Eninya
Eninya
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- Eninya
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Easy for survivors to farm points? lolwut
Nectars
Repair GensPick one. No killer actually trying will let you do both, unless you somehow never get chased all game long.
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I don't think the event is a good alternative to Ruin. It's an optional secondary objective, and the point of progressing the match for survivors is to... survive. The only other ways to get survival points are: healing yourself (300/full self heal), escaping the killer's grasp (600?), and surviving (5k).
I've been advocating for Ruin to be a baseline mechanic, and that it affects SOLO generators to encourage survivors literally working together to repair generators together. This would make a perk like Overcharge stronger, and also free up a perk slot. I'm sure a lot more tuning would need to follow, but think of the flexibility in perks from that point on.
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60 vials a day? Or you could get screwed like me and max out a vial on Game 2, only for you to not get credit, and then only get that vial after Game 3. >_>
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They should have survivors repair a lot slower when solo. The whole problem with gen rushing is that they split up to do different generators and suffer no tangible penalty, but there's literally no real incentive to work together on them beyond serious convenience or desperation for a specific generator.
This is why Ruin is so baffling: it counters grouped survivors, but not individuals repairing. Like... why? It shows the obviousness of the problem's solution just by existing.
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Ebony Moris are for bads, but I'm going to miss Darkest Moonlight for my killers.

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Killer perks:
Overrated: Rancor - People rely on this way too much for their late game.Also overrated: A Nurse's Calling - Most people play around it nowadays, so you really have to go out of your way to make use of it. I ran it on Pig for rank 1, but its usefulness is questionable, unless you really like using her stealth.
Hex: Haunted Ground - Good only a couple killers because SWF can just power through it. Also doesn't seem to stop Ruin from being destroyed first by randoms, anyway.
Underrated: Bloodhound - Bloodhound is a better tracking perk than Stridor ever will be, due to the broken audio and how Stridor actually works in just increasing volume, rather than also making positional accuracy better.
Monitor & Abuse - Despite how awesome this perk is, I don't actually see a lot of people use it. While not as effective on 32m TR killers, it's still useful.
Hex: Third Seal - Assuming it doesn't die in 20 seconds, this perk is both nasty and hilarious... once you actually hit 3-4 people. That's the biggest drawback, though, in that you actually have to hit everyone, and then the game automatically tells people hit that you're using it and it's on them. It's awesome, but so terribly designed, and the devs don't seem interested in making it more functional (according to streams).
Make Your Choice - Rarely seen, even more that it's rarely used. S-Tier perk that can change a game with double downs. Particularly effective on Pig herself, though nearly every Hag runs it, and some Nurses.
Remember Me - If you can get at least 4 tokens, this perk is remarkably strong, even without a full late game build.
Franklin's Demise - Used mainly for being annoying, but it's actually incredibly strong in wasting survivors' time. They love to go back for their items, even at great risk.
Overcharge (3) - While I've seen survivors hit a lot of Overcharge skill checks, they will never hit them all. Exceptionally powerful for setting up a 3-Gen strategy, or just wasting additional time for them. If Ruin or Huntress Lullaby are up and going, this is even stronger. Extra gay to play against with Distressing + Unnerving, since it makes the skill check a sliver.
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Survivor Perks:
Overrated: Bond - Outclassed by Empathy, and largely useless for SWF.Borrowed Time - Utterly crippled by nerfs to the point that it's completely useless. The time duration is way, way too short now to be usable, so the killer doesn't even need to chase the hooked person very far for them to just bleed back down.
Botany Knowledge - Poor man's medkit Sabotage. It's very low-impact, and never worth a perk slot once you get something better.
Premonition - Though it will detect EW1 Myers, its cooldown is far too long, and it's easily wasted to no effect.
Boil Over - Good-ish with SWF and Sabotaging, but it won't stump any killer worth their salt. It also won't have any effect against some carry perks.
Plunderer's Instinct - Garbage perk. Chests almost never reward anything good, and seeing them isn't going to help you, or the sound they produce.
Underrated: Technician - Surprisingly good, though especially for players bad at hitting Greats for Ruin. It's also good for doing dangerous repairs, and pairs very well with Stake Out for powering through Ruin entirely.
Iron Will - This makes it a lot easier to juke, as killer audio is easily the second best tracking method in chases. The only thing you can't avoid is leaving a blood trail, but this makes the infamous backtrack window loop far easier to pull off. Most killers don't expect this perk.
Calm Spirit - Good for Doctor, but basically useless for anything else. I'd use it against Clown, too, but his hinder is too broken, so you'll be caught even with Urban Evasion if he's not ######### as hell and has already hit you and noticed you didn't scream.
Dance With Me - I hardly see anyone use this godly perk. It can be combined with Urban Evasion, Quick and Quiet, and/or Lithe, for a godly juking build.
Small Game - Totem finder, and also useful-ish if you're bad against trap killers.
Spine Chill - A great warning perk, and also good against Freddy for triggering more skill checks. The speed bonus isn't very useful.
We'll Make It - The better unhook perk compared to Borrowed Time. It increases your healing speed an insane amount, but YOU need to do the unhooking.
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Remaking the game is unnecessary. I think it would be better to do a systemic overhaul of core mechanics instead.
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@HellDescent said:
@Nickenzie I heard the time it takes to remove a trap is not affectedIt's a very weak addon in general.
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Dying Light + Rancor is kinda pointless if you're banking on using Rancor to execute them after the generators are repaired. The whole purpose of Dying Light is to get it as soon as possible, and why it's campier than Insidious.
You'd likely make better usage somewhere if you ran Remember Me for a late game setup, so you can get maximum benefit for stalling on the gates, (or Blood Warden if you prefer).
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This would probably just breed more slug Nurses for the challenge, or more carry builds to bring you to the basement.
And, honestly, given the requirement to sometimes hit multiple survivors after your down, to secure it and buy more time on top of it, could make a change like this a little overbearing in certain spots on several maps.
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@DeadByFlashlight said:
@Eninya said:
Oh, really? And why didn't the killer kill me while I was taking a leak and AFK? What stopped him for attacking me?
Oh, right. Nothing.
Because he cant kill you. His only option is to wait and see what you do next. Hitting would result in an immediate loss.
As survivor you always have the option to complete gens, even if you dont like it
3K = immediate loss? lolwut
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Oh, really? And why didn't the killer kill me while I was taking a leak and AFK? What stopped him for attacking me?
Oh, right. Nothing.
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@DeadByFlashlight said:
Last week I lost my complete setup: devour,ruin,haunted, i.e. LITERALLY 4 totems within the first minute.I had this happen against a 4-man SWF. They just simultaneously cleansed all of my hexes. It's very effective considering they're spread out, and I can only get one down in that time with Haunted Ground triggered.
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The killer system never should've changed (with the exception of safety pipping with 2 full hook sacrifices somehow not awarding them).
I mean, the real incentive to go out of your way to do stuff like kicking generators without Overcharge is bloodpoints. And a lot of things you do in-game do not reward a good amount of bloodpoints. Some killers don't even get good bloodpoints from doing all of the right things (Pig, for example, is one of the worst BP farmers in general; meanwhile, Doctor just exists and maxes out Deviousness).
Survivors can fail to pip playing like an all-star. I've done games where I repaired multiple generators, got 3-4 safe unhooks + healed others, cleansed totems, and never got hooked, but only safety pipped. The system is whack. I'm starting to think just upping the points requirement to 17-17.5k BP for survivors would've sufficed, since that was still rough to hit surviving, and very, very difficult if you died (mostly because Survival points are unrealistic).
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I did one for ~48 minutes. The killer was there the entire time watching because he grabbed me.
I used the bathroom twice and watched a movie in the background. lel
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Can this just be a perk? Bloody Party Streamers aren't labelled Ultra Rare, but they're rare as f***.
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Hag, Nurse, Pig.
Why Pig? Cause if the hooked survivor is already trapped, you can focus on taking another person out quickly with a single hit and another trap. RNG determines whether the first person gets out of their trap quickly, though.
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For game with such an emphasis on utilizing sound to your advantage... it's rendered borderline useless by the incessant chase music. Being a killer and getting the chase music "stuck on" pretty much ruins you as a killer.
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@purebalance said:
@Wolf74 said:
@purebalance said:
@Global said:
calm spirit makes it completely useless. its a perk with a complete direct counter.Who is running that though? Jake Park enthusiasts? People really need to stop bringing up calm spirit as if people run it.
That's the point, SFTS is a trashed perk with a 100% counter available.
Any perk that has a 100% counter available, should be really frickin powerful.
Why should anybody run the counter perk, if no one is using the perk it counters?.... the point of calm spirit is that birds NATURALLY fly away and if you're not a shitter killer you can see it. Spies from the Shadows is like Deerstalker, Iron Grasp, Deja Vu, and all the other "I'm bad at simple game concepts" perks.
Actually being close enough to hear crows, or looking in the direction when they fly away, is extremely rare. Yeah, they're surefire ways to find someone, but it's like 1/50 matches I actually have a game where I can use wild crows for tracking. It's bad enough we set off crows ourselves, and then hear the audio behind/beside us.
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@Ugum said:
Xenomorph - Could be cool but sci-fi doesn't seem to fit in.Most of the others have already been mentioned.
I would absolutely love a Xenomorph, but it's staggeringly unlikely we'll ever see one as a killer.
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Doctor - 30x gayer than any other killer to play against. He might not be overwhelming to the top 0.5% 4-man SWF group with 1k+ hours each, but for everyone else... I don't blame the high disconnect rate against him.
Hillbilly - Autowin: The Killer. Imo, he's better than Nurse in all but the most fringe cases of skill (like Marth88). He's also the reason map sizes can't really change, because he's the only killer that would have an absurd advantage by default (more than he already does), since even Nurse can't cross maps at anywhere near the speed and control he can.
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@Boss said:
Too silly for me.It's a pretty grim story behind the series, but there's no denying that Scott Cawthon didn't write/tell it well, and expanded over time and needed to retcon stuff. That damaged its presentation when looking at it more than the creepy surface of it all.
On the flip side, the animatronics were always terribly creepy. Just playing FNAF1 still makes my spine crawl when viewing the stage and all of the animatronics are suddenly looking back at you.
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Which animatronic would they even put in? Freddy was the least scary one in the games (except Night 6/7 in FNAF1). I mean, he's the most iconic, and has the jingle playing when he moves around, but what power would you implement?
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@KillJiggy said:
@Eninya said:
@Peanits said:
Interesting in theory, but I can see this causing issues against killers like Michael Myers, pig, and wraith. If you had to keep getting off a generator just to check for them, it would feel really clunky.Only Myers is stealthy about catching people on generators, though. Wraith and Pig both have audio cues for canceling stealth (if you want to call it that).
You can pull someone off a gen as pig with no audio cue, better than you could with myers in fact.
Then you've got some survivors with bad audio setups. You can hear Pig's blade retract. Myers has literally no voice cues until he's close enough for his breathing, but if he wants to grab you it's too late by the time you've heard it.
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On Pig, I would add anti-pallet perks. On Hag, I would add more hexes.
And the game would honestly be too easy if that happened. Other killers would become even more broken.
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@Peanits said:
Interesting in theory, but I can see this causing issues against killers like Michael Myers, pig, and wraith. If you had to keep getting off a generator just to check for them, it would feel really clunky.Only Myers is stealthy about catching people on generators, though. Wraith and Pig both have audio cues for canceling stealth (if you want to call it that).
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@HellDescent said:
@MegaWaffle i find the upcoming change stupid and unnecessary . If the killer camps let him camp, do the gens and let him get his 10000 bp at the end. Plus sometimes you need to stay at the hook i.e.when the gates are open and you want to secure a kill. You will get those matches when you get one-hooked, but it doesn't happen very often. Camping exists pretty much in every game, but dbd decides to start punishing people for it to keep the majority happy with constant killer nerfs. I can't wait to see when I max out my chase in game, but then end up loosing a pip because I decided to stick to a legitimate strategy after.The problem I see is that camping is TOO effective unless all four survivors are on voice, and have experience. Ruin can be powered through, or circumvented via RNG, or gen tapping (which is the same speed as repairs through Ruin with average luck of 6-7 Good skill checks). Even camping someone into phase 2 is incredibly strong, since it's generally easy to catch the same person that was injured, particularly if you run Stridor and/or Bloodhound.
Staying on generators isn't a surefire way to survive for the others, particularly in cases of randoms.
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I've never gotten an angry message on DbD, but I don't think I have a wall to post on my Steam account. Someone did ######### about me on one of my game reviews instead. hue
I get a lot of angry whispers on Heroes of the Storm, though.

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The other survivors when they see it being put on someone else.

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@redsopine1 said:
Dude congrats I'm stuck in the dead zone if constant SWF purple rank teams and cannot move past 7 because they save up church offerings and use the building for bs flash saves how are you supposed to escape a flashlight save when they are above you and hitting you directly for a minute straight and when they run out somone takes there place and if you go for then there gone and go back to itSlug and/or Franklin's Demise, and emphasize multiple hits before pick-ups. Survivors almost always heal and/or recover their items before attempting anything. You could also add Agitation for actually running people down while carrying someone, but it's probably unnecessary.
Tunneling is extremely strong at higher ranks, as you can erase someone quickly and gain a massive advantage. Camp if you want, though I personally don't have a taste for it, even maining a strong camping killer. There's no denying that it's strong, especially since you can camp/tunnel that hooked survivor, which means at least 2 survivors are not doing generators (one saving, one hooked).
For rank 1 pre-Emblem, I used Pig with:
-NOED
-A Nurse's Calling (optional)
-Make Your Choice
-Hex: RuinI never de-pipped while doing it, but got several safety pips--including some with 2 kills and some hooks. (Old system was a little inconsistent on that part. /shrug) I wouldn't say I ever camped, but I did use a final hook as bait sometimes when survivors got bold for saves while NOED was up. I turned a myriad of 0-1Ks into 3Ks with the help of that perk. Play-style, I don't beeline Ruin at the start of matches most of the time. You can end up leading survivors to it, and chances are it's doomed once someone sees it and you can't hook near it.
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If you want to bring the horror aspects out you have to make stealth more important. Darkening the game (to an extent), adding a sight distance cap to survivors (with a larger one for killers), and removing the terror radius entirely, would be a good start. Killers and survivors both may need to become slower, so that chases aren't vacuuming out any horror element the game would otherwise have. Some maps are so open that you can see killers coming before their terror radius even hits you--this is super bad design for horror, imo. You're not supposed to know everything around you, or what's coming. Know what could be good? A sight distance when viewing to your sides or behind you, so that you would actually have to get off of a generator to see behind you very far.
Isolation needs to be a big part of the game in order for you to get the horror element, and slower, longer matches could help under a quieter atmosphere.
I'd like to add that SWF would be nerfed if the killers were much more difficult to track for survivors via increased sight obstructions, reduced terror radius, and nerfed aura reading. --That's the main problem with SWF: Knowing where the killer is more than the killer knowing where his targets are.
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@DeadByFlashlight said:
@Eninya said:
@Warlock_2020 said:
League is a good example on the rank system and adjustments that can be made.lolno
Their Division/Tier system is a massive step down from Elo. It's not dynamic, locks players into sets of players of uneven skill, and has busted "Promo Series" that stacks you with players outside of your skill brackets by huge margins.
The system is broken and exploitable to the highest degrees. I used to boost accounts for years in that game, so people could get the end of season rewards.
Leauges system - even though I dont like it tbh - is a lot better than the "ranked" system we have in DBD
We don't even have a system for DbD because you practically "rank up" automatically if you're putting in any semblance of effort under Emblem. Picking one of the worst ones out there to be your ideal system is a bad idea, since LoL will never reward you for the amount of effort and skill you invest. It's a matter of manipulating the meta of the brackets, and--voila!--you're raking in your end-of-season rewards without really being astronomically better than the opponents you stepped on to get to them.
For killers, the victory metric of killing survivors was better, since Emblem is a band-aid that rewards you for good gameplay... if said good gameplay was actually the optimal way to play. It only got 'better' for survivors, in that you couldn't rank up by just being that one jackass to sandbag-unhook everyone for huge points anymore.
To reiterate, though, none of it matters because rank doesn't matter in the slightest.
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@Warlock_2020 said:
League is a good example on the rank system and adjustments that can be made.lolno
Their Division/Tier system is a massive step down from Elo. It's not dynamic, locks players into sets of players of uneven skill, and has busted "Promo Series" that stacks you with players outside of your skill brackets by huge margins.
The system is broken and exploitable to the highest degrees. I used to boost accounts for years in that game, so people could get the end of season rewards.
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Make Your Choice
A Nurse's Calling
No One Escapes Death
Hex: RuinThat was my build for rank 1 pre-Emblem (where it was based on sacrifices).
I've been swapping ANC for Franklin's Demise, or sometimes Stridor. Or both, by dropping NOED, but it's preference. I want to make a build around Spirit Fury and Enduring, or possibly Brutal Strength, but MYC is one of my favorite perks for Pig.
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First person survivors, only if hearing a killers movements is more important, and if survivors can go prone/crawl for more stealth.
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Rank rewards need to be implemented in tandem with the ranks not resetting every single month.
And, also, ranking up needs to be adjusted with deprecation rates, and a more difficult climb the higher you go.
However, the playing field needs to be even for killers before this would be a feasible update path, so we'll likely wait an extremely long time before it's even considered.
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I kinda wish it was more like Identity V, or had the customization of Friday the 13th (or at least expanded on its idea). They are very homogenized beyond aesthetic purposes, and maybe your preference for stealthiness on certain maps. (Claudette is great on MacMillan, but Bill and David can vanish into Azarov's.)
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Disfigured Ear is interesting. While it doesn't technically change much, it's incredibly disorienting for people that cannot coordinate over voice with each other. The reason is, it does deafen you to every single audio cue, and this includes the Hag's terror radius AND teleport sound effect. Triggering this, you won't know if she's teleporting, or if you're about to just run right into her around a corner. In either case, it can cause people to panic and perform a 'loud' action and give themselves away. Personally, Hag is probably the rarest killer I face by a huge stretch, and I've only gone against a Disfigured Ear once or twice since I started playing last October/November--just to give you an example.
Granma's Heart, when it's not bugged to exploitable effect, is actually useless (imo). While it's like the new Tinkerer in an addon, I don't feel this innately offers an advantage because Tinkerer is not a perk she synergizes well with. Her ambush mechanic is strong all by itself, and her terror radius doesn't affect this, generally. Even in cases where you're trying to utilize it like Tinkerer, you'll find more reliability and overall synergistic strength to her design with Monitor & Abuse. I see a LOT of people use this addon, but I find it's a complete and total waste of an addon slot for anyone that even remotely has good awareness of their surroundings, and their audio cues.
Hag losing her terror radius and giving it to her clone will cause the same effect to survivors that are seasoned against her, and to those that aren't: people that are vets will watch and wait, and not make any loud noise notifications while they wait to see if she teleports, or is walking towards them; newbies will likely panic either way and run all over the place.
So, yeah. I find all of Hag's other now-buffed addons to be much better than Granma's Heart (other than Scarred Hand, but that can have its uses now).
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The switch idea is basically Ruin as it already is. Once Ruin is down, generators fly by because there's nothing else to deter, or encourage, a survivor from repairs outside of the killer's attention.
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@Nerex7 said:
@Eninya said:
@Orion said:
Ranks 20-16 are isolated from the rest, and it's impossible to derank below 15. I recommend waiting until the next rank reset, one week from now.This is the problem. You're suffering from a ridiculously obvious flaw and lapse of foresight from the developers with the rank changes. Once you hit rank 15 it'll be night and day faster for filling lobbies.
The devs seem to hate new players because they keep doing stupid changes like this that screws them the hardest.
The change actually did nothing to that. The matchmaking will try to find people on their level, which means ranks 16-20 first. After not finding them, it will widen the search radius (which happens after 90 seconds of not finding anyone iirc, the numbers were told in one of the dev streams).
The change that prevents depipping to higher ranks than 15 (namely 16-20) was a pretty good idea actually, as a lot of players were depipping to farm the noobs which made for a horrible experience. There must be some other flaw or bug in the match making right now. The issue has nothing to do with rank. From gray up to red ranks, the problem exists, mainly for killers.
Ranking up is inevitable, so this did nothing, since ranks are reset monthly, and it's still easy to de-rank to smash newbies stuck at 15.
However, most of the playerbase is up to 15 if they were any semblance of active prior to this change. However, NEW-NEW players not yet up to rank 15 are straddled with extremely long queues because there's so few players down there.
When I came back after the changes came, I was around rank 18 for taking a lot of time off prior to the change, and it took FOREVER to get back to Rank 15 due to the long queues up to that point. This change hurts new players and does nothing for veterans--good or bad.
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Nothing particularly interests me coming up. I want the Hex and Obsession systems to be removed/reworked.
I mean, they're fixing pick-up bugs on survivors, but not fixing the Ironworks second floor exploit. I'm sure that I'll find impassable gaps (still) when I play killer, too. I ran into one on Blood Lodge just the other day, and that's not in the patch notes.
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@Orion said:
Ranks 20-16 are isolated from the rest, and it's impossible to derank below 15. I recommend waiting until the next rank reset, one week from now.This is the problem. You're suffering from a ridiculously obvious flaw and lapse of foresight from the developers with the rank changes. Once you hit rank 15 it'll be night and day faster for filling lobbies.
The devs seem to hate new players because they keep doing stupid changes like this that screws them the hardest.
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Playing Pig and grinding to rank 1. The last survivor hid until the third was sacrificed, and I found him as he reached the hatch on Azarov's (the one with the repair garage). The hatch spawned next to the Excavator, but a generator was right next to it as well. After faking kicking the generator (taking longer and longer), I baited him to jump and pulled him out, hooking him right in front of the hatch for a 4K.
Here have the aftermath picture. This was before the Emblem system.

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@Blueberry said:
@Eninya said:
@Blueberry said:
Spirit Fury in my opinion isn't near as good as people think it is and there are better options.Stack it with Enduring and lunge through every pallet you can. It's very, very effective, and you can often times catch someone off of Fury-broken pallet (provided there's no window or something to help them get away).
To get enough stacks each time to have it activate you're wasting way too much time breaking pallets. Even then, you're just getting 1 hit out of it. Eh
She's a basic M1 killer for chases, and you want as many pallets broken as quickly as possible. Spirit Fury is much better than Brutal Strength, imo. The only counter to Spirit Fury/Enduring is dropping the pallet early, which is still getting pallets broken faster.
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How to Counter/Deal With It:
Run at the trap dead-on, or adjust your movements so that you aren't crashing into objects.As a Hag, you have the option of body blocking with your traps/teleports, or camera pulling. Personally, I favor body blocking because there isn't anything a survivor can do about that when it comes to windows and pallets, but some prefer pulling your trajectory to crash you into a wall/object beside the window/pallet. I, personally, find this method is only good if you're already close to them.
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Her speed doesn't bother me so much in that her lunge is not proper. I can lunge fantastically well on any other killer, including Hag and Huntress whom move at the same speed; however, the Spirit, for whatever reason, lunges like 2/3rds of the max distance as other killers. I miss hits on people right on top of me, or hits go through survivors and hit objects and debris. It's absolutely ridiculous how many hits I "miss" with her.
Something is not right with her hit recognition/attack 'box'/lunge.
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I can't speak for being against the Spirit, but playing AS her, she whiffs point blank hits all of them. Her hit recognition for her lunge is completely busted, and it's pretty miserable playing her a lot of the time as a result.
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@Blueberry said:
Spirit Fury in my opinion isn't near as good as people think it is and there are better options.Stack it with Enduring and lunge through every pallet you can. It's very, very effective, and you can often times catch someone off of Fury-broken pallet (provided there's no window or something to help them get away).
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The only real way to keep fear is to make the game more about stealth and ambush. There are very, very few elements leading into this right now. You can hear a Huntress hatchet, Nurse blink, Wraith bell, Clown bottle, chainsaw, traps, etc. far into the distance. There's no fear once you know what killer it is, especially one that will never just pop up on you.
The stealth killers that can ambush or surprise you aren't even mechanically designed around it, and the game itself isn't designed around accommodating this. Myers tiers up and gets a terror radius and chases people into one shots. Lame.
Pig roars when she ambushes, warning people to run, and she's already slower than a running survivor while stealthing. Lame.
Wraith is practically the better ambusher now that Windstorm is baseline, and he can travel without a lot of warning. Granted, Hillbilly can also travel without any real warning, since they capped and subsequently broke the distance of his sprint audio, so you don't even know he's coming until you hear the terror radius, and by that point he's on top of you.
Nurse basically requires M&A with a strong range increase addon to try and blink without her terror radius warning you.
At the current stage and design of the game, the only killer to consistently bring jumpscares is The Hag. Bring in Monitor and Abuse, and she only has a 16 meter terror radius. With her short stature, and often times short ranged snarling, she can pop up on people all of them, and a quiet moment where someone hits a trap can be frightening.
But that's it. After so many hours, just hearing a sound effect will almost always take all apprehension away, and replace it with frustration or hope depending on the killer.