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Keene_Kills

Keene_Kills

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Keene_Kills
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  • Definitely survivor. Not even remotely as stressful as killer. A little map knowledge goes a long way. Even when paired with some pretty gnarly goobers, can still usually get out without much of a problem. And even if I don't, I can generally laugh it off and get on with the next game. Getting slung around 4-fold on killer for a full game by those well-coordinated groups when ya' get 'em can build up on the psyche after a while. BP is meh in comparison, but matches come a whole helluva' lot quicker, so it tends to balance out a bit. If I need a nice, easy night of actual relaxed fun, I choose survivor every time.

  • A quick GG if it was, then *doink* close chat. If it's PTB or something, I'll stick around and try to discuss any changes or problems I came across with survivors, but even that has brought ire and toxicity before, so second-guessing even that now. Just close chat... I think half the toxic folks play only to whip up something in after-match chat. Don't give them that pleasure and just leave, lest you get incited enough to be dragged down to their level eventually.

  • Clown is one of my favorite killers to play as, but this stat unfortunately doesn't surprise me. We still have the bug where some of his bottles are randomly breaking at the hand (or disappearing completely into the ether without breaking at all), an insanely long base reload time, and an immense lack of any map pressure. Those first two issues could easily be addressed if the devs wanted to tackle them... but that last one (his biggest flaw, IMHO) would be harder to fix as it's innate to who he is.

    He's an absolute beast in a 1-on-1 chase, but against a semi-decent team spread out and focused on gens he's no threat.

  • Gotta' agree here. There are multiple windows on multiple maps that have this exploit, and once they're found, you're in for a bad day as killer (or fun infinite loop as survivor). This has been known about for ages and it's never been addressed, despite various posts and threads bringing it to light. Folks know by now, they look for it, and they take advantage of it. Devs need to fix it and start banning for it in the meantime. Simple as that.

  • What exactly are they "protesting?" The two viable killers?

    B.S. I've had survivors in my team and while playing killer D/C against a Trapper after stepping in a trap too soon into the game, against Wraith when getting outplayed over an unbroken pallet, even against Pig the moment after getting their first RBT put on. The only thing these D/C'ers are "protesting" consistently is their inability to take advantage of the various boons they've been handed whenever they get slapped with a reality check.

    Keep "protesting," folks... hopefully dedicated servers will finally weed y'all out.

  • A little rough. Could use a buff to compensate. Citing the PTB, we should probably knock another 5 seconds off the gate opening times as Killers are reporting it's taking too long to forfeit the game now.

  • Feels like they caved in to survivor concerns that every game is going to be facing a fast-charge Hillbilly or triple-Blink Nurse guarding the gates with NOED and Moris.

  • New option for a Survivor Hex perk:

    Hex: Dev's "Balance" - When you are the last remaining survivor, if there are any remaining totems left on the map they will be transformed into an extra escape hatch.

  • Trapper: Setting of Bear Traps will now place an orange road cone at the location with two "Road Work Ahead" yellow signs 2 meters apart on either side.

    Wraith: While cloaked, the Wraith's outline will now be visible in his choice of Neon Yellow or Pulsing Rainbow colors. Bell sound has been changed to the "Bing Bong" vocalization from Samination series.

    Hillbilly: Billy's chainsaw will now require a can of gasoline to power it before being able to be used. The location of the gasoline can will be behind one of the two exit gates.

    Nurse: Blinks can now only be performed to one of the four farthest corners of the map. The charging time for Blinking has been changed to 10 seconds and will be accompanied by a map-wide countdown from 10, followed by "Ready or not, here I come!"

    Shape: Myers will now be accompanied by Dr. Sam Loomis, who will constantly stay 36 meters ahead of him, frantically running back and forth in a 45-degree radius to vocally warn survivors of his approach with catch phrases from the movie series.

    Hag: Blackened Catalysts can no longer be set within 20 meters of a pallet, doorway, window, basement, or hook. Catalysts can now be cleansed by running through them.

    Doctor: Madness tiers now add a bonus to generator repair, healing, and action speeds, with higher tiers providing a stronger bonus (+10%, +25%, +50% respectively).

    Huntress: Hatchets will no longer inflict injury upon survivors, but will still provide the speed boost that comes from being hit.

    Cannibal: Will start the trial in the side corner of the basement and will not be able to move from that location. Chainsaw charging time has been increased to 10 minutes. Once the chainsaw activates, he will automatically go into a Tantrum in his set area for the duration of the trial.

    Nightmare: Once survivors are in range to hear the lullaby, they will now be able to tilt their heads to the side outside of Dream State by pressing the Action key in order to make Freddy believe they are already in transition/Dream State. Stunning the Nightmare in any way will put him in his own Dream State, where he will have to go to the basement and have a 2-minute "time out" to think about the sad state he's in and have a good cry before being able to complete any other actions.

    Clown: We are aware of disappearing bottles after they are thrown but still have no clue on how this is happening. To solve this, we have made every bottle now disappear once thrown. To compensate this change, we will now at least let killers hear Vinc3ntVega's voice-over saying "I'm a ba-ree-sta, baby!" while mixing his bottles.

    Spirit: When standing still for longer than 2 seconds and not using Yamaoka's Haunting, Spirit will now vocally inform any survivors in a 30-meter radius, "Nah, just kidding!"

    Plague: Survivors who are offended by or squeamish to the vomit mechanic will now be given the option to choose another lobby upon a trial loading against the Plague. Survivors will now start the trial with an antacid tablet. This tablet may be placed in any fountain at any time. If the Plague drinks from these fountains, she will be unable to use her Purge powers for the duration of the trial.

  • Not that I've seen. I change my Steam name fairly often to fit whatever I'm doing at the moment, so hard to tell if anybody has played with me from here, as well. But no, I don't ever use this forum name in-game... still wish I could change it, honestly.

  • Urban Evasion on ninja survivor. Spirit Fury on pallet-disrespecting killer.

  • Clown. Going to be hard to pick between it and my Santa suit when it drops.

    Now, if they'd just buff him a bit and fix disappearing bottles...

  • That moment when you rub the Entity juuuuuust right...

  • Forgot about the basement's red light treatment... definitely feels more eerie. Grab animation feels more brutal, too.

    And how about that Jake high-stepping run animation? LoL Good times.

  • USA, specifically the deepest, darkest, backwoods Appalachian town in WV.

  • Not sure if I'm allowed to say it here in the forums, but he'd obviously say what he does in Vinc3ntVega's Myers vids. You'll never convince me otherwise.

  • Hopefully we don't get too much whining about such an extremely rare scenario that the devs feel the need to widen stairs (nerfing trap-oriented killers' legitimate strategies throughout) or -- even worse -- make the shack a "no kill" safe point through the collapse. Great way to combat sweaty SWF teams at endgame, so double win.

    They get hung in the basement at the end, let 'em rot and take it as a free pass for your own escape. If that extra stack of WGLF feels worth it, put some fertilizer on your crotch and go take your chances... but suffer the consequences of getting caught.

    Absolutely love the idea of having a scary basement again.

  • Know when to hold them, know when to fold them. Don't have to be a hero every single game, just like a killer doesn't have to 4K every game. They go down inside struggle reach of the basement at that point, and they're rightfully worm food. #MakeBasementScaryAgain

    That being said, I find it likely that basement stairs body-blocking will be looked at and considered punishable in this scenario. Still, the basement is finally a frightening scenario again in a particular instance instead of just an all-around mild nuisance... I say keep it as is.

  • Since Legion will now be able to travel farther albeit as a slower pace, that must mean that either: A.) the Frenzy bar depletes at a slower rate, or B.) the Frenzy bar is lengthened entirely. Which is it, and at what rate/speed can we expect the bar to refresh?

    Since missing an attack (although not depleting the bar entirely) will initiate an end to Frenzy (and an obvious stun), and Legion now having to wait until entirely refilled in order to initiate another Frenzy, the rate speed of Frenzy bar refresh is going to be a massive factor on gameplay and thus I feel deserves clarification.

  • *disregard* It appears this point was already discussed previously. As y'all were.

  • So... you can basically go back to playing pre-nerf Legion with add-ons? That's pretty crappy; what's the point in that? What next, we gonna' take away Spirit's ability to see scratch marks during phasing and tack that onto an add-on? The dependency of add-ons to make a lot of killers even viable was already a problem in and of itself *cough... Bubba, Wraith, etc.* ... now we're going full-steam down this road? That's a concerning path.

  • And while you're blocking that line of travel and cancel frenzy, they find a new one while you're stunned and left waiting on your frenzy meter to completely refill and scrambling to pick up their trail again.

  • This is what happens when you put out a killer with a power specifically designed around trying to please survivors instead of killers, which is exactly what Legion was from Day 1. Plot twist, the killer community finally figured out how to maximize on such a weak half-assed power, Legion went from being laughable to crazy effective in the right hands, survivors decided to boycott playing against him by DC'ing and moaning, $$$ income was threatened, so now they've dropped the nerf hammer because they can't figure out how to fix and properly balance a power that was never meant to be good to begin with.

    I usually play Legion in, what I have to assume, is the manner they're aiming on pigeonholing folks into having to play them, anyway. But losing frenzy over a missed hit, lowering frenzy speed to a gimped blood lust speed, requiring a full bar refresh, requiring add-ons to bring back some standard frenzy benefits, losing blood tracking in frenzy with sound still so jacked up in this game...I seriously regret the millions of BP I spent P3-ing Legion and the money I spent on 'em.

    But I'm sure they'll take all the PTB feedback into account, right? Like after their original PTB release feedback... right? "Grain of salt... pretty good job so far."

  • New Legion is an acrobatic Trapper without traps and a gimped Sprint Burst.

    Kidding aside, the changes somewhat fit how I preferred to play Legion before, anyway. The only problems I have is the silliness of taking away blood tracking in frenzy (since sounds are so jacked up right now) and losing frenzy on a missed swing (although I'm hoping slowing down the frenzy speed will help alleviate how easy it is to 360 them).

    The big ankle-grabber is the Deep Wound and Mend changes. Makes me just want to use the power as Sprint Burst to get across the map faster now and that's it.

  • You can't hear survivor noises period with the sound still all jacked up.

  • I'd fist fight prime-era Mike Tyson over those nearly 900 struggle BPs. Just give them to us in good faith as we're floating off into the ether. I'd not likely escape, but at least give us a BP bump for having to insta-die on our first hook of the game.

  • Would love to be able to play as Bubba from part 2, Leatherface, and even the first remake. Alas, they'll probably only get licensing for certain characters going forwards.

  • Big Daddy Complete Package Jeff. Although I'm in love with Jane and taking her down that path currently. I dig the characters less favored, apparently. Although everybody is running Ash, I do have him at P2 and debating getting him maxed to play, just because I've loved his character since watching the original Evil Dead as a kid.

  • Call me cautiously optimistic. Hopefully their opening developer diaries now will open more windows to transparency for what they're currently focused on, working on, and planning to implement so we don't end up with a bad case of Immersed Devs anymore. LoL

  • From the wording used, I have to assume the change refers to actually loading into the trial with less than 5 players. It's a great change, as starting with 3 survivors and 4 gens to still do (still have to finish 2 for hatch spawn, anyway) absolutely sucks for killer's BP/pip and survivors alike.

    Now, hopefully they'll start pounding the ground against the DC'ers that will still be loading in then DC'ing regardless.

  • It's obviously a fledgling Nurse who's apparently trying to learn Nurse in red ranks, so yeah, obviously there's going to be a bad game incoming for them. They have bigger cajones than I. And this is just a clip collection; I'd like to have seen the entire game instead of highlights, as it would've made a judgment call easier. The point is, as it often is these days, the coordination available via SWF on voice comms. Yeah, this Nurse would've taken a foul beating even with solo survivors, I'm sure... but not that bad. Not getting saves by chance or by coincidence or taking the initiative to get off a gen and go follow in the chase, but setting up pallet and flashlight saves, coordinating 99% gen syncs, and who knows what else throughout the match that wasn't shown. This is the norm now, and it sucks to be the butt end of it.

    As for boosting solo survivors up somehow to meet the level of SWF, on paper initially I'd be all for it. I only run solo survivor and would welcome the ability to be on that level sometimes... but, as frustrating as solo can be sometimes, I more often than not survive and do fine (so long as I can steer clear of the 2- and 3-man farming SWF I usually get paired with).

    "Let's boost solo up to SWF level, then buff killers to match." Problem with that is, not only does nobody know how to go about boosting killers to match every survivor being at SWF-level, but how long would doing so take? How long would killers hang around facing SWF-level survivors across the board, hoping for that all-inclusive magic killer buff before saying screw it? I'd have to imagine it would take a lot of time and gathering of info to work up that level of overhaul, and they're not prone to rushing on such things. Gotta' look at it from a killer's perspective. Unless they could deliver both in a timely succession, doing so could be catastrophic to the player base.

  • I think folks are missing the fact that it is able to happen at ALL in any game, period. That's the problem... that it's possible.

  • Spine Chill or Premonition, for me. I mostly used Premonition before, but I've started bouncing it back and forth with Spine Chill and I'm quite fond of them both. Pair them with Urban Evasion and you've got one frustrated non-Legion killer.

  • I love the Clown, but folks are definitely correct in saying he has some of the lowest map pressure in the game. He can definitely end one-on-one chases fast if you know what you're doing, but if you end up finding somebody in a bad area you can pound through those bottles faster than a redneck with a case of Pabst Blue Ribbon (and reload time is cancerous). As most mid- to low-tier killers, he's pretty add-on dependent on being somewhat viable against a decent group. Still, that lack of decent map pressure alone (especially these days) often warrants my choosing somebody else at the character selection screen.

  • I've only played as her a few times and steer clear of doing so unless it's necessary. Had a daily ritual for her last night, so gave her a go again. Rite of the Plague without using any add-ons to speed up broken status time is cancerous. Don't think I'd even attempt her without using add-ons anymore, and if I have to use add-ons to make a killer viable beyond their base kit, I simply steer clear of using them because it's a clear sign they need TLC. Not worth it.

  • It's a toss-up on working correctly (or at least while using it in a range that would dictate a common sense application). With how much luck you need to get it to work right, may as well have been part of Ace's unlockables. Definitely needs looked at.

  • Whenever Bubba has to enforce pallet looping prevention 101, Order 6971... or as any other killer if folks are still foolhardy enough to be swarming the hook like fruit flies. Why move away from the hook when you already see all the remaining survivors right there? Don't leave the orchard if you're trying to pick apples.

  • Watched this earlier when I got home from work. He's not at all wrong about any of it... provided clear supporting points.

  • It's the combination of struggling while prematurely destroying one certain button on my keyboard that really gets me in the "oof."

  • Bump to fix this thing. Still as worthless as teets on a boar.

  • I'd imagine all the ones still getting matched with browns and greens are doing pretty well.

    Hex: Matchmaking

  • I swapped over to killer this morning/afternoon on Freddy, Doc, and Wraith to bump up on some fast BP to pour into Ash, and lemme' tell ya'... every single game so far has had at least one (quite a few games have had multiples) of folks running various MoM-based builds. It's not MoM in and of itself; it's what folks are pairing it with: Unbreakable, Decisive Strike, Dead Hard, etc., and different combinations of the like. Then I've had some pairing it with insta-heal sets on top of that and getting yet another free hit mid-chase. It's no longer enough as killer to simply shut them down on loops. I really do feel for a lot of killer mains now.

    When you get several with a set-up like that in a game it's a massive time sink (at least with the killers I use, I don't often play many 1-hit killers, although it's becoming very apparent that I need to begin doing so). Not just OP to extend a chase, I've had them use it in multiple situations where they know a free hit is available with no fear: completing a popped totem, unhooking, healing up, gate. It turns every M1 killer into Freddy at that point.

    And since at least one particular streamer has shown greatness in using it as a tank build, I tend to get that one Ash (always Ash) running in front of you mid-chase, blocking your target, with a hard-on to get his triple-stack meta attack on. No skill needed, just friggin' annoying AF. Just be a damned toxic fruit fly all game.

    I always swore I'd never use NOED, but desperate times call for desperate measures. Not even sure I want to dump the BP into Ash now as I refuse to run something as broken as this new meta BS... probably better off just dumping the points into the killers to make sure they have at least NOED 1 opened up at this point.

  • I can only hear 1/4 of anything he says where the volume is so low.

    So far my favorite line is: "Look who's shittin' in the tall grass." Nice.

    Wouldn't feel as out of place if the others spoke a little. Since it's at the character selection screen, near the campfire, I think that is technically lore-acceptable. Pretty sure they just can't speak once inside the trial (which, given the support of SWF and Discord usage, makes that irrelevant already too, doesn't it?).

  • An "opt out" option sounds intriguing, and is something I'd -- at first glance -- like to get in on... if SWF wasn't so prevalent.

    What sucks about giving those outside of SWF an option to not interact with them is our queue times would suck major donkey tidbits. I forget the actual numbers, but it's been shown that a vast majority of games have at least 2, 3, and even 4 SWF members. So long as they're around, so long as they're plentiful, so long as they offer a boosted experience for weaker players, and so long as they are offered up with no detriments, we'll have to be a part of their world... as crappy as that often is to solo survivors and killers alike.

  • Welcome to the club. I've always played solo-only survivor and, more often than not, SWF end up being more dangerous than the killer in most situations. Oh, on the occasion you'll find some that are helpful, but they're so far and few between that they get lost behind 15-20 other matches where they're an outright nuisance and detriment to your survival. I can see the appeal to folks wanting to play with their friends and jabber on and open up several important perk slots they won't need due to the information dump that comes with it, but I personally think it sucks for everybody (killers and survivors) not in the group at the moment.

    But, to be fair, I've been getting more and more tater salad solo teammates as of late... so it's just sucking all 'round. LoL

  • That was a fun match to watch. I really enjoyed it switching clips back-and-forth between the two viewpoints during exchanges. I honestly enjoy watching them both individually for different reasons, so this was cool to see.

  • She's been bad for me, as well. I have her at 41 right now and still have yet to gather a decent build pertaining to her. Not 1 single level of BBQ & C, not a single Hex: Ruin, not any decent location perks whatsoever. She's gonna' be another one of those "30 levels deep past hitting 50" killers. Feels like my Legion experience all over again. Guess I'll not be looking to prestige her afterwards! Meanwhile, I had several decent viable builds ready through Bubba and Freddy before they even hit 40... because, of course.

  • Dear Sweet Pickled Baby Jesus on a corn dog stick, are we trying to infer a 30-minute match is optimal as Freddy? Does that not in and of itself show something? That's some Rocky Balboa-level of "wearing 'em down," right there. Match that long needs an intermission at the halfway point 'cause I'd have to stop for 2 pee breaks and a ham sammich.

  • "I'm ready to destroy NOED... I think it doesn't need to be around anymore."

    Weird. Watching him try to play killer kinda' makes the case for keeping NOED... 😂

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