's cool, kind, pretty and probably won't kill you like Huntress or Trickster.

  • Why do survivors complain about Spirit? Back in the day, she had collision when phasing, old Prayer Beads, and no vault animation.

    Just grow up and learn that you need to get better at the game. And start whining about the actual issues with the game.

  • Usually "Why are you walking into a wall?" and "What on earth did they do to you guys since the PTB?"

  • I wouldn't say Corrupt Intervention itself, but something needs to be done to the early game. I'd change survivor spawns so that they ALWAYS spawn within 10~ metres of at least one other survivor, and spawn 10~ metres away from a generator.

    Then, include Scott Jund's trial warmup idea. Honestly, I think the only reason they haven't implemented that is because they don't want to look like they're stealing his idea, because BHVR doesn't like to compare their balancing knowledge to us lowly players.

  • Honestly, I'd trade more out-there sci-fi for a post-apocalyptic chapter.

    Imagine it: The killer is a rogue astronaut or sleeper agent sent onto some international space station who sabotages the entire station, killing everyone on board. This then leads to escalating tensions between countries and starts a nuclear war. The survivor is, well, a survivor from the ravaged earth.

    I think it'd be interesting. Not sure what you'd do for the killer power though.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334249#Comment_2334249

    Good points on all of those(scenario 2 only vs a sweat squad and I am getting looped for to long😂) . What is the old hook tech?

    The hook tech was a bug where if survivors ran underneath the hook when a survivor was in the animation of being hooked, they'd clip through it and be inside the hooked survivor, completely invincible to all attacks except piercing ones like Corrupt Purge or Bubba's chainsaw. They could just sit there and wait for you (often teabagging all the way) to go away, and then they'd just unhook the survivor for free.

    It was incredibly annoying and I just facecamped whenever it happened, because you're giving me an excuse to facecamp two people for the price of one. You can actually still do this if you're in the dying state, though. (At least the last time I checked.)

  • With Twins, it's often a good idea to release Victor and control him while Charlotte is standing under a pallet. Survivors often can't resist the urge to stun Charlotte when she's dormant under a pallet, which means that you get a pallet for free AND immediately get into a chase. Stupid, but it works.

    For Deathslinger, reeling survivors actually makes the chain decay faster. This means that depending on the loop and where the survivor is, intentionally not holding down the reel button while walking around the loop means you cover more distance before the chain breaks. I've managed to get a shot through the broken window of the shack, and gone all the way around to the pallet side and STILL gotten a hit thanks to intentionally not reeling when the survivor's where I want them to be. Remember, though, always start reeling again in the moments before you lunge.

    For Plague, you want to aim your vomit stream at the wall when you turn a corner, rather than at the survivor. This changes the vomit's momentum and lets you puke on survivors around corners. Difficult to describe, but borderline essential at some loops.

    Also for Plague, she can puke much further than you think. Make sure to aim your camera as high as you can, and puke while walking forwards for maximum distance. Think of it like Clown's bottle arc.

  • Try insidious Doctor.

    No, really. Bring the add-on which increases duration of illusory Doctors (Restraint, I think) and shock everybody to, like, tier 1 or 2. Then, stand facing where you think survivors will come from. They'll think that you're just another illusory Doctor. Sounds stupid but trust me, it's hilarious how often it works, especially if you stand next to a gen you chased somebody off or stand above the basement or something.

  • For me, the only times actual facecamping is justified is when:

    1. The gates are powered.

    2. Hopeless scenarios - say, you've gotten, like, one hook and 4 gens are done and you know you're not gonna be catching anyone else. I don't like doing this, though - only if it is completely, entirely hopeless to continue the match normally.

    3. Survivors are crowding the hook.

    4. Somebody uses an exploit to make my life miserable, like the old hook tech, or breakdown exploit. They deserve it in these cases.

    Just my two cents, though.

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