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Esheon

Esheon

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Esheon
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  • You can use Unbreakabill if you hate slugging.
    Unbreakable, Tenacity, or No Mither. All punish slugging to some degree, and IMO Unbreakable + Tenacity is especially good for that.
  • Lowbei said:
    i think no offerings should be shown at all
    Yeah, but i like seeing a whole line of Party Streamers show up.
  • It's still going on, isn't it? I've been working overtime and unable to play the past several days. I was hoping I'd have time to get the survivor side done later this week.
  • Mister_xD said:

    they said they wanted to add more secret offerings, but that was nearly a year ago... i doubt it'll ever happen. just make evrything, which is not an map offering, secret! problem solved...


    Personally, I'd like to see five blank icons by default even with no offerings from anyone. Then flip over any non-hidden offerings but leave the rest blank.

    As for which offerings should be revealed... Bonus BP, bonus luck, hook changes, and chest changes. Everything else should be hidden, including maps.
  • Egonic said:

    @Esheon said:
    Egonic said:

    Where in the game is her power explained in such a way that a survivor should be aware of mechanics that I consider hidden, and non intuitive?

    While I believe it is mentioned in the tips you get the first few times you face a given killer, you can also learn this intuitively by observing other survivors.

    The simplest way is when you're hooked, you watched the Hag place a trap, and you see a smart survivor crouch-walking to the hook without setting off the trap. Or you run past a crouching survivor and set off the trap they're trying to avoid. OR you run past a crouching survivor to beat them to the unhook and set off the trap they were crouching to avoid. OOOR you run to a gen another survivor is already on and set off the trap they crouched to avoid.

    There's a pattern there, I just can't put my finger on it... ;)

    I don't remember seeing those tips, got an example?

    As for the rest of your post, I definitely don't consider painting up possible scenarios where a player who pay attention might have had the opportunity to draw parallels between their actions and actions of their teammates as very good reasoning to explain why survivors don't know about a mechanic, or actually it's a very good way to explain why some survivors don't know about it.

    I disagree with you calling that intuitive as well.

    Apologies for the snarkiness, I was very tired when I wrote that.

    I don't know of any site that has those pre-game tips collected. You only see them the first few times you face a given killer. There are posts complaining about them on Reddit and the Steam forums from August of last year when they were first introduced. I tried to link a Reddit post and it threw out my entire post here, sorry.

    You're right, intuitively was not the correct word there. Perhaps observationally would be better. 

    Unfortunately, with more and more games being distributed primarily through digital download we don't often get a manual. The information is out there, though. Wikis have essentially replaced the old game manuals these days. Besides, a manual wouldn't have included the information in question, as the initial version of Hag traps would still trigger if you crouched over them.

    I suppose they could create a tutorial for going against each killer. Honestly though, I think that would be a huge waste of time that they'd have to repeat every time they reworked anything mentioned in the tutorial. We actually had people complaining in the forums about doing the current tutorial even though it gives a BP reward. 

    That pretty much leaves putting it into in the written tutorial section in-game. I don't know if the devs have stats on how many people have read what's already there, but I doubt the number is very high. If people want to know, they probably just Google it these days. If they're unwilling to do an online search, I don't think they'd bother to read the in-game tips.

    I guess the best bet would be to just put a hyperlink to the wiki on the bottom bar of the main menu.
  • Strider said:

    Hey thanks for the tips @Esheon, I hope to put them to good use. Could you also explain how exactly his static field/madness works? I assumed that the static field was something that was equal to your terror radius and would constantly increase survivor's madness whether in treatment or punishment mode but I've had chases in punishment mode that survivors never even seem to get madness I.

    And is increasing my terror radius with perks like distressing actually helpful for the Doctor or does that just let survivors know that I'm approaching from further away?

    The Static Field is equal to your terror radius, but only increases Madness in Treatment mode. If you stay in Punishment mode, the survivors' Madness will not increase. This is actually a tactic at times. For example, if you know a low-madness survivor is nearby during a chase, you can finish the chase in Punishment mode, then switch to Treatment after you've hooked and reveal that second survivor more quickly. I think Marth88 has a video where he stays in Punishment mode until the gens are done, then uses the quick rise to Madness 1 to find the remaining survivor. You'd have to be pretty good to pull that off, though.

    Distressing is actually a very good perk in most Doctor builds, as it increases the range of the Static Field and therefore the range at which Madness increases. Most people play the Doctor as an anti-stealth brute force character, and that's what he's best at, IMO. Probably the most-hated-by-survivors build in the game is a Doctor with Distressing, Unnerving Presence, Ruin, and whatever other perk you want (Nurse's). Add in the Iridescent King add-on and you're pure evil, especially on small maps. Nearly inescapable on The Game.

    That being said, there are a few stealthy builds you can try as well, and those can be fun (if a bit gimmicky). Monitor & Abuse with Electrode and Interview Tape add-ons (with High-stimulus Electrode, that's a 35-meter beam attack) can be a lot of fun with aura-revealing perks like A Nurse's Calling and Bitter Murmur or with a Hex build using Thrill of the Hunt. Personally, I don't do as well with those builds but they ARE very amusing.
  • @Esheon said:
    Distressing is very good, but I disagree with staying in Treatment mode.

    I only use Treatment mode to flush out survivors, shock a running target, or stop a loop. Get used to switching modes quickly and often. If you'll be walking for more than a few seconds to reach a gen, you should be in Punishment mode.

    At the start of the match, make your way to the nearest cluster of gens and switch to Treatment mode when the gens are in range of your Static Field/Terror Radius. Patrol in Treatment mode until you flush someone out.

    When you've flushed someone out, switch to Punishment mode and chase them until they're in range of your shock. Shock them a few times to get them to Madness 3, then switch back to Punishment mode to continue the chase. As long as the target is at least Madness 2, hits are more important than shocks. 

    When they start looping, switch back and forth between modes during the loop. Watch for an opportunity to shock them to prevent a vault. You can prevent a pallet drop as well, but stopping a vault is better. Land your shock right before they vault, and they'll sit there spamming the spacebar while you switch to Punishment mode and smack them (very satisfying).

    Don't bother camping. Throw a shock or two at likely hiding places, then head out to find another target. The hooked survivor needs to heal and Snap Out of It once they're unhooked, so you have plenty of time to go put someone else in Madness 3 and on a hook.

    Done well, this will be a fun game with lots of chases, good BP, and a good Emblem score.

    I stick in Treatment mode to affect nearby Survivors when I'm patrolling/chasing, but I do get your point. It is very helpful to move fast.

    I generally get 2-3 kills as Doctor my way (without camping, as I seriously hate doing that), but if your way works, that's good too.

    EDIT: I realize how sarcastic that end statement sounds, but trust me when I say I'm not trying to be sarcastic.

    I didn't see that as sarcastic at all. What works for one person may not work for another, after all.
  • Let me see if I can fix that statement...

    "Some killers are just OP enough. The rest need some buffs."

    There, that's better.
  • Egonic said:

    Where in the game is her power explained in such a way that a survivor should be aware of mechanics that I consider hidden, and non intuitive?

    While I believe it is mentioned in the tips you get the first few times you face a given killer, you can also learn this intuitively by observing other survivors.

    The simplest way is when you're hooked, you watched the Hag place a trap, and you see a smart survivor crouch-walking to the hook without setting off the trap. Or you run past a crouching survivor and set off the trap they're trying to avoid. OR you run past a crouching survivor to beat them to the unhook and set off the trap they were crouching to avoid. OOOR you run to a gen another survivor is already on and set off the trap they crouched to avoid.

    There's a pattern there, I just can't put my finger on it... ;)
  • Personally, I'd prefer a different sound for non-skillcheck notifications. A visual would be nice too, but a different sound would let you know that you might want to pay attention to this alert.

    I don't often use Hex perks. I'll occasionally do an all-Hex Hag just for kicks, but I generally prefer perks that can't be destroyed. When I do use them, I often ignore the sound mid-chase because I think it's a failed skillcheck.
  • It's not in the patch notes, but I seem to remember hearing a dev/mod say that in one of the dev streams.
  • SATXRI said:
    I totally feel you on this one, I’ve had it multiple times where a survivor is blocking me when the killer is coming our way, often rendering me unable to escape and the whole deal ending with me hooked (and no one coming to unhook). I understand when it isn’t done on purpose but sometimes I come across survivors who do this multiple times to me and other survivors in the same match. 
    Personally, I'd let you run and I'd go after the idiot that was blocking you in.
  • Nice... "OK, I've used my DS, now you go smack the killer and become the obsession"

    And we're back to 4 full-strength DS every game again.
  • Ah, ok. You just wanted someone to agree with you. Never mind then.
  • Distressing is very good, but I disagree with staying in Treatment mode.

    I only use Treatment mode to flush out survivors, shock a running target, or stop a loop. Get used to switching modes quickly and often. If you'll be walking for more than a few seconds to reach a gen, you should be in Punishment mode.

    At the start of the match, make your way to the nearest cluster of gens and switch to Treatment mode when the gens are in range of your Static Field/Terror Radius. Patrol in Treatment mode until you flush someone out.

    When you've flushed someone out, switch to Punishment mode and chase them until they're in range of your shock. Shock them a few times to get them to Madness 3, then switch back to Punishment mode to continue the chase. As long as the target is at least Madness 2, hits are more important than shocks. 

    When they start looping, switch back and forth between modes during the loop. Watch for an opportunity to shock them to prevent a vault. You can prevent a pallet drop as well, but stopping a vault is better. Land your shock right before they vault, and they'll sit there spamming the spacebar while you switch to Punishment mode and smack them (very satisfying).

    Don't bother camping. Throw a shock or two at likely hiding places, then head out to find another target. The hooked survivor needs to heal and Snap Out of It once they're unhooked, so you have plenty of time to go put someone else in Madness 3 and on a hook.

    Done well, this will be a fun game with lots of chases, good BP, and a good Emblem score.
  • I don't care if the animations are redone, but the Hag's height is part of her playstyle. It even states on the wiki that her height (or rather, lack thereof) allows her to sneak up on survivors but also makes it more difficult to see over obstacles.

    I like having killers of different sizes, and i like that the stealthier killers are smaller (except Bing Bong Boy), making it easier to hide.
  • It depends on your playstyle, but IMO:

    FOR STEALTH

    Claudette: She is the easiest survivor by far for newbies, and she has one of the most powerful perks in the game as a teachable (Self Care). Use the brown leather jacket or the black shirt from L4D to be stealthy. I prefer the brown jacket myself, it blends in to more varied backgrounds.

    Jake: He has a decent stealth outfit in the green jacket with gloves, and one of his teachables is a very powerful stealth perk (Iron Will).

    Nea: While most of her outfits leave her with bare pale arms, she does have one reddish shirt with long sleeves. She also comes with Urban Evasion, probable the best stealth perk out there.

    FOR CHASES

    Meg: If you'd rather run than hide, playing Meg with her base perks plus We'll Make It is a good way to start that doesn't require any perks from other characters.

    Feng: Lithe is an excellent exhaustion perk for most maps, though it does work better in conjunction with Quick & Quiet (Meg) and/or Dance With Me (Kate). Having control over when it triggers is a big plus though.

    David: I prefer Dead Hard over all the other exhaustion perks, and David also has We're Gonna Live Forever. The bloodpoint bonus from that will help you level up everything faster. Using Dead Hard well takes a bit more skill than Sprint Burst or Lithe, but once you get the hang of it you can pull off some good moves in a chase.

    EDIT: Kate's Windows of Opportunity perk is very useful for a newbie still learning the maps.
  • @Jack11803 said:
    It’s literally survivors trump to dodging. Only reason killers are host is because it’s simple, and cheap, don’t let it get to your head.

    Actually no it's a cowards way to play. Killers dodge, no doubt, but when you get the one killer that doesn't dodge that actually means something. It means he won't be a pushover, he sees your p3 Claudette with a flashlight. He knows it's purple and you have DS. He doesn't care, he hits 'ready up' anyway.

    You want killer that are pushover. You want the ones that would normally dodge you because you know that killer won't be as good as the one that doesn't dodge.

    And if you don't want to be constantly dodged don't bring a flashlight, especially if someone else has one. Really, why do you need it EXCEPT to harass the killer. Throw up a purple coin and go looking for one in a chest. With Plunderer's you are almost guaranteed a flashlight, usually a green one.

    I hate flashlights, I have severe light sensitivity so I don't use them because I wouldn't want anyone to use it if I played killer. Yes a lot of survivors troll but to say don't bring a tool into the game is well dumb. 
    Killer's dodge for flashlights, toolboxes, SWF, claudettes, Nea's, Meg's any P1, 2, 3 character... It's the same as saying don't use BBQ or Ruin.
    The killer has the advantage and is in control of whether or not he wants to play. If he dc's the survivors are at his mercy. If he dodges same.
    Lobby dodging and character switching are just a strategies used as a result of the Killer's being to scared to play. This is the result. Do I think either side is right nope... Would I waste time to switch nope I run the same perks. To each their own 😉 One wouldn't happen if the other didn't first cause it to happen. 
    The brightness gets to me too, especially since I usually play in a dark room. I really wish they would change the flashlight effects to black-out instead of white-out.
  • Tsulan said:

    @thesuicidefox said:
    I honestly don't see the big deal. I've played about 30 games as survivor in the last 3 days and I'm already sitting on about 60/90 gens. Haven't done killer yet but I'm not worried I can punch out 50 hooks in a few days which I plan to do after the weekend.

    Just keep playing, they pile up after a while.

    Just tell us your experience as killer, once you start playing killer.
    Results may vary.

    You're right, results may vary.

    Thankfully I had mostly decent games as killer. I was playing nice: not camping hooks, not kicking BBQ gens, not camping BBQ gens, and trying not to get sacs until all of the BBQ gens were done.

    The response was generally positive. I had one sabo Jake going after BBQ hooks, so I tunneled him until he died. I had one group accuse me if camping, which made me laugh (hard to camp when almost all of the unhooks were done while I was chasing a third person).

    I didn't pip as often as I usually do, but overall I ranked up while I was playing to get the hammer. It took me about 15 games I think, and i was left with 14 BBQ offerings on my Hag.

    That being said... I play in the middle ranks, which seem to give the best game experience overall. I imagine rank 1 is ridiculous right now.
  • @Esheon said:
    Khroalthemadbomber said:

    A simple way to fix last second swaps: unequip all items and add-ons each time a survivor swaps to a new character.

    That's actually the best solution I've seen to the issue, and it's very simple.

    But since items are not tied to a character, and abilities aren’t either, that really acheives nothing that was of issue.

    All that means is that if someone changes their “costume” last minute, they have to re equip an item you would already know was being brought in. So essentially you don’t think people should be able to change how their character looks last minute?

    Items ARE tied to a character. Each character has an inventory of items they have found or purchased in the bloodweb. If you prestige a character, that character loses all items it has but other characters keep their inventory.

    What people do when they swap characters is they already have the item equipped on the character they're swapping to, not from. So they prep Claudette with a purple flashlight, then switch to Dwight with no item equipped before queuing up. Once they're in the lobby, they wait until the last second, then swap back to Claudette and her flashlight.

    With the solution presented by Khroal, if they swap to a new character the items they had prepped are unequipped. They would then need a few seconds to go in and re-equip that item, meaning its impossible to do a last-second switch and the killer would have a short time to react to the switch.
  • A simple way to fix last second swaps: unequip all items and add-ons each time a survivor swaps to a new character.
    That's actually the best solution I've seen to the issue, and it's very simple.
  • Peanits said:

    With pallets being less safe (there's a very slight delay before the stun), it's now less risky to swing through a pallet, so many killers will take the risk and swing.

    This. I am much more likely to swing through a pallet now, so if your timing is good enough you'll probably stun me. To me, it's worth the stun if I land the hit as well.
  • fcc2014 said:

    @chemical_reject said:
    The one thing I would have changed Is saboing event hooks. They should have a shorter respawn time at least. I know I know gen camping blahblahblah but u can't really camp multiple gens so burning an offering or two will likely ensure atleast 2 tokens minimum. 

    I actually thursday got a daily to break hooks and deleted it......NO NO NO!!!

    Yep, I deleted a sabo daily last night, and I'll be deleting a mori daily as soon as it lets me tonight. 

    So far I've only played killer during the event. I've tried to keep everyone alive until all of the event gens are done, even if that means I get no kills. (I have lost count of hooks once or twice.) I havent kicked a single event gen, and I'm not using any anti-skillcheck builds.

    Most of the survivors I've faced seem to appreciate it. It did get accused of camping once on my Hag. I found that funny because I wasn't even trapping hooks, and all but one of the unhooks were done while I was chasing someone else. Ah well.

    Hopefully I'll face similar killers now that I've gotten the hammer and will start working on the shirt. I don't care if I get sacced, as long as I get some event tokens first.
  • Baphomett said:
    not_Queen said:

    We ban for disconnects

    We do not ban systematically if you leave only one game, we ban players that leave more than a % of their games over a certain period of time. We are aware disconnecting is a problem and can ruin the game experience. Repeating offenders are getting increased bans.

    We have automated bans for hacks and cheats

    We always have people working on new detection tools.

    We have a team reviewing in-game reports, chat logs and investigating hacks / cheats

    We have enough information to make a decision and investigate cases of hacks and cheats as well as harrassment and greifing. Video evidence isn't necessary for every case but can make the investigation faster when we can access it. We are also working on a feature that will allow the players to give more evidence, if they want, through the in-game report.

    EDIT: Typo

    First off, thank you for responding and providing an official answer the "reporting does nothing" meme!

    Now, on to my questions: Is there a reason specifics are never shared regarding the disconnect bans?  What is the % that gets a ban?  Is it calculated over a specific peruod of time (e.g. last 2 weeks)?  Is the team interested in feedback regarding these metrics and/or have they looked at how other games handle disconnects?  Finally, are there any plans to change or update the disconnection ban system?

    Thanks in advance for the reply! I understand if the answer is "that's classified", but I would like to know if the lack of info is intentional.
    I imagine the lack of information is intentional, to prevent people gaming the system by disconnecting just enough to avoid a ban.
  • I bought one perk from the Shrine that I already had, then spent the BP on my Hag. Between that and spending most of the match BP on her, she went from around 32 to 45. She currently has 14 invites left, and i got the hammer last night. Only one or two of those bloodwebs had no invites, probably half of them had two or three invites.
  • Utna said:

    I don't like much the "concede" button idea, because as people mentioned earlier : getting the killer to quit might become the new trend amongst troll survivors (even if there is nothing to gain ... well, just for the delight of pissing someone off).

    It's already a trend among troll survivors. There are tons of videos on YouTube where they laugh and joke about making a killer DC.
  • Outland said:

    @Esheon said:
    I've said it before... Give the host a concede option that is only available after the gates are OPEN (not just powered). Using the concede option stops the match instantly,  and points are tallied as though any survivors remaining in the match had escaped through the hatch (even if they were struggling on the hook). The killer can give up after failing to find the crouching troll, the living survivors get a 2k BP bonus for forcing a concede, and everyone gets to move on to the next match.

    I'm not a fan of this solution one bit. Let's do a little tally of your idea.

    Killer concedes, all survivors still in the match get 7500 (Hatch Points) + an additional 2000 for forcing a concede. So roughly 9500 reward for being dicks as staying in the damn game.

    This solution would increase the problem not fix it.

    How about after 3-4 mins of the gate being opened the Hatch closes if it was open, survivors are INSTA DOWNED and their AURA lights up, so the Killer can go around an hang'em up.

    Just so the Entity can remind Survivors that hope can always be taken away.

    Seems to me that people would just get out if they had something to lose. Why punish a guy who already had a crap game?

    Slight misconception... not 9500, just the 7500 hatch points. The 2k "bonus points" I was referring to was the hatch reward, not an additional reward on top of the hatch.

    I can see what you mean about it possibly making the problem worse, though. We could just give them standard escape points instead. That would be the same as if they had just run out the gate.

    I am NOT a fan of rewarding failure on either side, though. Insta-downed and aura revealed? That's just rewarding the killer who failed to catch them.

    The whole point of having a concede option is to admit failure. Its the killer saying "I give up, I can't find them".
  • For your question about Ruin... Yes, the totems have limited spawn points. Experienced survivors will know all of those spawn points. Additionally, if any member of an SWF group sees your totem, all of them know where it is. On top of all that, it's not that unusual for a survivor to see an active totem as the camera pans around them at the start of the match.

    If by some miracle Ruin lasts the whole match, experienced survivors can just power through it anyway. Even if they get all good skill checks (No greats), it only adds about 30 seconds on average to a solo gen.

    Those reasons are why I stopped using Ruin. I use Knock Out or Sloppy Butcher to slow the game down now.
  • Zarathos said:

    @Peasant said:
    Chrona said:
    So, how does the attitude shift in the community? Do people play the same? Harder? More generous, or more trolley?

    Last time there was an event like this there were roaming Saboteur squads that would farm the gens and deny special hooks all game. I hope that this time will be different, but only time will tell.

    I remember accidentally bumping into one of these sabo squads it wasn't during the event tho. At first i thought they would gen rush then my game started to explode with noises. I only equipped hangman's trick because my pig had no survivors transport perks so I used hangman's trick. The team sabo hooks only for the hooks to regenerate 10 seconds later and they didn't stop until ended up 4king all of them. Honestly sabo is a terrible mechanic why not make sabo just better at smashing hex totems?

    We don't need to make hex totems even worse than they already are.
  • I would prefer an original killer. I honestly don't like playing ANY of their licensed killers, with the exception of jumpscare Myers. I think they do a far better job when given creative freedom.
  • Esheon said:
    I've said it before... Give the host a concede option that is only available after the gates are OPEN (not just powered). Using the concede option stops the match instantly,  and points are tallied as though any survivors remaining in the match had escaped through the hatch (even if they were struggling on the hook). The killer can give up after failing to find the crouching troll, the living survivors get a 2k BP bonus for forcing a concede, and everyone gets to move on to the next match.
    Agreed, but for the love of the Entity, DO NOT give Survivors a reward for forcing the killer to concede! Then they will never [BAD WORD] leave.
    Actually, the reward serves two purposes. It's a sugar pill to get survivors to think about the idea, and it's an incentive for the killer to keep trying. If he concedes, he's saying "They beat me, give them free bonus points." I don't know many killers who would want to do that for more than one surv.

    Then again, I also think the killer should get a decent amount of bonus points for hooks/sacs done after the gates are open. Only give the bonus sac points for someone hooked after the gates opened (to discourage camping a surv who was already hooked). If the survs want to stick around and mess with him instead of escaping, let's reward him for punishing their foolish choices.

    IOW, make the endgame a high-risk/high-reward situation.

    That being said, I would be fine with just cutting off scores and counting all living survivors as "Escaped" for points and Emblems.
  • I've said it before... Give the host a concede option that is only available after the gates are OPEN (not just powered). Using the concede option stops the match instantly,  and points are tallied as though any survivors remaining in the match had escaped through the hatch (even if they were struggling on the hook). The killer can give up after failing to find the crouching troll, the living survivors get a 2k BP bonus for forcing a concede, and everyone gets to move on to the next match.
  • Same thing happened in the Lunar event. Some killers deliberately camped event gens and some survivors deliberately sabotaged event hooks. Most were open to leaving event goals alone when possible, but you'll always get a few who are determined to keep others from participating.

    I think it would be better to increase the requirements for each goal and give everyone a progress point whenever either side completes a goal. That way the opposing side gets rewarded for leaving their opponent's event goals alone.
  • Monitor & Abuse and A Nurse's Calling are the second and third best perks for Hag, IMO. (Make Your Choice is #1).
  • Up to 250. Because I play late night hours, I don't often see green ping. I usually have to accept mid to high yellow. Once I dodge a few red ping lobbies in a row, that's my "time to play something else" alarm.
  • If those windows spawn correctly and the survivor doesn't make a mistake, the only way you'll catch them is if you're Nurse or Hag.

  • @Spiritbx said:
    So what if you kobe? The killer has nothing to do but to stand there and wait for the game to end. They will just hit and hook you again.

    R E S P E C C
    4
    %

    No, and you can't make me!

    Actually, I usually do let kobes run off and heal. Just not if they do it right in front of me.
    in Hooking Comment by Esheon
  • The Left Behind Chapter is a PC exclusive because Valve won't allow it on anything but Steam. The Chrity Case DLC is a PC exclusive because Sony and Microsoft take a cut of all console DLC sales, so the "Charity" part goes away and they'd have to get permission to use those cosmetics in a paid DLC.
  • @powerbats said:

    @thesuicidefox said:
    This is great advice... until it's not.

    If you know the Hag is clear across the map, or better yet carrying someone, you should be running around and hitting all the traps because she wouldn't be able to teleport. That's one of the most effective tactics to beat her, because without traps she is trash tier.

    Not enough people realize this and insist on crouch walking everywhere all the time. Sure if she's able to teleport it's smart, but when she can't you should be running around to waste her traps.

    I do this all the time, especially when I'm not the make your choice person and laugh when she drops the hooked persona dn tries to instadown me and fails. The other nice things is she then if she doesn't tp to me is she has to reset all those traps.

    One thing that's annoying on pc is the persons sees the trap and still runs right over it when you crouched to save them. If you really want to be unhooked safely then hold your couch key when you get unhooked and sneak off. You won't trigger the trap if you both do this.

    The only issue i've got with Hag traps since long before her rework is the trigger radius is stupidly huge.It's 5 character models I believe and unlike Trappe she can set it right in front of the hook. In fact the Trappers traps have to be stepped on and to disarm it it's 1 character model away.

    If the Trappers traps worked like the Hags you'd be within 5 character models and trigger it without actually ever stepping on it. But right now it's 1 character model or so for the traps and Hag's should be the same. Now since the Hag Phantasms have collision as well they should change her traps to be same as Trappers.

    Yea I would be okay if the reduced the range where traps trigger. It can be really annoying sometimes to know a trap is somewhere but trip it anyway because the range is so far. Hag is one of the killers I actually use and I'd be okay with this considering how fast I can lay them down. It encourages more careful trap placement.

    Unless you're using the trigger range addons, it's really not that far. I don't know where this "5 character models" thing came from, but it's not accurate for the base range. The base range is maybe a 4-meter radius. Any smaller and you wouldn't even be able to use the camera flick mechanic effectively.
  • What is juking?

    That's what most people call looping. Personally, I say you're not juking unless you LOSE the killer.
  • The way the system is right now, it would be random even if they added an extra ritual slot.

    Personally, I'd like to see a separate pool of rituals for survivor and killer. Make each one the same as the current pool (max 3, switch out 1 per day), but have one pool that's killer-only and one that's survivor-only. I think that would encourage more people to play both sides instead of just deleting the rituals for the side they don't play.
  • They have said on a previous dev stream that "Bill lives on Steam" and will "never be on console". When they got the rights to use Bill, they got them for Steam/PC only.

    They even had to reword the text on his perks for console to abide by that agreement, IIRC.

    EDIT: From the Wiki...
    Although Bill does not appear as a playable survivor in the console version of the game, his perks are available to all survivors on the console versions, with all references to him in the icon artwork and description quotes removed.
    • For instance, the Unbreakable perk on the console versions features a man's face in a similar pose to that of Bill on the PC version. To remove any references to Bill, the man on the icon has no facial hair or hat on the console versions.
  • Nos37 said:

    What? I thought Trapper had the faster base movement speed

    Nope.

    Trapper, Clown, Nightmare, Doc in Punishment mode, Myers in EW2/EW3, Wraith walking, Billy walking, Cannibal walking, and Pig walking all move at 4.6 m/sec.

    Hag, Doc in Treatment mode, and Huntress all move at 4.4 m/s.

    Nurse walks at 3.85 m/s, slower than survivors running.
  • This is great advice... until it's not.

    If you know the Hag is clear across the map, or better yet carrying someone, you should be running around and hitting all the traps because she wouldn't be able to teleport. That's one of the most effective tactics to beat her, because without traps she is trash tier.

    Not enough people realize this and insist on crouch walking everywhere all the time. Sure if she's able to teleport it's smart, but when she can't you should be running around to waste her traps.

    And that is why Urban Evasion is not a counter to the Hag. It can save your ass on an unhook, but if you crouch everywhere you're just making sure her trap web never goes away.

    If you see a Hag pick someone up, immediately run to the nearest trap and set it off. Make her waste the time to reset it somewhere else. Sure you can't see the traps easily, but after seeing a few go off you can guess what kind of Hag you're facing.

    I hate it when SWF teams run around and set off every trap I have as soon as I pick someone up. So frustrating, and so much wasted time. Good strategy on their part though.

    I'd hesitate to call her trash tier without traps though. As fast as trapping is now, you can reset your web mid-chase to some extent.
  • βLAKE said:

    @Envees said:

    @βLAKE said:
    I was watching today's Q&A and there was a question concering the gap between SWF survivors and solo survivors and the point was made that SWF survivors have too much information that can be manipulated in real time due to Voice Chat. I was wondering that maybe to give the same type of information to solo survivors that SWF survivors already have is maybe the idea of implementing proximity voice chat. This would help solo survivors communicate to other survivors instead of cluelessly running around the map and wasting time trying to figure out what other survivors are doing. Also, I would like to note that adding this proximity voice chat feature would also help the killer as he should also be able to hear the survivors talking within a certain range.

    If survs know that killer can hear them it would be a constant stream of abuse that we would have to put up with. The other option is that the survs would not use it at all and prefer to use discord to cheat since the killer then cant hear strategy.

    I would rather them use discord so i dont have to hear their ######### or some 12 year old screaming his head off. The ones who use discord are cheating anyway so at least this way i dont have to listen to the abuse as well.

    solo survivors don't use discord

    I use Discord. Granted, none of the people in my Discord are playing the game with me...

    I agree with Envees though. I've played more than one KYF game where the survivors were deliberately making loud noises to confuse the killer and cover up for someone who was grunting in pain.

    Sure, you could make the sound directional. I guarantee you'd get a 4-man SWF with 3 people all around you going "REEEEEEEEEEEEEE" into their mics so you can't track down the injured guy. Add to that the stream of verbal abuse you're sure to get from some of them.

    I'll pass on in-game communication being audible to the killer. 
  • That was just one possible idea that has been mentioned, and it's unlikely to be the final version.
  • Nickenzie said:
    Orion said:

    Why wouldn't you be able to lagswitch on console? Consoles are essentially downgraded PCs with fewer functions.

    What you can lagswitch on console?
    Yes. I won't go into detail, but the mechanics of lag switching have nothing to do with what device you're using. It might be a little easier on a PC, but it could be done on anything.
  • Michiko said:
    If you're saving someone from a hook, knowing the killer is Hag and she more than likely has traps around the hooked survivor, do not RUN to save someone and set the traps off. You're promoting tunnel & signing their sacrifice certificate, k thanks. Only on PS4 -_-
    No, it's not only on PS4. PC players do it too.

    It can be beneficial to intentionally set off the trap if you know the Hag is occupied (carrying someone else, for example), but most people just run up, unhook, and get downed by Make Your Choice.
  • You're about to tell me. that if i get chased all round, downed and hooked a few times and get face camped and i die because i'm the obessession, that im going to de-pip? Where is the fairness in that?

    Yes.

    If you fail to avoid the killer and die early in the match, it is fairly likely that you will depip.
  • One of the biggest things for me was to learn the absolute maximum range at which you can still hit someone  (just the tip!), both with and without lunging. Once you have that range burned into your brain, it's a lot easier to bait Dead Hard, compensate for 360ing survivors, hit them as they're vaulting a window, etc.

    Learn how to use your red glow to fake them out at loops. Whichever way you're facing, you'll light up the ground and walls in front of you, and the survivors can see that. Walk backwards around a corner to hide the glow, then spin around and hit them.

    As for camping... As long as you're not standing in front of the hook staring at their crotch, ignore the salt. If you're doing that, go hit someone instead.
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