Avatar

Calabrum

Calabrum

About

Username
Calabrum
Joined
Visits
178
Last Active

Comments

  • @Waffleyumboy said:

    Interesting how people say you can still win but "it's not fun anymore"

    I expect people will adapt within a week.

    Or they will just leave quietly. People tend to forget it's only a very small portion of the community on the forums. And most killer mains will only discover the ruin change today or will at some point within the next week.

  • Simple fix for people having issues with sounds as Spirit (Spirit Main btw). Just get a hit and follow the blood. I track survivors via blood now, not sound. It's very effective with sloppy, bloodhound, nurses, stridor, bbq, whispers, and others. Just take the green sword add-on, and a speed boost during phase add-on. Or take father's glasses if you have em. They work well with mother-daughter ring.

  • I had already created a thread on this issue a few days ago. Some interesting ideas came out of it and Almo said she would look into them. So we might see some changes in the future. But for now the gates are staying the same.

  • @Splinterverse said:

    Ruin is boring to play against especially when it was in 99% of matches. It had to go.

    Congrats, its gone. Along with half the "good" and/or "fun" killer players and all the unviable killer characters. Slugging is the new meta and mori is soon to be a norm in every match. Thats not counting camping and tunneling. Well done. You've won the game. *golf clap...

    I can't bloody wait for RE:3 and Predator. I just hope for one if not both to be successful and not fail like Last Year and F13. DBD needs competition, its sat on its throne practically uncontested for too long.

  • @HellDescent said:

    Hope you enjoy it

    I find your user name rather appropriate for this topic. XD

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010234#Comment_1010234

    Alright let's ignore his kill rates and how long those games go on for.

    The "FREDDY IS COMING" right in front of my eyes doesn't matter. He just stopped a nearly completed gen while being on the other side of the entire map. And the cooldown is significantly reduced because everyone is always asleep, so that really doesn't matter much.

    But nah, it must be only me right?

    So you want every game to be 5 mins? The forever Freddy build is going to be more popular with ruin out of the picture. Get used to it.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009987#Comment_1009987

    So basically just hide and do gens? Sounds like a balanced killer. You must think someone like spirit is balanced as well. What about if I put on discordance and surveillance? You can't hide from that, and he teleports straight on top of your head.

    Typical, bringing in Spirit for a discussion about Freddy, but fine I'll bite. As If she hasn't been nerfed, (directly/indirectly) hard enough lately. Her lunge bugged, sounds bugged in chase forcing players to use detection perks, removed mindgame at vaults, prayer beads nerfed, other add-ons nerfed, and you even got rid of collision.

    Quit complaining about Spirit and Freddy, and learn how to play against them. Not every killer needs to be gutted just because survivors want to be able to see a killer at all times and loop them for ages.

    Killers are not here for your amusement survivors. They are here to kill you. A fact the devs seem to forget in this "Horror" game "balanced around 2 kills and 2 escapes." So do your simple task of holding M1 on gens and survive. Or die. Or DC; I could care less. It counts as a kill for me either way.

    Considering most survivors has been taking advantage of the killer sound bugs. I see little reason why you can complain about any killer atm when they are trying to compensate for a bug that the devs claim does not exist. (Just like how match making is apparently fine) Btw, when survivor sounds were found to be bugged the devs patched them inside a week. Killers are still waiting and it's going on 2 months with no solution up and coming as far as I know. So yeah, I have no sympathy for survivor mains.

  • @Carlosylu said:

    So... I made a post you guys liked about your NEMESIS as survivor, but now IT'S THE KILLER'S TURN!

    Do you have a specific survivor/skin you know it's gonna be trouble in paradise for you?

    I'LL START: P3 Quentin, not many, but whoever dares to play Quentin and P3 him deserves respect...

    Blendettes. Legacy skin users, and no it's not because I'm jealous... maybe a bit.

  • Rank 1 killer, I'm taking a break. Popping into the forums now and again to see if I can discuss some topics and/or see which way the winds blowing. Haven't played in 4 or 5 days now. Playing god of war, infamous second son, days gone, spiderman, and others. "Devs recommended some of them for us frustrated killer mains."

    Figured I'd take em up on it and see how many of my fellow killers are still around a week or so after the new ruin is made live. Then I'll run a few matches. If it turns out as poorly as I'm expecting, maybe I'll just stop playing all together for awhile. I have plenty of other games to play. There are also alot of good games coming out this year as well.

    Fellow killers, if you stick around more power to you! For those who have journeyed on to civs 6 and Spider-Man wait up, I'm coming with you. Lol.

    Survivors, have fun with your baby killers, "gg ez win" 5 min matches, campers, tunnelers, contant moris, and only versing the same top tier viable killers every time you actually get matched with an actually good killer.

    Cheers!

    *side note for devs and players - Balancing a horror game around 2 kills and 2 escapes means that it's no longer a horror game, but a survival sim. In a genuine horror game your supposed to face overwhelming odds and surviving should be difficult. Surviving should be an achievement and/or reward for beating the odds if you manage to escape.

    SWF and this whole balancing idea of 2 kills and 2 escapes frankly breaks the horror aspect. If it was balanced 3 kills to 1 escape i'd get it, but thats not the case. In my opinion the horror tag should be removed if survivors continue to have the ability to be the power role on par with the killer. Your free to disagree if you wish, but I've never heard of a horror game that has "balanced" escapes vs kills equally. Sounds ridiculous to be honest. But again, it's my opinion.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002926#Comment_1002926

    What's wrong with mentioning those killers? You just listed 3 killers that have good synergy with the perk.

    In addition to the ones listed,

    1. doctor : you can use madness to pressure off of generators.
    2. bubba: you can slug survivors to force survivors through altruism off of generators
    3. freddy: you can use his ability of teleporting/faking teleportation to get survivors off of generators. Thrilling tremors, ruin, surveillance, pop goes the weasel is a god tier build where you can force survivors off of generator by faking a teleport then blocking it with thrilling tremor and while it's blocked it will be regressing and if ruin is broken then you can use pop to get that pressure you need.
    4. Legion: can apply deep wound to survivors forcing them off of generators. Let's not forget Iridescent Button which will push survivors off generators every time feral frenzy is applied to any killer.
    5. Pig: any survivor with a head trap on cannot work gens. And it counters a common swf tactic to hold off on popping a generator to allow a survivor to get the headtrap off and working another nearby generator.
    6. Wraith: when using the boneclapper add-on will make survivors paranoid everytime it's activated. Wraiths often spam bell to pressure survivors already. That tactic works even better now.

    New Ruin's power is comparable to most perks in the game, however, it's not comparable to old Ruin a perk used in 80 percent of red rank games. But is it a surprise that the rework isn't as powerful as old ruin. If you feel that old ruin is needed for balance then stop complaining about ruin and start talking about base kit changes to killer.

    In case you didn't notice. When base kit changes get discussed and occur, killers like nurse are gutted.

  • @konchok said:

    Don't just put in the new ruin in the same builds as old ruin. New ruin is a situational perk that you would use with synergy with other perks or the killers built in abilities.

    That's not the point. Old ruin slowed gen progression. The new one arguably does not because it can be ignored and it's still a hex perk. Name a killer other than nurse, spirit, and Billy that is able to apply pressure quickly from the start of the match.

  • If anything this new ruin is an indirect buff for adrenaline. Why? Because the odds of all of the gens being completed is about to rise significantly. Then once the survivors notice, they will all run adrenaline. All of them.

  • I'm just annoyed that the devs think 1 player/killer should do all the juggling of 4 survivors, gens, pallets, be able to down survivors in 15 secs or less after starting a chase, totems, hooks, hatch, and 2 gates. And you usually have to try and juggle all of them, but the gates and hatch until endgame.

    Meanwhile, a survivor just has to hold M1, look for nearest pallet, and be decent at looping. They don't even have to be good at looping. They just need to run forward and waste the killers time. Then hold M1 some more... Rinse. Repeat. Escape! Lol. Survivors gonna be even more bored now that there's no skill checks and killer only has the time to get 1 good chase before all the gens pop.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/120986/slugging

    I say this as a survivor main you can do anything you like as the killer, your role is to try and kill the four survivors. It's not your responsibility to provide the survivors with a fun game, it's the survivors responsibility to provide themselves with a fun game. If you believe you need to provide a fun game for the survivors, ask yourself this do the survivors care about your enjoyment?

    Don't be afraid to slug it's a very good strategy to provide pressure on the survivors. How I see it is if the survivors allow themselves to get slugged then it's due to the survivors incompetence

    If half the survivor mains had your mentality this game would be genuinely amazing.

  • @RipleHHH89 said:

    Has ruin been nerfed because of something they plan to add in the future? Like an extra condition for opening the gates or something. Even though it seems like a crappy change right now maybe there's a bigger plan and nerfing ruin had to happen first. Just a thought.

    Problem is the devs failed to address the reason ruin was used. They also have made no mention of any benefits with the ruin change for killer, only survivor. And even if they do have something planned or ideas in the works.

    When will it happen and/or be implemented? Months? Yrs? It took them 2 yrs to re-work Freddy. Do you honestly think killers are that patient or that they will tolerate being gen rushed every game every time they play killer at red ranks? No, I don't think so.

    "Killers are meant to apply pressure". Ok, juggle gens, 4 survivors, totems, gates, hatch, pallets, and hooks. Now juggle!

    Meanwhile, survivors. Hold M1, and only hold M1 for 5 gens. Escape, then done. Which is more stressful? Which is harder to play? It's obvious, but no killers just have to get good. Lol.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/999904#Comment_999904

    Yes there are 4 survivors but play solo and you’ll realize how few do totems.

    I’ve actually had games before where I do 4 totems, assume the other 3 survivors managed to do 1 totem between them and then at the end of the game I’M the one that gets hit with NOED. It sucks.

    Also hard to do totems when the games wonderful matchmaking puts you with low ranks, so you loop the killer long enough for them to get the gens done but they dont do totems so you go down to NOED and they rush out of the gates - every game ive had today.

    As for tunneling/camping its just flat out not fun and not good for the health of the game. It puts a lot of people off playing.

    Yeah, and? Survivors are selfish. They dont have to save you, its an option. Just like if you go back to save them and die; its on you. Just because you saved them doesn't mean they have to return the favor either.

    The health of the game? Really? It couldn't be because killers are annoyed that ruin was nerfed and are taking it out on survivors since the devs only mentioned survivor fun... Nah, they wouldn't do that. Never. Gens would have to fly before... oh, wait.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/999935#Comment_999935

    That's only for other Survivors coming near you in phase 2.

    Yeah, but he never mentioned what stage and I never use that perk anyway.

  • @YehBoiGoku said:

    Aight guys is it me or is there just so many campers all over the ranks? Just the other day I went up against an Insidious camping bubba at rank 1. This is mad how these killers with this little skill can be up in the ranks just by camping. Worst part about it is that they don't pip and neither do the players. I have an idea though and maybe you all can give me your thoughts on it. Idea: What if they made a mechanic in the game where if the killer is near 8 meters of the hooked survivor, the hooked survivors timers don't go down. In my opinion I feel like this is a great idea but really hard to put in the game or at least i think so. Idk can I please hear feedback from anybody and share your thoughts on this

    There is already a perk that slows down the sacrifice timer.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/999753#Comment_999753

    Its funny because if NOED went which is arguable skewing the games stats killers would be far better off in the longrun yet their so desperate to keep the crutch they can’t see that far ahead.

    DS is a necessary evil at the moment due to rampant tunneling hurting the experience for kost players.

    Doing totems would be fine if the game rewarded enough points for it however you wont pip if you run around doing all 5. If you’re the guy who cleanses all 5 while others do the gens then dont expect to pip.

    if also argue needing to cleanse 5 totems which is basically like an extra generator in terms of time just to avoid a super speed killer with unlimited instadowns is perhaps a little unbalanced but somehow I get the impression I’m wasting my breath here.

    Why would one person do all 5 totems? There's 4 survivors. If each person took one that's what 14 seconds? 28 seconds If someone does 2. If they see them and dont take them out its on them if they get hit with noed later.

    As for the whole tunneling and camping debate. It's a pointless debate. Even if a killer doesn't tunnel or camp he gets called one anyway most of the time. I find it amusing that survivors think that killers should follow a code/honor system.

    Like, "respect the kobe". "Don't come back to the hook when I'm rescuing you hook camper", even though the killer can see your scratch marks headed for the hook...

    Oh and my personal favorite, the survivor hook bombing in front of the killer. Then stopping and waiting for the killer to hit them so that they can get the unhook, give them borrowed time and then deadhard so that the killer is forced to hit the survivor with BT. But instead of that wonderful fantasy the killer just waits. The rescuer looks so flustered when the killer doesnt play along with their silly strategy. It makes me smile.

  • @Warlock_2020 said:

    No. It is a strategy to be used by survivors. I don't mind it. It is no different than leaving the survivor slugged until the gates finally open, then hook them and surprise them with Blood Warden. Should there be a regression to the timer of Blood Warden based on the time the killer left the survivor slugged, but kept within 20m of him? No, there should not.

    If a survivor wants to risk 99'ing the door and then have to hit it for that last 1% while I'm chasing him, I'm ok with this. I have gotten many hooks because of this. Just two weeks ago I caught 3 survivors at a door with LF as they tried to get that last 1%. Was able to turn a 1k into a 4k.

    If that's your stance then that's ok.

  • Fair enough, I hate SWF. Nothing against playing with friends, but the information sharing is obnoxious in a 4 v 1. Oh and blendettes... especially if it's a squad of 4 with flashlights. But we are getting off topic, so I'll stop here.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/999385#Comment_999385

    Ok. Ok ok. Lemme get this straight.

    Keys are straight bs, they need to go immediately.

    BUT THE HATCH?!! WHAT?!! Moris and Exit gate spawns are fine because of something that is entirely 50/50 and in neither side's favour.

    Also, Spirit has been meta since late 2018/ early 2019. Catch up

    Lol, been caught up. I'm a spirit main. I was just being cheeky.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/999385#Comment_999385

    Ok. Ok ok. Lemme get this straight.

    Keys are straight bs, they need to go immediately.

    BUT THE HATCH?!! WHAT?!! Moris and Exit gate spawns are fine because of something that is entirely 50/50 and in neither side's favour.

    Also, Spirit has been meta since late 2018/ early 2019. Catch up

    Devs would never go for it bud, or at least not anytime soon. I think you know that. Btw, if your a Quentin main his perks could use a rework as well.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/120652/exit-gate-regression

    😂😂😂😂😂😂 mori and unfair exit spawns are fine cause SWF and hatch exist

    Of course, what more did I expect from a Spirit pfp user?

    And? Considering she will soon be one of the few viable killers it's hardly surprising. You'll be seeing them alot in the near future. As for the rest of your comment, I've already stated my opinion. If hatch and keys go or are balanced, then so can mori and unfair door spawns. Until then it's fair game.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/999114#Comment_999114

    It's unfair due to the fact that killers can open 99%ed gates. It's not hard to use BW simply down a survivor, open either gate and then hook them.

    It takes time to do it though. In that time hooks could be sabotaged and/or the downed survivor could be picked up. All of this would have to take distance to the door your opening into account as well.

    I have done it before though. Unfortunately, when you do it survivors usually know you have bloodwarden and immediately run out. Or at least that's been my experience. I mean, there's really no other reason for the killer to open the door.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/999188#Comment_999188

    Not good for both sides. A SWF group could have someone sit on the gate and keep it ready to open while the others make a save, while a solo group wouldn't be able to coordinate that. The end result is the same, but the gap between solo and SWF groups would be larger.

    So it's fine for gens to regress unless a survivors on it with new ruin. Supposed to be Endgame perk btw... But not ok for the exit doors to regress when a survivor gets off it and fails to open it? Ok then...

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/999191#Comment_999191

    You are fully capable of downing a survivor and opening the exit gate yourself to get bloodwarden to pop

    If you have the time... Which is becoming increasingly hard to come by.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/999161#Comment_999161

    What? The fact that gates spawn the way they do is a very valid reason against your idea of regression. You're the one who needs to come up with a counter argument to that because you should be defending your idea. It's like you have no idea how debating works.

    You gave a reason, but no alternatives or suggestions. Which does not really contribute much more than no it's a bad idea.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/999157#Comment_999157

    You're comparing apples to oranges.

    Adrenaline awards a survivor for lasting until the last generator popped (fyi, surviving is their main objective)

    Blood warden (and NoED, etc) rewards killers for failing to stop the survivors (fyi, killing is their main objective)

    Don't like BT? Don't camp. Or use insidious. Or wait for the BT timer to run out before swinging. Or hit the rescuer, let the unhook happen, and down the rescuer.

    @gantes said:

    Unhealthy playstyles are kept weak for a reason. Just like sabo was gutted, and rightly so.

    Who are you to say how someone should play this game? I'm not telling people how to play. I just want more variety then the meta.

  • @GeordieKiller said:

    i cant see why if we were going to buff blood wardern that it can be a token base system so each hook that you do adds time to how long the wardern is up for.

    For example base will be 30 seconds

    2 hooks- 40

    4 hooks- 50

    5 plus is 60 seconds

    and it will activate as soon as the gate is open so 99ing could carry some risk like should you wait till you got everyone free before getting the gate but what if the killer has BW that could be a minute of not getting out, or open it before everyone is free so you can waste the BW but you are in endgame and basically got a minute left to get out.

    Interesting, ty for contributing. XD

  • @TAG said:

    As long as we're throwing out ideas, how about we make it so downing a person who is inside the Exit Gate areas prevents them from leaving the trial for a few seconds? Just long enough for the Killer to be able to pick them up. That way, people who linger within the Exit Gates (especially to wait for the Killer to down them so they can fall into the exit) instead of just GTFOing do so at their own peril.

    But that would be punishing them for taunting and loligagging... lol.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/999080#Comment_999080

    It's a meaningless point to make. You still don't have an actual argument.

    Neither do you, which was the point.

  • @gantes said:

    I suppose it's really controversial to think a playstyle that rewards doing absolutely nothing all game shouldn't be strong. Oh well.

    Hmmm... let me think. Adrenaline, endgame perk. Instant health state for potentially 4 survivors. Borrowed time, infinite uses... might as well just give em the infinity gauntlet while were at it. Meanwhile, ruin countered through cleanse. Noed counterable if cleansed. Bloodwarden 99% gates and wait till convenient to open them... yeah. Perfectly fair and balanced. Just peachy.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/998818#Comment_998818

    No, that doesn't seem fair. 99ing the gates is a counter to the perk. Otherwise it would just grant one extra minute of game for free.

    Endgame perks aren't supposed to be that strong. I'd rather not add stuff that rewards the killer for losing the game.

    Ummm, how is it unfair? If every survivor 99% gates the perk is useless. Why should survivors be allowed to dictate endgame even if a killer is losing? "Endgame perks aren't supposed to be strong". You must be joking. But I mean if you prefer more people running noed then fine I guess. In addition, I suppose it's also fine that the survivors who lost the match can find a hatch and or bring/find key.

  • @brokedownpalace said:

    "I am aware gates can spawn on the same side. And yes, I'm aware someone's going to say, "but you think Moris are fine" and/or "killer main" (I am killer main btw) so I'll just steal your thunder in advance."

    Just so you know, simply mentioning that you know an argument exists without actually countering that argument does not "steal anyone's thunder."

    Thank you for proving my point that this would be mentioned in this thread... and that you did not contribute in the slightest to the main topic that was to be discussed.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/998762#Comment_998762

    Then how about making the lights on the gates have a purpose ? I believe this has been suggested already some time ago, but I think that making each light a progress "checkpoint" (25%,50%,75%) would be a great idea, this way the gate would only regress a bit, making it less frustrating/punishing for survivors who don't trigger the endgame immediately, but would prevent survivors from 99%ing a gate, which is a really frustrating scenario for killers.

    Also an interesting idea.

  • @Sonzaishinai said:

    I would prefer changing Bloodwarden that it can be activated as soon as the gates are powered and if activated before they are open that the timer won't start untill they are open

    That way you have an option to counter the 99% gate strat but you have to spend a perk on it

    Seems fair no?

    I would like something like this. Bloodwarden in its current state is simply too flawed or easily countered to be used.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/994819#Comment_994819

    Some killers rely more on early game slowdown but I do not believe Trapper, Hag, or Freddy need it.

    I also run Stridor on Spirit. She’s so strong in a chase and ends them so quickly than Ruin isn’t needed as you said. I just get confused because sometimes the game just gives survivor Iron Will for no reason.

    Freddy is strong enough with Disordance and PGTW. He can just teleport to a generator after hooking a survivor. I don’t think Freddy relies on Ruin at all.

    Hag is also so strong in a chase and requires set up so Corrupt Intervention is actually better then Ruin on Hag in my opinion. Same with Trapper except he is a lot weaker than Hag is.

    Some players also don’t realize that a lot of the time they basically play without Ruin due to it breaking in the first 30 seconds without them finding a survivor.

    Yes and no. Hag is limited by her mobility and trap placement. This is further limited or potentially enhanced by add-ons. Against SWF who can literally say where a trap is being placed its nearly pointless. Trapper is in the same boat as hag. The only advantage they have is early game when usually the survivors spawn at the other end of the map and have no information on what the killer is doing. If you can't setup you usually always lose. Plain and simple.

    Unless the survivors manage to throw the match. It's rare but it does happen every so often. Freddy is... viable and not at the same time. He's a bit of a mixed bag I'm still trying to get to work after they nerfed the forever Freddy build. He was still good with nerfed FF with ruin don't get me wrong. Now though, I suppose we will see.

  • Ruin is being changed and not nerfed in my opinion. Feels like a different perk entirely. I disagree with the change, because the timing is poor and the reason for why killers use ruin has failed to be addressed. Pretty much it.

  • For some yes, but I think it will be unlikely for most killers. Because for them winning is killing everyone. That is the mentality the current system has been enforcing for quite some time, especially at red rank. Even if they change the gatekeeper emblem it may be too late.

    And let's face it gens are gonna fly in a about a week which will force some killers to use what some would consider "unsavory tactics".

    For a game that claims to be horror. I'm afraid it's moving closer to becoming a survival simulator.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/120314/please-bhvr-listen-to-killers-more

    No thats totally wrong in every aspect. Queue times are bad cause of the SWF-Change which brought in more survivors into high ranks from lowranks. also survivors get nerfed over time equally to killers: BT, DS, pallets, exhaustion, healing .. but you just want to ignore this. Killers are just too whiny. Being the powerrole just doesnt mean you have it easy, it means you have to get versed in game mechanics. Killers are just lazy.

    So you mean a swf actually has to learn game mechanics? Huh... I thought that's what the comms were for, but I'm sure you consider comms fair in a 4 v 1 anyway. Plus what nerf to bt are you referring to since it has infinite uses... lol. Healing, really? Cleanse a totem and go in a locker for 8 seconds... If your going to say something is wrong and provide examples try to stick to ones that actually hold water. And survivors whine just as much, lol. It's the same on both ends.

  • Started playing on Xbox in 2017. Reached rank 1 in both killer and survivor. Moved to pc in August of 2018. (It's annoying my frames are capped at 62, but it's still better than the 30 frames I was getting on console.) I play on Ultra and main Spirit, Trapper, Ghostface, Hag, and Freddy currently. Naturally, rank 1 in both killer and survivor on pc as well.

    My opinion on ruin is that it needed changed but the timing is currently awful to make the change due to the reason for it being used not being adressed and that Peanits made a statement for the change that was clearly biased towards survivors. For someone that claims to play both sides it's rather interesting that he could release such a one sided statement.

    However, I will be blunt. When the ruin change goes live I will most likely no longer play hag, trapper, ghostface, and maybe even freddy. They lack the mobility necessary to pressure gens at red ranks. This is especially the case against SWF.

    I do not use ruin on spirit. It's not necessary in the slightest. Sounds broke in chase and can't hear survivors next to you?Think devs will fix it? I gave up on hoping for that fix weeks ago. Run stridor and you'll be fine. If survivors complain and say it's a crutch... tell them the devs should fix the sounds in chase then. (Yeah survivors are mostly gonna hate you. Get used to it.) Lol.

    If you want to know a good build for spirit atm focus on speed and blood. Ignore the gens mostly since hitting them would waste time and hexes are unreliable by both design and placement. Sloppy, stridor, thanataphobia, and then a perk of your choice. I recommend nurses, bloodhound, make your choice, whispers, bbq & chili....

    There are others as well. Mix and match as you see fit until you find something that works for you. As for most optimal add-ons take mother-daughter ring and father's glasses. Or prayers beads and that green add-on that considerably reduces the spirits phase cooldown. Why prayer beads? They got nerfed right? Umm no. That's just naive thinking. You can still get gen grabs with prayer beads in their current state. (Its only a bit harder really) Just initiate a chase and make the survivor think your after them. If their in swf they'll tell their friends their being chased. Phase to gen and grab instead of chasing. Works well in red ranks because the survivors are cocky and trying to rush gens. Did it twice in a single full red rank trial.

    My thoughts on future killers is this. I'll play the ptb and see how optimal they are against red ranks. If they aren't up to par then I won't buy them.

    They nerf spirit again I'm gone. Why? She's the only killer I have left that can compete with SWF in red ranks. Im sure someone will say learn nurse... Frankly, nurse is to difficult to learn, and her rework made it so that the killer is punished too harshly if the chain blink misses repeatedly. Her add-ons are also terrible btw.

    Then I'm sure I'll get the well you shouldn't think you deserve a 4k. Sighs.... never cared in the first place. But, I would like to at least have the chance to do it. Otherwise, why call this a horror game?

    (Some advice for killers that swap to survivor. Change your name. It will spare you from being griefed by salty survivors that you may have played against previously that hold a grudge.)

    Fellow killers, good luck!

1 2 ›