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Beaburd

Beaburd

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Beaburd
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  • Up The Ante and Slippery Meat really are underrated perks specifically for unhooking yourself. People just look at base unhook chances and discard them, but you have to realize that there's a probability associated with the frequency of events as well. You have to think of it like flipping a coin. Sure, the probability to get heads on any individual coin toss will always be 50%, but the probability of getting that same result 6 times in a row will be far lower. This is because it is unlikely for the same event to occur consecutively over numerous tosses.

    With just Slippery Meat, like Orion said, the probability to escape from the hook on at least one of your six attempts will be about 21.7%. This is because of the number of attempts you are given. You can even find this value yourself pretty easily by calculating the chance you'd fail all six escape attempts, then by subtracting that value from 100%. Since the original value you calculated is the chance you failed all attempts, logically whatever remaining % is left out of 100 would be associated with an escape.

    Examples:

    Normal escape chance - 4% base unhook chance with 3 attempts:
    The chance you'll fail all three attempts is: 0.96 x 0.96 x 0.96 = 0.8847 or 88.5%
    The chance you'll succeed in at least one unhook attempt is therefore: 100% - 88.5% = 11.5%

    You can repeat this same pattern, but adjusting the base unhook and attempt values according to the perks and offerings you use.

    If anyone's curious, here's a list of the values I calculated when I started running Slippery Meat and Up The Ante for myself on Ace.

    Normal escape chance: 11.5%
    Up the Ante (3 others alive): 34.1%
    Up the Ante (2 others alive): 27.1%
    Up the Ante (1 other alive): 19.6%
    Slippery Meat: 21.7%
    Slippery Meat & Up the Ante (3 others alive): 56.6%
    Slippery Meat & Up the Ante (2 others alive): 46.9%
    Slippery Meat & Up the Ante (1 other alive): 35.3%

    Slippery Meat & Up the Ante (3 others alive) & Tremendous Luck Offering: 64.8%


    And yeah, it gets even better if other people run Up the Ante too. If everyone ran Up the Ante and Slippery eat, every survivor would have a 95.3% chance to unhook themselves if they used all six of their attempts.

    @Jack11803 said:
    Is everyone gonna ignore how this doesn’t even fix the problem? You’ll still get farmed right after you’re hooked, or he’ll be far enough away so you jump into the killers arms for a faster death. And that’s ignoring all the luck involved as well

    I can confirm this though, their unhooking takes priority over your struggles. If someone wants to farm you (especially before the killer even leaves), they will, and you can't do anything about it. Happened to me a couple times when running the unhook build.

  • Lady Luck's build:

    Ace in the Hole
    Plunderer's Instinct
    Up the Ante
    Slippery Meat

    You'd be surprised how much momentum you can steal from the killer by getting hooked on the opposite end of the map of the other survivors, then unhooking yourself when the killer leaves for them. It's actually amazing. The loot potential is great, too.

  • I actually do think hex perks need a bit more oomf, especially the ones that only matter over a longer period of time (devour hope, lullaby, and third seal). I even made a suggestion for this recently in that I'd like to see hex totems tied to an activation condition, and only light totems when this condition is met.

    For example:
    Devour hope will not attach to any totems until someone is unhooked at least 24m from the hook (the activation condition). In this case, the perk now has an associated hex totem and is active. If cleansed, the perk loses a token or two and is de-activated until the activation condition is met again.

    This system would have perks, especially hex perks requiring a set up time, to have relevance throughout the game. Likewise, survivors are still rewarded for cleansing hex totems by removing tokens and deactivating the perk temporarily. Survivors can also be rewarded for cleansing dull totems in this system, and it would encourage a secondary objective without making it mandatory. Lastly, since the killer can activate their perks, they'll know which totems they need to defend at any given time (a feature that's been sorely needed in one way or another).


    As for NOED and ruin, their activation conditions are triggered at the start and end of the game. So don't worry about them ever reactivating - they'll still be a once per game thing.

  • Something else worth noting about technician is that I believe it has a 50% chance to cancel out the 5% regression for hitting a good skill check on ruin. Generator progress will still be halted briefly, but having a chance to not get regressed in addition to that is still nice.

  • @only1biggs said:
    @Beaburd This isn't a discussion. It's spam.

    He didn't slug, he didn't fake pick ups, he didn't chase correctly and got outplayed easily on pallets, swung when he didn't need to, got body blocked and didn't punish them, chased round the "infinite too long", got angry at someone crouching repeatedly etc etc etc.. Of course he didn't deserve anything from the game. What games do you play where if you make mistakes you win?

    For him to only blame the game and not himself and for others to do the same, is..to be honest..stupid. Stupidity should always be mocked and ridiculed, which is why I laughed and said it was entertaining.

    Slug when?

    • His first down was on the Meg, which he hooked successfully. Slugging there wouldn't have benefited him in any way, especially if they were SWF (seems likely) as they would revive them as soon as an opening appeared.
    • His second down was on the Feng Min, who he hooked successfully.
    • His third down was on Quentin, who he hooked successfully.
    • His fourth down was on Quentin again, which was flashlighted. But he was never flashlight saved against yet at this time and had a set of ties in front of him which he assumed would protect against potential saves, so it doesn't make sense to slug him there either for similar reasons.
    • His fifth down was on Quentin again, where he did try slugging and actively searched for the flashlight user after downing. Unfortunately Adrenaline got him back up for another chase.
    • His sixth down was on Quentin again. Now here, he could have slugged again potentially, but he also had a larger obstacle in his way to use. Delaying the pick-up to chase others would have resulted in the Quentin going to a more open area and increasing the risks. Not that it mattered, since the flashlight could somehow reach the killer anyway (though it missed). Still, Quentin got away due to body blocking + non-obsession decisive - something that the killer couldn't have predicted with any form of certainty ahead of time.

    Fake pick-ups are an option, but given the situations described above, it's still hard to say they would have given him a different result. Is it really a mistake that he didn't use them then? Though, you can argue he tried on his fifth down.

    As for incorrect chases, where exactly? The "infinite too long" building had a favourable window spawn, and he only really invested time into it was at the beginning, to push the decisive user away from finding ruin, which could arguably buy him time.

    I would also love to know which pallets he got outplayed on - timestamp? I see him failing a mindgame at a pallet at 1:49 against Meg, but he got a hit of it anyway. Then he outplayed the same Meg at 2:00 at another pallet. While I skimmed a lot of the video in review, I don't see any other mindgame pallets he could have navigated around.

    I also did not catch his swings when he didn't need to. Against the DS Claudette at 1:18? That was a pretty tight window he had to make. I think he went a bit too early and could have made it, but again, it was pretty tight to make. If he didn't swing, she'd drop it and go to the next one which would extend the chase. I'd argue it was worth the chance.

    Body blocking was only an issue towards when he was carrying a non-obsession DS, which would have crawled into the open for flashlights if he delayed picking them up (sixth down). I'm not sure you can call this a mistake.

    Also crouch spamming is a gesture with an degrading meaning attached to it. It can be likened to giving someone the middle finger, couldn't it? No one should get angry over a game, but when someone actively insults you repeatedly, it can be rough sometimes. It's hard to blame and say he doesn't deserve anything for that.


    I just can't see the myriad of errors you're claiming to see. Did he have other options at times? Sure, but I don't think the results would have been any better. In that case, it's hard for me to say he made a lot of mistakes since changing his actions wouldn't have improved much.

    Though, I will say he should have camped harder. The issue with that is he knows he should have, and openly exclaims that too. He just did not want to, because that method was not fun to him, nor would it be to others (survivors, viewers, etc).


    @Doom_Punk said:
    @Master This man above me gets it. Anyone with common sense can see the problems with this game.

    Also long time no see @Beaburd, I see you again. :)

    Oh, just saw this! Hey Doom Punk!
    (I pray editing this in doesn't remove my post pending approval again) copy pastes everything

  • @only1biggs said:

    @Beaburd said:

    @only1biggs said:

    @Doom_Punk said:

    @only1biggs said:
    Mistake after mistake after mistake after mistake after mistake after mistake...

    He got embarrassed. Thanks for the entertainment :')

    Our god only1biggs here to claim that it was all mistakes and nothing to do with bad balance.

    I guess that sort of makes it to the inb4 list I just posted.

    I have never said the game is balanced.. The game is terribly unbalanced. DS and flashlights can be played around though, but why bother trying to explain again?

    He fell for everything, got angry, made mistakes and then some more and got even angrier. It was pathetic and he didn't deserve anything from the game.

    Your "inb4 list"...Perhaps some of it should be heeded instead of just ignored? Just because you called it, doesn't make it inaccurate :'D

    Want to list his mistakes, what you would have done differently, and the results you'd expect?

    You know, to deviate away from mindless trash talk and into more in-depth criticism.

    I'd love to dude, but I've grown tired of trying. Each and every time I have offered solutions, I am met with the same few that just refuse to read or understand or learn and the same people post the same stuff over and over. There's no point.

    Where is this "trash talk" you speak of? I said he made mistakes and he did. If you think that is trash talk then you need thicker skin my dude. Yikes.

    Bleh, my original response to this is pending for approval. Since they never return when that happens, I'll type it up again.

    To summarize your comments, you've only stated the apparent negatives in the player's gameplay (without stating what they are), remarked on his emotional responses, claimed they entertained you (with a potentially passive aggressive smiley face, no less), and said he deserved nothing from the game. All of your actions can be seen as an attempt to demoralize or humiliate the person in the video, and add nothing constructive to the discussion.

    Furthermore, when confronted about your behaviour, you deflected and then chose instead to comment on the thickness of my skin. It's hard to think of your contribution as anything less than trash talk, honestly. If you're too tired to participate in a discussion, I'm also kind of curious what you're doing here in the first place.

  • killer places the survivor on a hook, displayed for everyone to see

    Meanwhile...

    Survivor thoughts:
    Ha, that dumbass just left me here for some reason. He'll never find me here!
    farms evader points while struggling for his life with a hook in his lung


    If nothing else, the idea of it would be hilarious.

  • @only1biggs said:

    @Doom_Punk said:

    @only1biggs said:
    Mistake after mistake after mistake after mistake after mistake after mistake...

    He got embarrassed. Thanks for the entertainment :')

    Our god only1biggs here to claim that it was all mistakes and nothing to do with bad balance.

    I guess that sort of makes it to the inb4 list I just posted.

    I have never said the game is balanced.. The game is terribly unbalanced. DS and flashlights can be played around though, but why bother trying to explain again?

    He fell for everything, got angry, made mistakes and then some more and got even angrier. It was pathetic and he didn't deserve anything from the game.

    Your "inb4 list"...Perhaps some of it should be heeded instead of just ignored? Just because you called it, doesn't make it inaccurate :'D

    Want to list his mistakes, what you would have done differently, and the results you'd expect?

    You know, to deviate away from mindless trash talk and into more in-depth criticism.

  • @Jack11803 said:
    Or just pick both sides and get them both to rank 1. Can’t go wrong there. Picking sides is honestly dumb and just a way of segregation

    I like to think of a declaration of someone's main to mean they're biased to that side of the argument, and they're giving a heads up beforehand instead of that person implying they have a profound knowledge or expertise of that side (especially when there's multiple sides to every argument in an asymmetrical game or when backgrounds can't be verified). A declaration of someone's main for any reason other than that makes me giggle honestly.

    For example: I play both killer and survivor to rank 1 regularly during the months I play, despite that, I call myself a killer main. It's not to say I'm ignorant or not sympathetic to survivor issues, but more of a heads up that any argument I make will likely be in the killer's favour due to my own personal biases (subconscious or not).


    Anyway, to the OP, have fun with killer. For me at least, it certainly is the most frustrating and harder side at times. The most trouble I have with survivor is learning when to let go of my allies for the greater good, but other than that I find I'm actually more relaxed than anything else. The difference in pressure and requirements to perform from each side can be startling.

  • Another thing worth mentioning is that, under this system, killers will know which totem is associated with which perk depending on what activated it. This can allow them to control their perks a bit better, as they'll be able to choose which ones are worth defending and which are worth sacrificing at any time during a match.

  • I think Identity V (DBD's mobile version) has it a win for the killer if 3+ die, a win for the survivors if 3+ live, and a draw if it goes even at 2 dead/alive. I like that way of thinking.

    Though, I do admit to considering it a win if I pip against a try hard SWF even if only one dies.

  • @SharpHandJoe said:
    The easy solution would be to nerf Deja vu. They can't complete the gens if they can't find them!

    As crazy as this sounds, I swear I've seen this suggestion before.


    Also, bring NOED if you don't want to bring ruin. Like you said, gen rush is meta right now. Why? Because no one wants to do anything else or feels like there's nothing else to do. Punish them for not doing totems and remind them that those secondary objectives exist. People shame the use of NOED, but it's honestly the survivors fault if they don't want to use time to ensure it never even has a chance to activate and is perfect to use for that reason.

  • @MinusTheBillie said:
    Elmer Fudd sounds terrifying. 

    I've done a few mock ups for a spider-esque killer.. still humanoid, but with extra spider legs and features with wall climb or webbing. I saw some Identity V stuff in the early stages, but haven't checked it out recently. Off to take a look now!

    Like Elise, from LoL? I wouldn't mind that either myself.

    I know very little of Identity V (though I love the Coraline aspect to it), but here's the video of the upcoming Queen Spider someone showed me:
    https://www.youtube.com/watch?v=T38Gnbvs1Tg

    Enjoy

  • Funny enough, they're making a spider killer in the mobile version of DBD called Identity V that BHVR helped in developing. I wouldn't mind seeing something similar here too, though they have stated making a non-human model for a killer is daunting for them resource-wise.

    That said, I am hoping bring about a spider. If not, then give me Elmer Fudd.
    He's a human, and more importantly would be amazing playing in Sheltered Woods with his shotgun.

    Be vewy vewy quiet, I'm hunting entitled suwvivow mains. Hehehehehe.

  • What I want to see from Self-Care, now that killers look like they're getting some love (if things keep up in this direction anyway):

    • Self-Care is no longer a perk, but a built-in feature
    • Self-Care skill checks will no longer wake survivors up
    • Self-Care takes 30-45 seconds to fully heal yourself
    • Self-Care healing progress resets if you're interrupted

    Basically, nerf self-care hard, but make it a feature that no longer requires a perk slot. You can still use it if you need to, but having a survivor heal you will be far more efficient and reliable. Under this system, medkits would still be amazing since they wont have those downsides and take the usual amount of time to heal (12s base I think?).

  • I actually never see No Mither users until the end closes near, so I never care too much. It just means, as a killer, I either get easy surprise downs or I should expect the generators to be rushed and tunnel more.

    When I'm a survivor, I usually just think: "I hope you know what you're doing"

    When I play No Mither (which I do on occasion - love the perk), I just pray they don't have thanatophobia and aren't a huntress. I love hiding in lockers without blood trails lol I only lose one hp state for getting caught in a locker as well, which is why I do it more with No Mither.

  • It reduces the % chance of a skillcheck occurring every second you do an action, by an amount depending on the add-on.

    Example:
    Green Dress tremendously reduces skill check chances, which is a -3% skill check chance every second

    There is an 8% chance to get a skillcheck on a generator every second.
    There is a 10.5% chance to get a skillcheck when self healing every second.

    With the Green Dress add-on, the chance to get a skill check is reduced to 5% and 7.5% every second you're doing a generator or healing, respectively.

  • Benefits to tunneling:

    • Kill somebody faster, which decreases generator progression and lengthens game time (a problem in the current meta).
    • They're also injured after being unhooked, making them faster to down and increasing pressure on the map faster.

    Cons to tunneling someone:

    • None

    Benefits to not tunneling someone:

    • Uhh... survivors might be less salty?

    Cons to not tunneling someone:

    • Have to chase after healthy survivors, which can take considerable amounts of time in some cases
    • Hooking someone new gives them another 2 minutes before they die, relieving pressure on the map for survivors relative to getting the other guy

    Benefits to camping:

    • Survivor acts as a bait, luring in new victims to your location
    • You control the area, meaning chases will be shorter if you broke/disabled looping spots and pallets here
    • You ensure (at least!) one survivor is not doing anything for extended periods of time

    Cons to camping:

    • The others can rush generators unhindered

    Benefits to not camping:

    • You can occupy another person off generators IF you find them
    • IF you catch someone else, you can potentially increase map pressure

    Cons to not camping:

    • Your hooked survivor can be rescued immediately, relieving any pressure you worked to get almost instantly
    • If you don't find or catch anyone fast enough, you're back chasing/finding one survivor while up to three other survivors work generators. It's basically like you restarted the game, but the survivors have less generators to do, putting you at a disadvantage.

    - You can be forced to go to other pallet-dense parts of the map in chases away from where you caught the first guy.

    Tunneling and camping are actually really effective in this meta, honestly.

  • @SovererignKing said:
    Really the only buff it needs is to have the ridiculously long cool down timer lowered. 

    Aw, c'mon.

    You make it sound like a two minute cooldown is a long time for an ability with an uncontrollable and conditional 15 second effect that may not help in a chase unless high walls are around.
    It's not like the infinitely more powerful and numerous Sprint Burstd, which guarantees 10-30 seconds of additional chase time per use unconditionally, is on a cooldown 1/3rd as long as that either.

    Oh wait...


    But really, I have no idea why they made the cooldown so hideously long Lol

  • @DepravedKiller said:

    @Beaburd said:
    Preparing to take a loooooong break from DBD myself.

    I just reached my limit of being forced to play nurse in high ranks, or have all the generators done in 2-3 chases. Seriously, the time in which survivors can end the game is actually frustratingly ridiculous sometimes.

    By loooooooong break you mean till the double blood point weekend right?

    I have all the perks on my survivor, and nurse. Sure, I could farm points for my other killers but it's really hard to motivate me to want to do that. The last time I took a long break, it was about a year. No idea if it'll be the same duration, but I've had enough playing Nurse and no motivation to play anything else right now.

    So far now, I'll say no to that. We'll see though.

  • Preparing to take a loooooong break from DBD myself.

    I just reached my limit of being forced to play nurse in high ranks, or have all the generators done in 2-3 chases. Seriously, the time in which survivors can end the game is actually frustratingly ridiculous sometimes.

  • @Nos37 said:
    What do you think about balancing SWF by removing 1 perk point for every member beyond the 1st?

    • 2 members have 9 perk points
    • 3 members have 8 points
    • 4 members have 7

    Thanks for re-posting, I was actually about to leave a note that the SWF balancing idea via the perk-point system was from another user that posted in the previous thread before it was removed.

    I think it has great potential that I never thought of honestly! I added it to the other benefits section. I would not mind seeing that personally.

    Also:
    Credit to another user (Techn0) for pointing out a potential flaw in the lvl 40 teachable limitation system. Yes, other perks would have to be buffed to be competitive with other lvl 40 perks. Like Ace in the Hole vs Self care.

  • (not a confirmed change yet)

    Decisive Strike would no longer stun the killer into releasing the survivor from their grasp.
    Instead, the killer would get stunned for up to 3 seconds on activation and, during that time, would be unable to move. The survivor can wiggle freely during that time, and your allies can try to free you via flashlight and pallets saves.

    Basically it's the same thing, except you won't get off the killer's shoulder on use.

  • @Jayden said:

    @Beaburd said:
    For the reasons stated above and more, self care is extremely unhealthy. It eliminates any map pressure a killer should have gotten for attacking a survivor and switching targets. It removes any notion on consequence for doing something foolish.

    This nerf isn't even meaningful, nor will it change the meta at all. Anyone who thinks that way is delusional. Just go somewhere safe to heal, problem solved. If it were up to me, Self care would have limited charges that only allow a maximum of 2 heals per game. You should be thankful such an insignificant change like that proposed in today's video is being considered as sufficient. I'm just amazed the developers think that resetting progress to 0 if interrupted might be too strong. I mean, really?

    If you do something foolish that's on you, not the survivor. The nerf is just annoying because of random passives from killers, like doctors with distressing making you go insane from far away, making you scream, resetting your progress and they know exactly where you are. If one of your teammates gets downed and hook, here comes the killer with BBQ. There's many reasons changing it is toxic to survivors. Having healing ticks would be better than the current change but at 3 charges as long as they counted for completing the health state. Resetting progress to 0 is a stupid change, I wouldn't mind it going down by a percentage if you quit, 0 is just too much.

    When I said it removes any notion of consequence for doing something foolish, I meant the survivor. For example, maybe the survivor failed at hiding or accidentally took a hit but the kill has something else to follow up on? With self-care, they get a slap on the wrist as it won't even matter in a few seconds.

    And don't worry, they said they were probably going to make progress reset to whatever it was beforehand instead. So if you got healed to 50% via a medkit or teammate, that would be where it resets if your future self care got interrupted. They mentioned the 0 progress reset in passing, saying they were concerned it was too strong, which is what I'm scoffing at. The nerf is just so minor in that case. Yes, you have to run further, but you still get to keep infinite healing with no downsides other than time.

    But hey, if everyone prefers a charge system then fingers crossed that they do that instead. I'm still vouching for two heals worth though.

  • For the reasons stated above and more, self care is extremely unhealthy. It eliminates any map pressure a killer should have gotten for attacking a survivor and switching targets. It removes any notion on consequence for doing something foolish.

    This nerf isn't even meaningful, nor will it change the meta at all. Anyone who thinks that way is delusional. Just go somewhere safe to heal, problem solved. If it were up to me, Self care would have limited charges that only allow a maximum of 2 heals per game. You should be thankful such an insignificant change like that proposed in today's video is being considered as sufficient. I'm just amazed the developers think that resetting progress to 0 if interrupted might be too strong. I mean, really?

  • These were nerfs, sure, but you're fooling yourself if you think they'll do anything meaningful.

    The exhaustion nerf? It's just going to guarantee you don't get more than once per chase, which is already strong. Even if it's on cooldown at the beginning of a chase, the survivor will likely recover it in the time they aren't running after dropping or looping a pallet.

    The Self-care nerf? Most people I see try to run away from the killer before healing anyway, so this doesn't change much. If anything, it discourages survivors healing themselves slightly between pallet breaks, meaning it encourages them to put more distance between themselves and the killer.

    They're going to remain meta, and nothing will change.


    At least DS's nerf was meaningful.

  • While I can't say anything about balancing for SWF (it should happen though), the developers will be releasing a video today talking about the fate of Decisive Strike, Self-Care's upcoming rework, Sprint Burst, and more.

    Maybe it will bring about some good news to relieve some frustrations - fingers crossed!

  • Throw gas in front of survivors when you know they're going a specific route, otherwise aiming for them is decent when they could easily swap routes.

    For loops, throw two bottles around the loop and try to pincer them.

    For the killer shack and various window loops, remember to aim high (like at the shacks ceiling). The gas disperses over a larger area, making it more difficult to navigate and causes the effect to last longer if they try to run through it since it constantly refreshes every time they touch the gas.

    You can also aim at high debris around loops to cover a greater area. Takes practice getting used to the throw arch and gas dispersing properties though.

  • @Runiver said:

    @Beaburd said:

    @Runiver said:
    I doubt it's intentional.
    You're not supposed to be able to see the stain through walls.
    I guess I'll report that and do some KYF testing to see if I can make a vid for devs.

    Wow, that's going above and beyond! Appreciated.

    Can you give me details about the house where it was happening ? Was it Laurie's or another one ?

    Oh, that's a good question. I can't recall the exact house, but I believe it was:

    1. Not a house near the corner of the map
    2. It was not a house with a garage and/or basement with a generator
    3. It had a staircase going up to the left (facing in from the front door) and no windows on the wall of the main floor to the right.
    4. The house probably had a window on the front wall, to the right of the front door

    It honestly sounds like Lauries from my description, but I can't remember if the killer's basement was there or not behind the stairs. I was facing the wall opposite to where the basement would have been if it was there after all, looking at the survivors aura just outside.

  • @Runiver said:
    I doubt it's intentional.
    You're not supposed to be able to see the stain through walls.
    I guess I'll report that and do some KYF testing to see if I can make a vid for devs.

    Wow, that's going above and beyond! Appreciated.

  • @Runiver said:
    Just make sure to manipulate the red stain, as killer, to mindgame.
    Just moonwalk a lot, or show it at some place and go the other way.
    Eventually stare at a wall while walking in a vision blocking loop.
    It's not that complicated once you got the hang of it.

    The problem for me at the time was I was inside a house on Haddonfield, main floor, with no windows on the wall. I had no terror radius as Freddy (Paintbrush + Monitor), so I could see my opponents movements outside of the house in the little alley between the house and a fence. I didn't even make it to the either door of the house to get outside though, because they were perfectly countering my movements. When asked post-game, they said they could see my red glow clear as day through the solid house wall.

    I mean, if that's intentional, okay, I guess I have to give up the informational advantage my build was supposed to provide (at the cost of my movement speed) by looking away and guess what they're doing. I will take this into consideration if I'm ever in this situation again, but I can't help but feels it's just wrong.

  • Robert Englund's Freddy Skin (I can dream)

    C'mon, give Freddy a bone though.
    Any bone.

  • @JEWberry said:
    This disappears as you play, once u play enough matches. Thus that person's point still stands.

    How many matches is enough? I'm almost 900 hours in, playing for two years, and I still get them almost every game. My rank as a survivor is currently 9, but it's been to 1 more times than I can count. I probably get the hint about 80% of my games still. I actually feel bad about it sometimes, especially when I suddenly know to look out for Meyers lol

  • Not too much point to be honest.

    If you didn't notice, the loading screen often gives a hint for a particular killer before you enter the game. This hint is always directly associated with the killer you're facing.

    Example:
    If the loading screen gives a hint about facing against The Shape, it means you are 100% fighting Meyers. Try it out, works every time the hint appears. It also telegraphs if you're facing the Pig, so the boxes aren't the real give away.

  • I personally want to see Freddy get an inverted terror radius when the survivor is in the dream world. Not only would it make his power actually unique, but it would make him stronger in chases too. He currently feels like he's just a base killer with a smaller terror radius and a mini huntress song, except worse.

    Imagine:
    With no terror radius within 24/32m of him, it would warn the survivor he's near but in an uneasy way. Freddy would also get wall hacks to help mind-game during chases. Sure, survivors can still loop him hard if they see him, but the challenge would be in breaking off chases to catch them off guard without going too far and losing sight of the survivor entirely.

    Since his terror radius would appear when the survivor is over 24/32m away, terror radius-related perks would also be amazing on him.

    He'd definitely be more unique then, and probably stronger without having to give him a complete overhaul.

  • I did this.

    Was having fun experimenting with Freddy. Paintbrush + Monitor and Abuse, or Class Photo + putting everyone to sleep. Actually had a blast on some games, especially with jump scares.

    Theeeen I hit rank 5 and under without realizing it. Got Freddy on Bedham. They rushed gens in under 5 min with ruin up. I couldn't do anything against the loops, and they all woke up within seconds of putting them to sleep if I left them alone, despite my green dress add-on. It ended with a single kill, because Dwight with DS wouldn't leave until I hooked him.

    I mean I appreciated the pity hook, but that was a sad game. Took a break after lol


    Another was trying out Hex: Third Seal again. Didn't notice the SWF team, so they just ignored it despite it being applied on everyone and told me in post-game that it didn't do anything because they had voice coms.

    Feelsbad

  • Oh, ohh!

    I want a free passive devour hope perk that isn't attached to totems. Then you can haz your passive infinite healing.

  • Your meat probably isn't slippery enough.
    Try lubricating first.

  • My favourite hex totem varies from game to game. Basically, it's whatever totem doesn't spawn next to a survivor and gets cleansed within 20 seconds of a match at the time.

    I also like Devour Hope for its sneakiness if it ever works.

  • @Ancheri said:
    In my opinion this is actually one of the key abilities a killer needs to be capable of. A good killer will always try to moonwalk on several spots in order to not let the survs know where he is coming from by showing the red stain accidentally through a wall. As a killer main I honestly love that mechanic, that makes you feel even better when downing a surv after a successful mind game.

    When it defeats the purpose of Freddy, who in that scenario, was supposed to have an informational advantage it makes little sense to me that I'm forced to look away from a solid house wall in Lampkin (not cracked, like farm walls) and give that advantage up in an attempt to confuse my enemy by hiding the light.

    But I guess it's also just another Freddy problem, since these walls in particular brought about a unique situation based on his power. Man, it is really hard to like this killer in high ranks.

  • @Tizzle said:
    Wouldn't it be EVEN MORE EFFICIENT to camp if the games were longer according to your post?????

    Might be why some people are claiming to feel a camping surge as of late. Camping just lets you get as many points as the survivor allows, and yes, I'd argue that a lot of situations call for it nowadays. I just have trouble bringing myself to actual do it due to fun factor, except tight patrols, which gets labeled as camping.

  • Ah, alright, thanks for the info you two.

    That's a real shame. I was hoping I was being sly hiding behind walls, but apparently not. Beast of Prey isn't something I'm interested in either unfortunately since for my stealth characters I like to break off chases and the perk only activates when in a chase long enough to get bloodlust more or less. That, and I find the two minute cooldown ridiculous, particularly when compared with any other strong perks cooldown (sprint burst, 40 seconds).

  • @Silas said:

    @Nick said:
    The game forces you to camp and tunnel tbf. It's not the killers fault, it's the devs fault.

    Wrong. There are the occasional situations in which camping/tunneling may play out as the best move, but for the most part those are poorly executed tactics by either salty or inexperienced killers (usually a nice little mixture of both) and in the end will cost them a huge chunk of BP compared to if they actually played the game with the slightest fraction of skill.

    Ehh, I'm not sure it's accurate to say "for the most part."

    Tunneling takes a survivor off the field asap, which slows down generator progress immensely. If you have four survivors on the field with two generators left, it won't matter how many you chase or how well you play, those remaining generators are going to be gone in a minute or so. I use two generators as an example because that's how many are commonly left after the first chase for mid and low tier killers if survivors aren't goofing off. Expecting killers to multi hook in this kind of environment the majority of the time is kind of iffy at best.

    Similar logic to tunneling, camping is actually pretty effective. Why? Because survivors might not pip if they all do generators, meaning they have a valid reason to go for unhooks. As soon as each survivor finishes their generator (which commonly happens after you finish your first chase), it's pretty logical to expect them to go for an unhook. Camping wastes their time, slows the game down, and kills the person on the hook simultaneously. It's actually incredibly efficient.

    Now I'm not saying I like tunneling and camping, but honestly it's a pretty optimal strategy right now since the most common situations favour them. If the developers want to reduce it, they have to make the game longer somehow and innately reward consistent new chases and hooks.

    Edit: As for the concerns about lower BP, it all honestly depends on survivor actions. If they come to the hook, they're making it easier for the killer to locate them, down them, and get more BP as a result. If the survivors rush the final generators instead (which they could, since it takes 80 seconds to solo a gen and 120 seconds for that person to die on a hook) then chances are you couldn't stop it anyway. You might have delayed the game a bit by chasing one person off a gen, but it wouldn't be by that much unless you have an insta down. Man, the more I think about it, the more I realize how much control survivors have these days. How sad

  • @No_Cluie_Louis said:
    does tenacity really make that much of a difference? I usually can still find the survivor again within seconds as it doesn't seem to get you that far however i don't think i'm against builds like that very often. Also often if i'm downed after saving a teamate. The killers always forget about the other survivor and pick me up straight away. I think it really depends what rank you're playing at.

    It only works if you try to break line of sight or distract the killer while you're down, but it makes a definite difference when you can do that. I've lost killers by getting downed while jumping out a window or putting down a pallet and using that time to crawl around the obstacle while they vault/break the pallet. Also, like I said, getting downed immediately after the unhook and/or near other survivors can work for sure. It just depends on what the killer does, and how they react. I don't doubt that I get away with a lot of these because the killer doesn't face nor expect it at all. Also, always aim to crawl in long grass when you can.

    However, it is true that it heavily depends on what the killer does. You can have games where the perk combo is literally useless because you always get picked up asap. That's what WGLF is for though. The reckless style makes for easy stacking of the perk (2-3 per proper unhook) which makes up for the lost points if you do die. If I do two generators before I start acting reckless, I pretty much always pip even if I die as well, so no big loss. My Benevolence is almost always Iridescent with my playstyle.

  • Personal favourites for one reason or another, in no particular order:

    Nurse
    Pig
    Trapper
    Freddy
    Clown

  • Insidious on Freddy isn't the worst in the world. You can stand still until your terror radius disappears and literally see the aura of the survivor no matter where they are, as long as they're asleep.

  • Borrowed Time
    We're Gonna Live Forever
    Tenacity
    Unbreakable

    Have fun rushing hooks, body blocking, rescuing camped survivors, and tactically planning when to go down. This build always encourages me to play recklessly confrontational. When I say planning when to go down, I mean try to go down when you know the killer be distracted.

    Example:
    I'll go for unhooks while injured, get downed instantly, and the killer often go after the unhooked while I crawl away and revive myself. By the time he hits the survivor and notices borrowed time, I'm already gone. You get 2-3 WGLF stacks per unhook in this situation, so even if you do die you probably gained more points than you lost not escaping.

    Also works if you can get downed while running towards a generator with survivors on it. The killer will chase them away and try to get a quick hit and by that time, I'm already gone.

  • The lack of balance has been an issue for years, to the point steam groups like "the killer alliance" and attempts to strike as a killer repeatedly happened on steam. Eventually people were banned for that behaviour, but it should demonstrate how passionate some people got with the issues.

    Nothings really changed to be honest. The pallet vacuum removal was a good first step, but it was honestly just them reverting an issue they originally caused when they put it in the game in the first place to prevent killers from getting stuck in pallets as a band-aid solution. Even still, I find it hard to motivate myself to play killer and have been sticking to a suicidal survivor build. Let's hope two years of inaction was enough, and they'll improve things sooner or later. Otherwise, when I do play, it's largely just going to be survivor which is a shame.

  • Dwight.

    I love one of his new sweater cosmetics, and he's the only character I don't get flak for when failing at locker jukes. Seriously.

    pulls claudette out of a locker
    Everyone: Why the hell do you go in there? Idiot.

    pulls Dwight out of a locker
    Everyone: Lol silly Dwight doing Dwight things again.

  • Dance With Me is a fine perk, my only problem with it is its synergy with Lithe.

    Why's that a problem?
    Because 40% of the time, even while in a chase, Lithe doesn't want to activate for me when I fast vault a window or pallet. Sometimes I swear it's bugged to where the killer needs LoS of you while in a chase to activate it or something. Which, if true, is a bit counter-intuitive since I use this/these perks to lose the killer and actively avoid LoS for that reason. Because of that, I hesitate running Lithe and also Dance. Might try with Quick and Quiet sometime instead though.

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