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CoolAKn

CoolAKn

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CoolAKn
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  • @Bluness said:

    @CoolAKn said:
    @Bluness what kind of perk allows them to see the killer's aura at all times? I know it's not Kindred because it only works if the killer is within 8m of the hooked survivor that has it, and he's clearly further than that.

    Im not sure what you mean here. There isn't a perk that will alert people to the killer outside of things like sole survivor, kindred, premonition etc. But thats not really relevant to toxic behavior.

    I could elaborate more, but like you said, it's not relevant to the topic, so I won't press it. It just appeared in the video that Kindred showed the killer from a much further range than 8m.

  • @Bluness what kind of perk allows them to see the killer's aura at all times? I know it's not Kindred because it only works if the killer is within 8m of the hooked survivor that has it, and he's clearly further than that.

  • @HellDescent said:
    I still have a bunch of bbq and chili from the previous event. Submitted a ticket. Devs said they are not gonna do anything about it. And why would killer want to thicken the mist? I don't get it

    I have that same issue. Leveled up a bunch of killers until an invite showed up in the blood web, then stopped. I was only interested in the chops, and the Trapper was my highest level killer, so I had no use doing the invites on the other killers. I was under the impression once the event was over, the invites would change into something else, but nope. If I want to level up several of my killers now, I have to waste 3000 blood points on something I can't use.

    @Nickenzie said:
    This needs to be a thing because I have so many common add-ons that I never use as a Pig main. For example: I have 82 Shattered Syringes and would like to sell them since I'm probably not gonna use them in my lifespan. :)

    Here's how much certain add-ons will sell for with their rarities!
    Common: 500
    Uncommon: 1,000
    Rare: 2,000
    Very Rare: 4,000
    Ultra Rare: 8,000

    This can be for survivor's add-ons, survivor's items, and offerings as well! What do you guys think of this QoL change? Leave civil comments below! :)

    It would be neat if there was a blood point store (similar to Shrine of Secrets), where the player can purchase items, add-ons, and offerings at a raised price (making the blood web the cheapest option). There would need to be a cap on purchases based on rarity, so player's can't purchase purple or pink items within a short amount of time (daily?). This would work great with the idea of selling the items (in most games, sold items return 50% of the cost).

    Another thing that would be a huge plus, is to have a feature where all killer offerings can be shared with each other, where there would no longer be individual inventories, but a general inventory. For instance, if you are leveling up a Wraith, and you get an Ebony Momento Mori, instead of only being able to use it with the Wraith, you can use it on any killer you choose.

    Similar thing with survivors - items, add-ons, and offerings should be shared as well. Perhaps when you prestige, every thing you lose (except for killer add-ons and perks) would go into this general inventory, and requires players to reach a certain prestige level in order to access the general inventory.

  • Some killer add-ons actually reveal auras when they are close enough.

    • Shape (when stalking) - Vanity Mirror (16m), Scratched Mirror (32m)
    • Pig (when crouched) - Amanda's Letter (12m)
    • Wraith (when cloaked) - "All Seeing" - Mud (6m), "All Seeing" - White (8m), "All Seeing" - Blood (12m)

    There's also stillness crows if survivors stay in closets for too long.

    It would be nice if there was a way to reveal survivors being unproductive.

  • @BloodyNights said:
    You do have a choice to opt out of 4-3 man swf, If you see them pop into a lobby all at once just leave. You can just wait till people come into the room one at a time. Also while SWF sucks to go against, there are counters to it that people don't utilize, like friggin looking before you pick someone up or going at an angle to not get flash light blinded, and swinging the moment that body blocking takes place, expect it and adapt. It's way easier to go against randos for sure. But it's not the end of the world, especially with how altruistic teams like that is.

    I've done something similar to avoid getting blinded. If they were downed next to a tall-enough wall (some obstacles just aren't tall enough, pick up the survivor while facing the wall, and survivors won't be able to attempt to blind you until you face another direction.

  • @Mahnke2 said:
    What I don't understand is when people rush hooked players and expect the killer to leave? I'm looking for more players to hook, they expect you to leave the hooked to go find other players who are not right in front of you?

    Other day I literally had a hooked survivor + last three gens and the hatch all within a small radius. And was flamed for 'camping' when I hit one survivor on a gen, grab another trying to unhook and put the other in the basement. Be smart people, don't expect killers to play stupid or do stupid things so you all everyone can escape.

    This is why I run Deja Vu to try to ensure this very thing doesn't happen. Had a match where there were 2 generators with pretty much a wall between them, they were so close. I was determined to not let the killer "have" that corner in the end. I died in the match, but I at least repaired one of those generators, which was satisfying enough.

  • @Chi said:
    If this happens too often, be a dick head. Run Bond and as you are getting chased, point out their locker location :p

    This is probably one of the only situations where helping the killer is okay, especially if survivors are doing it to hold the game hostage.

  • It would be nice if Boil Over did a bit more, but I think it does enough already. At the same Tier, Boil Over and Iron Grasp cancel each other out for struggle effects. The only difference is some hooks are obvious, and close by, which negates the Aura-reading reduction (situational), and sometimes the extra struggle time is more than enough to get them to a hook regardless.

  • I have not seen anything posted in regards to any changes. They did just recently close the PTB and probably going through the data and feedback. We'll probably hear of any changes closer to the actual release date of the new chapter.

  • @Master said:
    Another perk that can be completely nullified by the "exploit" called "gen tapping"

    Yeah, that's such a cheap tactic to get past Ruin and Overcharge.

  • This is a rather fascinating idea. Perhaps allow Freddy to injure awake survivors, but cannot put them in the dying state unless they are asleep.

  • @Esheon said:
    CoolAKn said:

    The Game is by far the weakest map for Trapper and Hag. At least Lery's has SOME brush.

    I dont know where you're getting that Hag opinion from. The Game is one of the strongest maps for Hag. You can do well with Hag just by trapping the door tracks between rooms, and even better with a few loop and dropdown traps.

    I'm saying weak in terms of the stealth level of the traps.

  • The Game is by far the weakest map for Trapper and Hag. At least Lery's has SOME brush.

  • If you have ever seen or heard of Secret Neighbor (multiplayer version of Hello Neighbor, but far less tedious), I imagine this is how his power would work. 5 survivors load in, one of them is secretly the killer and needs to catch the other survivors off-guard.

    However, I would not like DBD to become a trivia game, so devs, please leave that out if you do decide to add him.

  • Ghostface was speculated as early as August 2017. He was "leaked" as a prank to throw people off of the new killer Leatherface (which incidentally, Kate Denson was supposed to be introduced to the game with him, but got delayed). This was due to the Hag being revealed too soon as the Daily Ritual began showing up requiring the Hag.

    His power was called Imitate based on the "leaked" ritual, which most likely would have allowed him to appear to be a survivor. I think the concept was later used for the Pig who can crouch (and can actually pass as a survivor in poor lighting) and ambush. However, this would be completely worthless in the event of a 4-person SWF because they would know if a survivor they don't know just randomly shows up near them. A 3-person SWF would be a stretch, but have enough uncertainty especially if they can't communicate with the random.

    https://deadbydaylight.gamepedia.com/Scream

    He would have been nicknamed "The Actor" and would have featured with Sidney Prescott.

  • There are certain justifications to camping. The only situation I find myself camping is if survivors are holding the game hostage (i.e. open exit gates and won't leave). If you refuse to leave, I am going to make you leave one way or another. Since you want to stay so bad, you can stay on this hook.

  • I can just imagine the drool coming out of his mouth. Great artwork though!

  • @meshugganah said:
    the doctor is just fine if you stay out of the red ranks.

    That's not what the OP is asking. I have seen somewhere that Snap Out Of It was considered "healing," so it would make sense for killer perks that affect healing would therefore affect Snap Out Of It. If they don't consider it "healing" then they need to address their initial statement saying otherwise.

    On the flip side, maybe they reconsidered Snap Out Of It as NOT a healing action, because it's mental healing, not physical healing? I'm not sure.

  • I think certain perks are slightly bugged. I only had one game the entire time I was playing Laurie (about a few hours total), where DS didn't trigger even though I clicked in the right spot. I've more recently had issues with Dead Hard not triggering, which I'm going to end up having to find a new perk to replace it, and I currently don't have many options.

  • Perhaps every outfit could have 2 versions - normal and prestige. You can get the normal version as you will, but the prestige version only becomes available when you prestige.

  • Yeah, I hate matches like that. I had a play session the other day where I think I matched with the same SWF group 3 games in a row (at least the same Dwight 3 times in a row). All 3 games, the Dwight gets chased, gets downed, then DCs. On the third game, someone else DC'd and the other survivor was hooked and gave up. The killer felt obligated to give me the hatch, which I don't really like because it's such an undeserving escape. I had No Mither and not the greatest at juking, so she could have killed me at any point during the match.

  • @Beverly said:
    I hope they do change up how Decisive Strike works. I feel downright scummy using it. A good idea on paper, but now a perk that can be abused often in this current build. I'd like to use all perks in my perk builds without feeling like I'm doing something seriously wrong.

    I see DS as a crutch perk for beginners. If you get caught by the killer a lot, then go ahead and run this perk until you learn how to effectively evade and lose the killer. If you use No Mither, you can use DS if you want since you can't take more than one hit.

  • Changes to add-ons that increase charges.

    Flashlight
    Battery - adds 2 charges (no change)
    Heavy Duty Battery - add 4 charges (no change)
    Long-Life Battery - add 6 charges (no change)

    Med-Kit
    Bandages - add 4 charges (currently adds 6)
    Self-Adherent Wrap - add 8 charges (currently adds 6)
    Gauze Roll - add 12 charges, becomes Rare (currently adds 8, Uncommon)
    Gel Dressing - add 16 charges, becomes Very Rare (currently adds 10, Rare)

    Toolbox
    Scraps - add 20 charges (currently add 15)
    Wire Spool - add 40 charges (currently add 30)

  • I think there should be more emotes, but only with the purpose of communicating with other survivors. The emotes currently provide a rather limited communication for solo players. F13 got way too casual with their emotes, and quite frankly was a waste of time because people would just spam emotes and not do anything for the whole match. The emotes would be far more effective with aura-reading abilities where you can see the other survivors.

    The two emotes currently usually denote: "come here" and "go away/there's something over there."
    I do like some of the emotes in F13 that had actual purpose. Some ideas:

    • an actual "go away" emote and have the "point away" emote mean 'something is in that direction.'
    • a "thank you" emote for survivors that rescue/heal you and probably even for killers that decide to let you go when they could have killer you instead.
  • I think for some people it just doesn't match their play style. Some survivors are objective-based, like I mostly am. Some survivors are distraction-based, where they can keep the killer busy while other do things.

    Some people just don't see the need for it, but for my play style, having one perk that will alert me when the killer is nearby is all the stealth I might need. It also depends heavily on the available perks. For instance, I have a Level 15 David King, and I currently have No Mither, Resilience, Deja Vu, and Dead Hard. All of the other perks I have available don't grant me very much stealth. The only one that tells me where the killer is is Dark Sense, and most of the time, I don't even pay attention whenever I fix a generator because I am focused on getting to the next generator (it's totally on me for not paying attention). All blood points I earn go to leveling up all the other characters at least to Level 5, both survivor and killer.

  • @thesuicidefox said:

    Coarse Stone
    Common
    Hit target is prevented from doing fast vaults for 20 seconds.

    20 seconds is a long time for a Common add-on. I would either have it at a higher rarity rarity, or have multiple add-ons with differing rarities (and times). I would probably say no more than 3-5 seconds for a Common add-on. This would be too much of a game changer when seconds matter for everything. This would allow the Huntress to deny vaults like the Doctor can when he hits them with Carter's Spark, which is a neat concept.

    Berus Toxin
    Common
    Hit target suffers from distorted vision and sound for 8 seconds. (Similar effect to Clown's bottles)

    Again, a bit long for Common, but closer. Perhaps 3-5 seconds again for Common.

    Pungent Fiale
    Rare
    Allows you to see the trajectory of a Hatchet throw during wind-up. (ie. Gives you a crosshair)

    I think a cross hair should be in her base kit.

    Glowing Concoction
    Very Rare
    Survivors within 8m of a thrown Hatchet will have their auras revealed for 3 seconds. Hit victims' auras are shown to you for 8 seconds.

    Not sure about this one. Might be a bit much for 1 add-on. I think the other killers' proximity-based aura-reading add-ons aren't time based, you just need to be in within range to see them.

    Hit victim's auras revealed for 8 seconds is a bit high, and ought be a separate add-on. I do like the idea, especially if the survivor is trying to break line of sight.

    Begrimed Head
    Very Rare
    Hit target suffers from the Broken Status Effect for 60 seconds. Moderately decreases the repair speed of Survivors injured by the Hatchet until fully healed.

    I hope the Broken effect will be more utilized in more things, it is a very interesting mechanic.

    Ivory Haft
    Ultra Rare
    Throw hatchets will stick to surfaces and can be reacquired to be added back into inventory. Stuck hatchets will despawn after 20 seconds or upon reload at a locker.

    Very interesting idea, but I'm not sure how practical it would be unless you lose the chase shortly after throwing a hatchet. There would not be much time to recollect hatchets (because there would need to be an animation for it) and expect to keep up the chase, unless the survivor is just that bad.

    The other ones you suggested that I have not mentioned look fine.

  • @MegMain98 said:

    @CoolAKn said:
    Some perks are pretty annoying to go against at first, others are less so now.

    Ruin and Huntress's Lullaby aren't as annoying to deal with anymore. You just have to try to get the skill checks correctly for Ruin, and for Huntress's Lullaby, you just need to pay extra attention to the center of the screen, but that means you can't really look around as effectively.

    Make Your Choice is probably my biggest annoyance right now because a lot of times, I don't notice the icon until I get 1 hit downed and wasn't expecting it.

    I hate Huntress Lullaby. Certainly not impossible but it is doable. You can always tell if you are affected with Make Your Choice. Your character will scream when unhooking a survivor. Sometimes I just hide in a locker until the effect wears off.

    Hmm, I'll have to pay attention to screaming when I unhook. I don't think I've ever heard that before when MYC is activated.

  • I do like the humming too, it's soothing and menacing at the same time.

    Perhaps as a stealth option, the Huntress could have one or two add-ons that reduce the humming range or completely mutes it. This would allow the Huntress to get much closer without alerting survivors where she currently can't.

  • Couple of ideas for add-ons considering a few other posts people have made.

    One I have suggested before: either as a base, or an add-on, allow a fully charged hatchet throw to break pallets.

    Another suggestion, perhaps rare or ultra-rare, an add-on that reduces the Huntress's humming or mutes it completely.

  • @DarkWo1f997 said:
    CoolAKn said:

    I don't understand this one - Boil Over, the perk? The only survivor perk that actually notifies the killer isn't available yet (Distraction).

    He’s talking about the boil over icon that appears next to your perk icons when you are carrying a survivor that has boil over. It lets you know that they have it. Which it needs to tell us because it removes the ability for us to see nearby hooks. 

    I thought the OP was talking about the loud noise notification killers get.

    It makes sense to see it, because you should be able to see any notifications stating your current actions are helped or hindered.

  • Some perks are pretty annoying to go against at first, others are less so now.

    Ruin and Huntress's Lullaby aren't as annoying to deal with anymore. You just have to try to get the skill checks correctly for Ruin, and for Huntress's Lullaby, you just need to pay extra attention to the center of the screen, but that means you can't really look around as effectively.

    Make Your Choice is probably my biggest annoyance right now because a lot of times, I don't notice the icon until I get 1 hit downed and wasn't expecting it.

  • I see. I thought he was referring to loud noise notification.

  • I don't understand this one - Boil Over, the perk? The only survivor perk that actually notifies the killer isn't available yet (Distraction).

  • I don't know too much about the lore of the Entity, but I believe it (for whatever reason, in spite of never citing a gender, the Entity has the sub-category of "female character") can influence human hearts to commit evil acts. This is perhaps the most evident in Rin's father murdering his wife and almost murdering his daughter.

  • @MegaWaffle said:

    @CoolAKn said:
    I'm not a programmer, but they really can't tell the difference between someone pressing Alt+F4 or clicking "Leave Match" vs any other disconnect? It seems like it should be easy to know when someone purposefully disconnects, and when someone disconnects accidentally. At least with the first two, it's very easy to prove intent to leave.

    Its because they are not hosting the matches. when you start a match as a Killer you are becoming he host for all the survivors meaning they are on YOUR connection. If that connection is suddenly cut off (Rage/DC) the game vanishes, all data lost. Until we get dedicated servers hosted by BHVR themselves we will always have this problem.

    All data lost? That's clearly an oversight from the devs if I ever saw one.

  • I'm not a programmer, but they really can't tell the difference between someone pressing Alt+F4 or clicking "Leave Match" vs any other disconnect? It seems like it should be easy to know when someone purposefully disconnects, and when someone disconnects accidentally. At least with the first two, it's very easy to prove intent to leave.

  • Another idea I had, but wasn't too fleshed out was a killer similar to Michael Myers (sorry my ideas aren't too original), but it would be a mummy killer. The mummy would be slow to start, but their power would be like Evil Within where it gets better over time, they would be able to "life steal" from survivors (a channeling ability, which would prevent the killer and survivor from moving until either the killer has been stunned, or the killer has stolen enough life from the survivor. The "life steal" power would enhance the abilities of the killer, and permanently hinder the survivors when they get hooked or downed, with a decreased time it takes for them to die.

  • @Doc_W__HOLLIDAY said:
    Dabrownman1812 said:


    Doc_W__HOLLIDAY said:


    Dabrownman1812 said:


    Doc_W__HOLLIDAY said:

    I'd like a killer with a power similar to the Molded from Resident Evil 7.

    In RE7, the Molded could come out of anywhere that had mold, whether it be the ceiling, wall, or floor. It could even block doorways.

    For the killer, the power would allow the creature to place residue from it's body down on gens, windows, the wall, or the floor. 

    If residue is placed on a gen, survivor's can't interact with that gen until they remove the residue. The more survivors there are to remove the residue, the quicker the action is. A lone survivor removing the residue would take 14 seconds, with add-ons able to increase the removal time.

    If a window has residue on it, it inflicts the Hindered status effect, as well as causing the survivor to slow vault. Once a survivor vaults the window twice, the residue is automatically removed. The residue can also be removed from windows before a chase, but will inflict Hindered on the survivor who removed it. Removing residue from a window would take around 6 seconds, with add-ons able to increase the removal time.

    Placing residue on the walls and floor would simply act as teleportation, while running into the residue causes the Hindered status effect. If a survivor is affected by the residue's Hindered status effect, they also vault pallets slowly.

    The creature will also be able to teleport to any generators or windows that have residue on them at the expense of it using up the residue. The residue gets reused like Hag's traps.

    Not sure if the residue should be based on charges or a set number. I also don't have a name yet, I'll edit in a name if me or another forum user comes up with a cool one.

    That's prob not gonna happen lol

    Not in a million years, but it would be the next killer on the roster if I were in charge.

    Good thing you're not. Dope idea, but hag+clown is a bit much. 

    We need a killer who can prevent looping and help slow genrush. The killer would get extreme nerfs once these were fixed. Rank 1 killer is such a pain in the ass right now though that I figured this would be nice.

    I had an idea for a killer similar to the Doctor, called the Yeti, but instead of madness, it would inflict cold-based effects (such reduced interaction speed, loud shivering, and eventually slowed movement speed). With this kind of power, it would make chases easier for the killer (with slowed vaulting speed initially, and slower movement speed over time), in addition to reduced stealth because of the shivering (which would overtake grunts of pain, with maximum shivering being louder than being injured). I had some okay perk ideas, but I don't think some people liked them. The cold would increase and decrease depending on the situation. All of the burn barrels found on I believe every map would reduce the cold effects, and huddling with another survivor would do the same. I could rehash all of the ideas here, but I already made a post about this killer.

  • The emblems should directly reflect the points you receive in the various categories. Any points you get in the Boldness category should go into the Evader emblem, etc.

  • I think it would be neat if certain objects can only be visible in the Dream World, especially totems, and probably pallets too. The map would primarily be regular terrain and obstacles, except for generators, hooks, and maybe chests. Everything else must be interacted with inside the Dream World.

    Granted, this would require a lot of mechanics changes.

  • Like I said in another thread, the time you spend (as a killer) seeing yourself is very short if you are focused on playing games. You only see yourself: for 1 second as the match starts, the end score screen when the match is over, and the upgrade screen for that killer, and in a few cases, using a Mori. Otherwise, you just don't see yourself as a killer.

    As a survivor, if I see the killer, I'm not going to focus on what they look like, my goal is to not be around them.

    I don't care for her lack of clothing either (I don't believe it matches her Lore; the other killers' appearances make sense with their Lore), and once less revealing cosmetics are released for her, I'll get it and use that instead, but you still only see yourself as the killer for such a short amount of actual game play.

  • I try to play both, but at least with survivor, I can find a lobby right away.

    For a survivor, it ultimately boils down to cosmetics - which character do you like the most visually? Me? My mains would be David King and Kate, because I like the way they look, and have a back up if I ever want to switch it up (Adam and Nea). Once you have all of the teachable perks unlocked, no survivor is unique. The only difference is female characters are slightly more stealthy because they are smaller than the male survivors. They can all use the same perks, offerings, items, and add-ons.

    For killer, it's all about which power you are the most comfortable using. Since I don't play killer too much, I haven't determined which killer I will like the most, but I am leaning towards Huntress, Doctor, or Wraith as my mains, in spite of the fact I've only ever played Trapper.

  • @DarkWo1f997 said:
    Thats like saying that iron grasp should counter decisive strike. Why would making a perk useless be a good idea? No perks counter eachother, literally everyone would run the counter for Franklin’s and it would be a waste of code and utterly pointless to use. Not a good idea at all. 

    They are advantages that you have to LEARN to play against.  Survivors don’t NEED consumables to win, really you don’t. They are simply convenience items.

    you should try hiding more and not getting whacked as often, plus you can go back and pick it up easily. I’ve hit the same guy a total of six times and each time I found him he had that same flashlight. Git gud. 

    Franklin’s Demise is one of the only perks for killers that allows us to take some of that control away from you, and apply pressure as a threat.  

    There is no way to know what survivors or killers have for perks if you are on the opposing team. The chances of a killer having Franklin's and all 4 survivors having anti-Franklin's is insanely rare. There is no way real way to anticipate what the other person will have for perks, unless you assume the meta, or cheating.

    As far as "no perks counter each other," there actually a few perks that do just that. Here's just a few examples:

    Boil Over and Iron Grasp
    Spies From The Shadows and Calm Spirit
    Iron Will or No Mither and Stridor
    Resilience and Thanataphobia
    Saboteur and Hangman's Trick
    Streetwise and Overwhelming Presence
    Wake Up! and Remember Me

  • @MegaWaffle said:

    @CoolAKn said:

    @MegaWaffle said:

    @Link said:
    I run Iron Will, Sprint Burst and Self Care but i cant decide what my 4th slot should be. Adrenaline is situational and can basically be a dead perk if you die early, but it has always gotten me out of nasty situations. It also wakes you up when against a freddy and pairs well with my sprint burst since it ignores exhaustion. Plus while it may be situational the 5 second sprint burst is always nice no matter what im doing. And then theres Urban Evasion I do and dont like how it basically removes the need to walk and how im always gonna have another finger on a designated crouch button. I've gotten used to walking around something to not get seen rather than use this perk. But it does open even more ways to hide like as i said before but with smaller props, it also pairs well with my iron will and really helps out against nurses and it also makes fighting hag a piece of cake.

    I'd highly recommend changing your build to:
    Deja Vu
    WGLF
    Prove thyself
    No Mither
    Great perks no killer will expect to see!

    This comment has been approved by the Killers association AKA Nea and the pussycats

    Depending on the killer, No Mither is an invitation for the killer to tunnel you, because they believe it's an easy kill. I am primarily trying to get all my characters to Level 10 so I can get the "Adept ---" achievements, and I only have Min and David at Level 15 for 4 perk slots.

    For David, I am currently using: No Mither, Resilience, Dead Hard, and Deja Vu. Really wish I had This Is Not Happening, but oh well. Being "stuck" at Level 15 for the next while as I get all of my characters leveled up, I don't have much access to a great number of perks. I might have to switch out Dead Hard, because the last several matches, I press the button when I am about to get hit, but it doesn't trigger the ability (no Exhaustion either). If I get too tired of David's perks, I have Min to use as well, though I don't remember what perks I have available for her.

    I want to play killer, but it takes far too long for just one person to join up (and immediately leave).

    First question: What platform are you and secondly what rank?
    I assume you are rather new to the game and if you are still above rank 15 you might have slow lobbies. Once you get to 15 all the way down to rank 1 you will find things speed up rather quickly. If its Bloodpoints you need I would recommend playing Doctor as it is very easy to max out his deviousness and hunting category for points. If you have Leatherface he too is very good for Bloodpoint farming as his perk BBQ and Chili grants a ton of extra BP at the end of the match. This would help speed up the grind for you so you can farm more perks on your survivors should you require it, and provide some new unique game-play changes.

    I play on PC and Killer Rank 20. I very rarely play killer. I played killer a lot during the BBQ event, but it was only to get the survivor chops, not to really win. I can't say I'm 'new' to the game, unless you count within the last few months. I have all of the characters, except for Curtain Call, which I will get along side the new DLC whenever it comes out.

  • Just a thought - if Freddy can see any asleep survivors outside his Terror Radius, why doesn't a Freddy player just use Insidious? Wouldn't that make his TR reduce to zero and therefore see everyone everywhere? It does nothing for his lullaby, but it can help find survivors that are close to you hiding.

  • It would be nice if there was a way for her and Freddy to quiet their lullabies, but unfortunately, this is where stealth perks (such as Insidious, and Monitor & Abuse) aren't so good for them.

  • I have thought of an idea for any add-ons the survivors leave behind in the match could be converted into killer add-ons and rewarded to the killer at the end of the trial.

  • I agree to an extent, but disagree on others. Lery's is the tiniest map in the game, and it's very difficult to find generators without aura reading, but that's about it.

    If they ever release a new licensed map for Haddonfield, they should make one for the hospital in Halloween II where it would be a hospital map, but larger.

  • I like the Game too because it opens up the more generators you do. Especially if a survivor does the bathroom generator, it would be hilarious as the door opens and reveals the killer standing there with Insidious..

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