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EldritchElise87

EldritchElise87

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EldritchElise87
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  • Adding a comment to repeat the one that a few have already.


    Remove I-frames and increase distance slightly.


    From the killers POV, whiffing hits feels bad. Whiffing hits that look like they should connect hurts our monkey brains. A survivor standing still facing a pallet, swinging, seeing nothing happening but the survivor vault the pallet and teabag on the other side is one of the worst feeling interacts you can have in the game. Removing that would make the perk feel better from killer sides, probably make it stronger on some loops with a better distance.

    But yeah, iframes bad.

  • I have tried to ply about 20 games so far and i can see the potential but the lung bug really kills him right now and makes it pointless even practicing with a T1 Myers lunge. Means that half the loops and pallets he should be able to get hits in conjunction with his power, he can't.

    Or survivors now know they can 360 and avoid a hit against him most of the time too, or just force you to hit an object or the wall.

  • Your problem isn't how strong the perk is, your problem is it being used by killers you perceive to be bad at the game, the actual effect is perfectly counterable, honestly if NOED popped after a normal, 6-8 hook game with no camping and survivors on death hook as they leave, it wouldn't feel as unfair.

    But because in this scenario the bubba is facecamping (and ngl some people do use it like this, its just that its not the strength of the perk that's the issue) so you feel like you outplayed the killer and the downs he got with noed are cheap or unearned.


    Theres no way around it unless you drastically change how the game works or just straight up remove the perk. Just do bones and live with it.

  • The chains require good timing to use at loops and get hits, even in the open they can be broken quickly enough to not gain that much distance, not sure if the slowdown is better than say clown, but his extra abilities and tracking do make up for it.

    Seems like a pretty high skill ceiling and I can imagine a very good Pinhead would be very hard to play versus, but early days obviously. Still hard to see how much value he gets from his passive. might even be A tier or so.

  • And DS makes killers leave people on the ground who might not have DS, BBQ makes survivors try and get in range or use lockers during a hook. Lots of perks do this, its fine.

  • 3400 hours 178 acgivments.


    All i am missing is the RPCD generator because I have no interest in playing the map. Ill get it eventually.

  • Depends. Most recent Trickster game was a 2k this morning, the survivors were good at holding W and splitting up on gens. 4 hooks all game but with 1 gen left they made a dumb basement play I was able to punish at get a 2k by proxy camping and letting the last gen go. I was prepared to let them hook trade but they decided to just finish the gen and leave, I didn't feel like that was anything close to a W, just salvaging a losing game.


    If I get 8-9 hooks ands all survivors are on death hook and manage to get 1 or 2 in end game, that feels much closer to a W but I would still feel like if they get the gens done then I could have done better. Come down to gens done really, Ill always consider keys/hatch a W as I completed my main objective of not letting the gens get done.

  • I mean true, If I find myself chasing a decent survivor running to pallet loops early, my goal is to try and chew through the pallets in that area as fast as possible to create dead zones later on. Generally as a killer I want to get either a hit or force a pallet drop within 10 seconds of starting a chase to stay on top time wise. If not, break the chase.

  • You know RT generally has a skewed bias to Horror right. When it take aggerate reviews from non-horror publications that tends to distort the actual reception a movie gets.


    Also the Jordan peele candyman was delayed an entire year, if they had a licence being worked out it may not be valid anymore. I think we will get them both eventually but if you are talking "total cultural impact" Hellraiser is the more established franchise. I say this as someone that loves the first Candyman, but not so much as a horror icon but as a good movie with good social commentary.

  • There can be problems with MMR while still being preferable to what we had before. I'll take this over the old system.

  • I hope they don't touch him as I can see any buffs to his basekit meaning that the most fun add ons in the game get nerfed or removed. I can't see a world where bhvr looks at Myers and leaves Tombstone, Tuft and Mirror as they are,

  • It's not proxy camping, I'm just keeping to my 3 gen area from the start and not running across the map to defend gens a mile away.

  • Who is "Devs" and why does he decide what's best for the game.

  • Someone explain to me like im five years old why lithe isn't better. Just vault the pallet after the stun and its the same thing, plus getting to then use lithe everywhere else too.

  • Ruin is best when you can constantly harrass gens to force survivors away. Blight is one of the best at that. Same for tinkerer. Undying caps it off and gives you cross map aura reading on top.


    Pop and corrupt are kinda meh, but his best perks are his best perks for a reason.


    (Also as you are not using as many basic attacks with blights a good number of perks are useless on him)

  • I really would not feel very good about this if the money goes to EA and not the OG devs, same reason I wont be playing the remake.

  • Given the survivors are struggling freely there isn't really a safe way to carry them without restraint, the most effective would be an over the shoulder firemans carry but with a struggling recipient that can be dangerous to both.

    If you want to be realistic killers should first place survivors in a restraint position and call another killer for help moving them first or simply move them to a safe location. For survivors the most effective means of struggling would simply to let themselves go floppa and be deadweight.

  • If anything it should have a slightly longer distance but remove iframes. If you couldn't DH into walls and dropped pallets to just phase through a hit it would feel a lot more fair from the killer side, and mean the survivor has to have space in front of them to actually dodge the hit.

  • Tunneling and you!

    First understand the 2 types of tunnelling that can exist in this game, and who's at fault.


    -Killer is set on eliminating you from the game, no matter what. Do you have a cosmetic or name that tilts them, flashlight clicking, just having a bad day or generally wanting to be an ass. These killers will persue only you and let your teammates roll through gens, normally accompanied by a facecamp.

    This is the one that is hardest to deal with aside from having a good attentive team that can block and bait effectively. As solo Q it can be just GG. The other tips and what people have said will help, but if a killer really wants you dead, thats it. At least your teammates will get out.

    Luckily you see this less at higher ranks, as its not an effective strategy by the killer 9/10 times. (not to say it dosnt happen, but way les common than other types of tunneling.


    This is the only type of tunnelling that you as a survivor can really whine at the killer for.

    -Accidental or opportunistic tunneling.

    this is probably the most common occurrence in games, and what creates the biggest friction between players.

    Few things to bear in mind.

    Players on both sides will always take the path of least resistance, if you unhook someone before the killer is busy in another chase, chances are they are coming back to the hook. At this point the unhooker *needs to make themselves a better target* either positioning, baiting, blocking whatever they can. When they fail at doing this (ie being healed under a hook and your healer just sprint bursts away, leaving you dry in the open, runs towards the hook being chased by the killer, just careless play in general etc)

    It sucks to be smacked down after being unhooked, but in these cases its almost always the survivors that put the killer in that position, you shouldn't expect a killer to ignore a target because of some sense of fair play, its on you and your team to not present that target.

    If you have to make an unhook injured, and havn't been hooked that game, go down for your teammates rather than let them die. Bring DS and Bt (If you don't bring bt, but know others have brought it, dont be greedy for unhooks and let them be the rescue crew!)

    As a player, if you get hooked early and find yourself on deathhook early game, remember the killer will probably pay attention to this and might focus on you, hide for a bit and let other players take chases and hooks while you do gens, its really simple.


    Theres a lot more i could write on it from 4k hours in this cursed game, but tunneling is a part of the game like it or not, there are tools to get around it, the most effective being a decent swf that communicates, but its important to remember that all the players in the game are human beings and will behave generally in predictable ways according the situations they are placed in. And tunneling is something that arises from those situations.


    At the end of the day, this game is heavily rng based and sometimes things just dont go your way. Its much better to gg and move on than be mad about it.

  • Even the sweatiest 5k hour SWF teams seem to be unable to play tiles properly as soon as you take the stain away. Non-stalking GF is one of my favourite playstyles by far.

  • Some sort of system to force survivors into doing something else (rescues) is still needed, however as hooks currently work there can be a lot of room for improvement. With chases getting shorter and more frequent, if you want killers to work towards 12 hook games there needs to be some sort of adjustment, the amount of time a killer will take *just hooking and walking to hooks* in a 12 hook game is almost enough to get all gens done by itself.


    I like the cages that PH has, although just a flat buff to hook walking speed could be enough. You still need rescues as liked it or not, playing around hook saves and yes, camping and proxy camping is one of the most interactive parts of a game for survivors and killers, and the more interaction between killers and survivors the more fun the games are.

  • Old legion. Only killer to be universally hated by both sets of players for different reasons.

  • The problem is there are vastly different definitions of tunneling.


    The most extreme and egregious situation is a killer that focus entirely on one survivor, ignoring others and objectives just to kill one person, facecamping then hitting from the hook while gens pop.


    While this happens, and its not fun, more often when people say tunnelling they mean "I got downed shortly after being hooked" which can be the killer deliberately playing "scummy" but more often than not they were making the best descions in that game to complete their objective. Or more often than not when survivors play badly, don't take hits and run straight out into a dad zone after being unhooked, when the healthy unhooker is going straight to safe pallet.

  • What if you just swapped around her Add ons and made matchbox nurse base. 4.4ms and one blink. Have her UR give old MS nurse and 2 blinks. Problem solved.

  • One time a group tried to report me for having an "invisible totem" hack because they couldn't find ruin.


    Yeah some people just arn't worth listening to.

  • Run Bond/Empathy in solo Q and just watch in utter depair as teammates will do everything possible to lose the game themselves, its really quite painful to see.

  • I have over a hundred games since the map was re enabled and havn't got it once.

  • We didn't get vampire Mommy in the RE chapter, I would hold out hope for vampire tall sword lesbian.

  • I have played mostly killer for about 3.5k hours. Feel im qualified.


    First off, win conditions mean as much as you want them to. You really don't need to care as much about every match as you might think, Did you earn bloodpoints? Then it's fine. It's easy just to say don't get tilted, but a big part of this game is rng. Sometimes the perks the survivors are running and your build just go against you. Sometimes the map or tiles go against you.

    Sometimes you will have a perfectly lined up blight takedown and the game will bug out and make you swing an m1 before you can use your power, or decide that part of the map can't be bounced on at that time.

    It happens, happens to survivors too, this game is heavily dependant on so many factors that sometimes things really are out of your hands.

    As for dealing with these groups, it comes with time, learning when to chase/break and how to apply pressure/set up 3 gens and bait out what you know a good team will be doing, and that only comes with hundreds and hundreds of hours, and doing the same on survivor. And even then, the aforementioned rng is such a factor that its always better to gg and move on.

  • My proposed change for DH


    Have it work like an actual dodge, increase the distance gained slightly, but remove I-frames. This would make the perk arguably better in dead zones for reaching the next loop, but reduce the amount it can be relied upon to just get invincibility.

    imo the frustrating things about DH from a killer pov is whiffing hits that should connect, and when survivors will stand still/facing a wall. or running towards the killer and phasing through them. It would still work to increase the number of loops you can do, but would force survivors to actually think about where its used.

  • Doses anyone remember when "m1billies" were a thing. The mark of a good billy was always be chainsawing. And that was fun. I learned to billy but completly ignoring that m1 existed for about a hundred games, till the saw became a part of you, and with enough skill you could make almost every tile a nightmare for survivors.


    The overheat didn't make billy harder or more rewarding, it removed the high level tricks that took so long to master, and left you with the mallet and backrevving, with good mobilty.


    He's not bad now, and a backrevved insta down and ability to zip around the map at high speeds is plenty strong, if he was a new killer he would be balanced.


    But he used to be one of the only 2 killers that could hang with top level swf teams, if you got a billy that had their m2 button taped down the entire game you were in for a rough time. Hell, he used to be held up by the community as the ideal balance point for killers, and now he's just not that, sadly.

  • I'd rather she remain looking like a normal person and not just more attractive to you but that's just me.

  • You can also try not all getting downed. Unless it's a god-nurse or something you have to make some pretty big mistakes to allow a 4 man slug to happen.

    And if that's caused by your solo teamates playing badly, isnt that on them?

  • There are several perks that remedy this.


    Also I see this in like, what one in every few hundred games if that. X to doubt.

  • @Sadsnacks said:

    Theres been a lot of extra ####### killers lately since the event started so dont be surprised and dont take it personally. Theyve probably just had it with bad matches and are quitting at the first sign things are going south. Theyve probably already given the benefit of the doubt that it wont be a horrible match enough to where theyll bounce at the first sign of trouble now. Maybe not your fault but how are they to know you arent going to just facecamp or tunnel them all?

    Really not been my experience, probably seen 1/10 games end via killer DC in my survivor games. (and nearly all of those being in the first 30 seconds or so of the game, either the killer didnt like the map or spawns etc) whereas in my killer games i would say 75% or more have had at least 1 survivor DC at some point in the game.


    They both suck, but at least killer DCs end the game for everyone, wheras Survivors leave the remaining 4 people to have 5-10 minutes of an unfun game that nobody should feel good about winning or losing.

  • When was it that pretty much all survivor noises were completely silent for like 6 weeks again? That was a fun one.

  • Undying+ruin+tinkerer on blight is near unplayable if you are good with blight.

  • Monthly resets were a bad idea when the game launched, and several times worse now. Sadly I feel nothing will change until we get the oft fabled update to scoring, pips and Ranks, and that won't be implemented till a working MMR system is in place.

  • Never chase to down unless its quick. Every time you enter into a chase aim to get a hit or a pellet in 15 seconds, if not break back off and harrass gens. 3-gen excessively.

  • The problem is that he's 110%


    Even a bad killer at 115% can still function, but if Trickster is on a map or tile that he cannot use his power (Which, unlike say huntress or Hag or Slinger) he's functionally much worse.

  • I took a long enough break to get bumped down to Rank 15 for survivor and its quite literally impossible to ever leave yellow/brown ranks Solo. It would be funny if it wasn't so painful.

  • Normally I don't like to ######### on bhvr because theres alwqays factors that we as players arnt aware , but i its not fixed today, 2 weeks is a bit of a joke for a new map.

  • Once its clear that the gates are open and enough survivors are alive/healthy that it wont be possible to get any more down, I'll stop till they leave and go watch youtube or somthing. Usually come back to being flashed. Its just boring now, just leave.

  • I don't know if the survivors are saying something relatively innocent or using slurs. This is bad design.

  • Leaving a loop mid mindgame isn't really the problem, Predropping every pallet is. With 20-30 pallets on a map you don't need to even enter into any sort of mindgame to begin with. Unless you are very careless with leaving dead zones, but just a little bit of communication negates this entirely.

  • Before they nerfed Moris I would have siad give them a few seconds to activate and make a noise.


    After Moris were made cosmetic, and the EGC removing hatch grabs, just delete them.

  • Make keys make an audible sound and take 10 seconds to open the hatch. Done.

  • Every single map update has made it easier for survivors and harder for killers save Swamp and Ormond. That doesn't mean they are all as bad as Haddonfield, or that the game wasn't killer sided before, but the map design philopshy runs between balanced and heavily survivor sides maps now. Some of which completley shut down some ranged killers.


    The maps imo are one of the biggest reasons killers are having a rough time right now, despite any changes to perks or abilities its the map design which is the problem.

  • BBQ for me, to the point where playing without it feels bad.

  • People are starting to realise the real way the balance has shifted in the last two years or so has been the maps. Every map rework has increased the number of pallets and long loop tiles. Some more so than others but there arn't really any killer sided maps anymore. Ranging from balanced to heavily favouring survivors.

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