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Laluzi

Laluzi

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Laluzi
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  • @Phasmamain said:

    Scarred hand hag is the most fun meme build period

    I like playing Disfigured Ear hag, placing most of my traps in a choke point like shack, the main building, or in straight lines through hallways on maps like Midwich, then just playing with only 1-3 free traps while waiting for a survivor to run through the hell zone.

    I started doing it as a funny depip mode, but it turns out most people are so bad at playing against Hag that it doesn't really matter. And the reactions are fantastic.

  • Got them all done within 3 days of the tome being out, and that was mostly because I didn't feel like playing survivor much at the time. Currently tier 27.

    So far, the only one that was any challenge was the Dark Devotion one. It's best done playing a killer with basekit undetectable attacks (Ghostface, Myers) or bringing other undetectable perks like Trail of Torment or Tinkerer. Though I got it EZ mode - the first game I loaded after starting the challenge was against a TTV, and when I went to play the match, they were all just memeing at me (it was in The Game and everyone wanted to watch television, or stopped and pointed at me when I tried to chase them), so I popped into the stream, asked them what was going on, and then asked for them to neatly line up so I could bonk them all with Dark Devotion once it was plain we weren't actually playing a competitive match. :P

    I'm loving running into all these Vommy Mommies, though as of the past few days they've dwindled back down to their usual reclusive status. But I know I'll see them again once the next level comes out.

  • @Kirkylad said:

    It's more of a latency issue than a specific killer issue.

    It's a killer-specific issue if latency interacts very badly with one killer's power in particular. Like, Huntress gets tons of latency hits where she throws a hatchet and hits someone who already ducked around a corner. Plague gets the opposite. Part of it is that her projectile isn't a wave, it's a string of dots, and very rapid mouse movements can cause the dots to have significant gaps between them... but she also gets tons of hits where the survivor will scream as if hit, but nothing happens to them, so clearly that isn't the only problem.

    I also don't think the Corrupt Purge here should have been enough to give Dwight an area to run through - that arc was not wide enough, nor the mouse swing chaotic enough, to create survivor-sized gaps. It's possible, that was the point in the shot where he moved the camera most quickly, but I play enough Plague where that doesn't check out to me.

  • BBQ isn't actually a bad perk. Its main weakness is that everyone expects it as a default, and people will counter it before they even know you have it. Still. Thrilling Tremors, Bitter Murmur, Surveillance, Nurse's Calling, Discordance, and Tinkerer are all good or great info perks, but BBQ's strength besides the glorious boints is that it points you towards a target at the time when you just wrapped up your last chase and need a new one. The information rarely comes at a time you can't capitalize on it. It's not exactly reliable, because survivors have warning that it's coming, but it'll usually point you towards your next target.

  • I think we need more killers whose playstyle and counterplay are really different from the usual formula, not less. I love Hag and would hate to see her get the Freddy treatment where she's standardized into a more normal killer. Wouldn't care if she gained a restriction where traps couldn't exist within x meters of an occupied hook, but I'd hate significant nerfs beyond that. She plays really unique, survivors have to play really unique against her, and apart from the purples, she's got a great spread of addons.

  • It's not fun to go against, but it's like the most obvious use of her power, and more importantly, it's counterable. You crouch over to the hook, and then you and the unhooked person crouch away a short distance before you start running. Or flashlight, if you have one. It's largely the survivors' fault for falling for it after the first time; generally the only times you can't do this is when the Hag is on your ass anyway, and in that case, you probably shouldn't be unhooking.

    And yeah, there are times when the only possible reason you would have to leave a hook is to be nice. And nobody's paying you to be nice. Hooked survivor, regressing gen with lots of progress, and key hex totem all in one spot? If you want me to leave the area, you've gotta make it worth my while; unless I'm just screwing around that game and I wasn't focused on kills anyway, I'm not doing it for free. Lead me away. The only time I would tactically leave that arrangement is if there's only one other survivor left and I suspect they're going to give up and camp hatch, and if they unhook, then I'll know where everyone is.

  • Neither of my ranks were reset. I never got the 'a new session is starting' message, only the news prompt that there was a bug; I'm still rank 9 killer and 5 survivor. I restarted the game after that, and still no new session prompt.

    I would very much like to be reset, if that's possible, because I've been trapped way above my skill level as a survivor for a while now, and for killer, yellow's the best time to do adepts thanks to the looser restrictions on scoring, and I actually have a chance to get it if someone rage-DCs or the last survivor finds hatch before I do.

  • So far, the chat filter has hampered my ability to converse with other players near-constantly, censored just as many random strings of words as it has swears if not more, convinced several people I was insulting them when I was just trying to talk or even compliment them, and has not censored anyone insulting me in post-game chat. Which is the heart of the problem - trying to ban mean words is like squirrel-proofing a bird feeder. The kinds of people whose bread and butter is aggrieving other players get so familiar with the restrictions that they know exactly what they can get away with; it's the players who aren't constantly being bad sports that get tripped up by the filter.

  • My rank didn't reset at all. I'm still 9 as a killer and 5 as a survivor. Which is frustrating, because I wanted to get back in the yellows today to try some adepts. :( I even specifically deranked survivor to 5 last night so I'd have some opportunity to have less oppressive solo games for a while.

  • Alex Mercer from Prototype would make a great killer.

  • I've always wanted to hang those survivor dolls from killer hooks like a 'this goes here' type of message.

  • DS, while possible, is rarely going to be a factor in this scenario. You have to come off the hook to have DS, but you could only be moried as the last survivor - and you can't use Deliverance as the last survivor, because the game auto-kills you (regardless of your perks, I might add.) So you'd pretty much only have DS active if the second last survivor pulled you off the hook, you're the one who gets downed at hook, and the other survivor (who will be picked up first) doesn't make it very far away. Unbreakable wouldn't change anything - if you have the opportunity to get up, you still can. If the killer reaches you before then, you weren't going to pick yourself up anyway.

    Power Struggle could also have some edge cases where it could have saved you? But I wouldn't be opposed to this at all. Again, there's precedent for perks that could save you being bypassed at the very last stage of the game. Moris are cool (barring Wraith and Trapper, they need a touchup) and you rarely see them these days.


  • @bibibib8 said:

    You must have done nothing in your game because depiping is extremly hard. I can do a gen, a bone and 1 rescue and most of the time i will get a black pip just for that now add the chase and heal and you will pip even if you die if you escape its close to a 2 pip.

    The only way i depip as a survivor is when i face an afk wraith or any other killer who afk

    What rank are you at? The standard for black pip gets higher as you go up - at red ranks, you need 9 emblems in order to not depip, which can be impossible if you get run out of the game fast via tunneling or teammates farming you (or if you spend forever on a hook and three gens go by without you.) I've even depipped games where I made it to the end because I was just shy of what I needed for the next level on practically all of my emblems - usually because there was a dead spot in the game where I was hooked/running around looking for a gen, but still, you don't have to suck to derank. Just means you never had an opportunity for a save or a good chase. And sometimes your teammates are the real enemy.

    I was halfway gunning for rank 1 survivor yesterday and gave up after the whole experience regressed me 7 pips. Sometimes the dice just really aren't on your side. When that happens, I switch and play killer, but I feel the OP's pain. Solo queue can be hell.

  • What a wonderful demo puppy, fresh from rolling in the entrails of three prestige levels' worth of prey. Who's a good dimensional horror? You are! Yes, you are!

    in I DID IT Comment by Laluzi

  • @EQWashu said:

    The word toxic definitely gets thrown around a lot, but there's nothing toxic about using a game mechanic like perks, add-ons or moris. And since the reworks, I think they are in a better spot than ever. Heck, depending on the killer I look forward to the mori and the animations!

    I would argue you could use game mechanics in a toxic way. Toxic isn't mechanical, it's behavior, and there are deliberately nasty ways to use something benign. Like a flashlight isn't toxic, getting blinded at a pallet or having a flashlight save pulled on you isn't toxic, but a survivor following you around clicking at you whenever you whiff a hit/get stunned is using a flashlight to be toxic. Healing isn't toxic, but healing a slugged player trying to crawl the last inch to the exit to stall them so that the killer has time to pick them up is toxic.

    But yeah, Specimen A in the OP and anyone who thinks moris are toxic are out of their mind. It's just a cinematic death. Very little could have saved you by the point that they're usable, and honestly I prefer a neat mori death to the usual hook slap and get yeeted into the sky business. I remember a time where a Ghostface moried the whole team, I joined in on the selfies, and he tried to lead me to the hatch, but I wasn't having it because I wanted that sweet quality time with his camera too. I like getting screenshots if I'm moried in an interesting area. Moris are fun. Functionally useless, but fun.

  • Guilty as charged. I've been doing it less and less, but every once in a while, instinct kicks in.

  • @Terrortot said:

    The laughing is a distraction. It laughed by the exit gate, but found it on the other side of the map where hatch spawned.

    It laughs once when it spawns or respawns - so you'll hear it laugh when the endgame collapse starts, and that doesn't mean anything, but if you hear it laughing after that, it's either nearby or another player smashed it.

  • Found one in Groaning Storehouse along the log pile, if that info helps anyone. (I also heard the laughter in the temple basement off in one of the corners in Temple of Purgation, in the main building of Torment Creek, in the open front near the piles of rubble, and towards the side of Badham Preschool, at the end where there'll always be a small loop outside a breakable wall.)

  • I wonder where the set spawn locations are? Three times now I've heard it, but ran out of time before I could actually find it.

  • Would anyone actually count a loss caused by that blatant of an exploit? It'd be like counting a loss because you were playing against hackers that heal to full the instant you hit them and one minute stun you. If you lost because somebody's DC bugged you out and prevented you from doing anything else all game, that's not really a situation you could have won.

  • I was just hearing that in my last game. Kept happening when I was running around the preschool building in Badham.

  • There's a few.

    Survivors: Yun-Jin Lee is ruthless and will throw others under the bus for her own self-benefit; I could see that going the same way Talbot Grimes did. As she is now, she'd be the most likely to defect if given a chance - she's not loyal to anyone and becoming a killer would involve much less pain and a way to get on better footing to take revenge on Ji-Woon. She'd absolutely take that deal.

    David King loves the rush of fighting, uses very violent tactics (he gouges out an eye in his tome), and doesn't especially care who's he's beating up thanks to his severe daddy issues. He wouldn't switch sides, because he's very loyal to his friends, but in a different version of events where the Entity gnawed at the darkness in his mind, where he didn't find a true friend to help him in his time of need, he could have easily entered the Realm as a killer.

    (Nea already is the Entity. There is no side but her own.)


    Killers: Hag and Spirit never killed anyone - the only crime that turned them into a killer was wishing revenge for their painful and undeserved deaths, and they kill now because they were warped into monsters who have no other choice (Spirit as an Onyro is wracked with indiscriminate rage, Hag attacks because she's perpetually starving.) Wraith never killed anyone who didn't wholly deserve it - he took revenge on mass murderers who would have continued to mass murder if nobody stopped them, and he only attacks the survivors because the Entity mentally locked him in the moment of his killing Azarov. Plague would never switch sides as she is now, but if she understood the Entity was more of a demon than a god, she'd defect in a heartbeat - she has no desire to cause pain and has a compassionate nature.

    Hillbilly and Twins aren't necessarily malevolent people, they just cracked under the immense pressure of persecution and hate and became murderous misanthropes. As they are now, they could never be survivors, but change history a little and things would be very different. Perhaps Huntress as well, but she's a little more... deliberately cruel, interfering in conflicts that don't involve her rather than lashing out against targeted persecution.

    Deathslinger is a bad person, but I'm pretty sure he's in the realm under false pretenses and thinks he's punishing the people who wronged him, not survivors - he'd want revenge on the Entity if he realized he'd been blinkered.

    Blight would want to escape if he could be freed from his pustula addiction, though like Yun-Jin, he's more on his own side than the survivors' side.

    Susie and Joey would have definitely have had the potential to become survivors, though Frank and Julie are right where they want to be.

    Since nearly all of those would-be-defectors rely on something else happening first, or something different happening in their history, I'd say Susie is the most likely to switch and become a survivor. She never wanted to be involved in any of this; it depends whether she's miserable now despite being loyal to her friends, or if she's acclimated and grown numb to it.

  • Baby ranks do have a lot of camping and tunneling. New killers don't really understand what they're doing yet, and they're not very good at catching people, so they viciously protect the hooks they get - it's counterintuitive to let them go! A better tutorial might fix this.

    If your friends stick with it, they'll have a lot more fun in yellow-green ranks, and then a lot less fun again when they get to red. But I wholly understand anyone getting a bad first impression.

  • @GeneralV said:

    Yeah, I think our girl Amanda deserves to get her nerfs reverted. It is not enough, but it would help her a lot.

    The things I'd like to see with Pig are an addon pass (pretty much everything pertaining to Jigsaw box skill checks needs to go, and most of her status-effect-while-wearing-a-trap are bad - mangled is weak because most players won't stop to heal with a trap on, hemorrhage is always bad, blindness is bad when the only thing they're going to be looking for isn't hidden, and exhaustion is the best, but the Pig generally shouldn't be chasing players with traps), inactive traps preventing you from leaving through the gates, the EGC timer acting like someone is hooked/dying whenever anyone has a trap on, and her roar coming later in her ambush than at the very start so that survivors have less ability to react and she's more rewarded for successfully sneaking up on people.

  • I have no problem that Huntress kept her exhaustion addon (duration changed, but that was extremely necessary, the old version was very outdated.) I'm mostly confused at why Clown lost his. I would argue that a 5-second exhaustion versus Clown is generally less impactful than 5 seconds of exhaustion versus Huntress. DH can always waste a hatchet, even though Huntress doesn't care that much about distance when it comes to Lithe or BL (Lithe is dangerous to use against her anyway.) Clown is nasty in a 1v1; his entire power revolves around slowing you down and destroying any distance advantage, and DHing to anything but an undropped pallet isn't nearly as effective when you're locked into a medium vault, so any exhaustion perk you had generally wasn't going to get you anywhere unless he used his last bottle inflicting you with it.

    ...Which was the reason I liked that addon on Clown - it was great to extend his pressure when you ran out of bottles in a chase and didn't have time to reload. But because Huntress gives such clear cues when she's about to throw, it's very easy to use the most common exhaustion perk against her, and DHing through a hatchet is much more effective than DHing a regular attack because the Huntress has to wait for the survivor to be in position again, unlike any basic attack where the killer can just immediately M1 again because the survivor is still right in their face. And when they're both out of their power and can't reload, Clown's a 115 to her 110.

    I'm not complaining about any of this, I just don't quite follow the internal consistency. Besides Wooden Fox (undetectable is worthless when her lullaby is still distance-based), I'm pretty happy with the state of Huntress's addons now, and vastly prefer her addon pass to the mangled wreck Billy's turned into.

  • Pig's my second most played killer. She's not particularly strong, no. Her ambush is at its strongest when you sit in the middle of a pallet and then run out to one side on a small loop, and her traps are more of a slowdown mechanic than anything - put traps on two different people and you're not going to see a gen get completed for a long time. Without gears/tampered timer/sketch, you're only going to get kills if you harass players with active traps, and that's not necessarily the best use of your time. Her best addons are purples, yellows, and a brown, which is a bit bizarre.

    I love her because a third of my games, survivors will randomly stop fleeing me and instead try to boop my snoot. Or I sneak up to them at the start of the match, charge into them blade-first, and they don't even run away after the first hit connects, just point. Some of my best DBD experiences come from Piggy. Her stealth is pretty lackluster, but survivors won't always run away when they see her creeping up through the grass because they want to check if her boop button works.

  • Clock Tower - Scissorman would be fantastic here, he's practically tailor-made for DBD. Also FNAF, unironically.

  • Don't rifts usually focus on the survivor in the free track and the killer in the premium track? Which has its own problems, but I didn't think this was something new.

    Mostly I'm disappointed in this rift because Plague got pretty overshadowed by Bill, to the point where she's not even in the loader image. Plus we have a crapload of L4D charms, but she gets 3 different charms of the same Babylonian god and a stone tablet. No doll at all. </3

  • Wraith isn't really countered by predropping pallets unless you're on The Game and you have enough strong pallets to do this until the end of the game. He breaks the pallet, catches up to you in 10 seconds, and you either do the same or go down. Pallets are a finite resource and creating dead zones just makes him that much more lethal later on. His real counter is a good window that he can't quickly switch to the other side of - but a smart Wraith will just zoom to someone else. Guy is not bottom tier.

    I'm a little baffled you put him in D and Demo in A when they have many of the same strengths - fiddly undetectable that doesn't really make you undetectable but can get you close to survivors, high map mobility, and a very powerful lunge. Demo can cover more distance faster if he sets up and survivors don't interfere, but Wraith is better on every other count.

    Hag requires a team to coordinate and have somebody break her web of traps while she's occupied in chase/bringing someone else to the hook. This never happens in solo, and even SWFs struggle with her, because they still need to know where she placed traps in order to break them. Her ability to immediately be at unhooks, her hexes, and the other side of key pallets/windows is devastating, she can immediately force survivors to leave a loop she doesn't like, and I'd think she belongs in A.

    Once she voms on a few people, Plague either has permanent instadown plus anti-stealth, or she has toggleable 60 seconds of being able to damage people at range. Pallets and windows are both death sentences; the best you can do against a Plague with Corrupt Purge who knows what she's doing is to run in circles around a high wall structure and force her to M1 you after waiting out a significant chunk of the timer. Corrupt Purge is particularly devastating at unhooks, group gens, and exit gate parties. Even without her power, Plague is above-average dangerous to healthy players because sickness damage doesn't grant a speed boost like any other hit would be, so if you're in a bad position, she can injure you and then down you without giving you the ability to run to a loop.

  • I mean, I don't think you're wrong - at high levels, this is really evident, while in newer ranks it feels much more balanced - but until the game addresses the power gap that comes with comms, there's few to no ways to buff solo survivors in a way that wouldn't be ruinous for killers dealing with SWFs. It's not even that this is an asymmetrical game; it's a three-way, except one of the three is a better clone of itself, so it can't ever possibly be balanced.

    Killers versing an experienced SWF is miserable. Solos versing an experienced killer is miserable.

  • Beats me. My latest string of fun games has come from getting 5 stacks of Devour Hope and then not killing anyone, just shaking my head and whacking survivors that try to cleanse the totem. If everyone escapes, but everyone had a good time and they're nodding and giving me gifts at the exit gates, then that's a win for me.

    I only get angry about losing when I feel like the other team was rubbing it in - the usual things you do to mock the killer in a chase, or getting facecamped at five gens/slugged for four minutes. At that point I want to win to assert dominance and to stick it to the other party. I'm guessing some people feel like that all the time, judging from the salt I encounter over perfectly ordinary gameplay.

  • Mikey and Pig both suffer from outdated kits where most of their addons are useless and some are too powerful (though on the powerful end, Myers is the clear king.) Hag needs her purples looked at (and Waterlogged Shoe, it's just a worse version of Freddy/Clown), but her browns through greens are in a good spot and I hope they don't get destroyed, because her percentages are much higher than many other killers have and it leads to some really impactful addons. Billy just needs another addon pass because nearly all of his suck; he needs way more strength and versatility. Ghostface needs his cooldown made partially basekit, and then like Billy, needs a sweep to make his mostly garbage addons more useful.

  • You're seriously underestimating Wraith, Plague, and Hag - especially Wraith post-buff, someone who can zoom around the map at 150% as a baseline is not bottom tier - and I feel like Billy is overplaced as #4; he's largely outperformed by similar killers these days, mainly Oni/Blight for mobility and Bubba for ease of chainsaw. There is a reason virtually nobody plays him anymore; his difficulty/reward is way off. Like, Billy's still great if he's being played by somebody who's worked him down to a science, but if you're using the supermax skill ceiling as your baseline for a killer's performance, Huntress should be way higher than middle-of-the-road.

    Clown may be a bit overplaced as well, but he performs great in 1v1s, so I'm less bothered by that. Demo definitely does not belong above the likes of Hag, Pyramid Head, Freddy, and Huntress.

    Other than that, this feels pretty right to me.

  • Legacy for sure. The new stuff won't age nearly as well as more staple cast members will.

  • @Seanzu said:

    Whenever I forget to spend points, would never dodge a lobby, what's the point, cherry picking something until you get something you think you'll win and never actually testing yourself?

    I'll happily play against survivors that can kick my ass; I just avoid ones that look likeliest to BM me all game. I'm here for fun, not to play tournaments, and getting tbagged all game is not my idea of fun. There is nothing in this game that ruins my mood like versing people that are more interested in being nasty than they are in playing the game.

  • @Yords said:

    Nope, she has not. Nor has any other killer for a while now.

    Clown was the last, iirc. Happened in January?

    Going through... the ones who still need it are Trapper (though he might get the base theme, just a hunch), Wraith, Nurse, Huntress, Hag, Bubba, Pig, and Freddy. Spirit, Plague, Legion, and Ghostface have menu music but no chase theme. Myers has his own chase theme, but maybe needs his own menu music because it's just the base theme preceded by a few of the Halloween chords.

    The ones who have full unique music already are Billy, Doctor, Clown, Demo, Pyramid Head, Trickster, Twins, Blight, Deathslinger, and Oni. So only three killers have actually gotten an audio upgrade that didn't have it to begin with. Doesn't seem like DBD moves very fast in this regard.

  • Nope. Which is a shame, because I was expecting to get it. Hers is one I'm looking forward to - I hope they tie the lullaby into it somehow.

  • Different people have different ideas of what's in good fun, and what's acceptable to treat strangers on the internet like unprovoked.

    Both sides tend to get aggrieved and assume the other side did something specifically to spite them when a game isn't going their way - I can't count the number of times I've watched streams, even of good-natured streamers, and seen camping/tunneling accusations fly when the killer comes back to the hook to check out a gen, or follows someone to the hook and then goes after the unhooked person because the healthy person ran off and broke LoS. There aren't a lot of good faith assumptions in DBD. And I've been tilted by people saboing hooks or surprise flashlighting me when they're just trying to look after their team. So I try to stick to the rule of thumb where if there's another explanation for a behavior than trying to piss me off - if they actually gain something out of their actions - I do my best to let it go.

    (On the other hand, I had a really bad Pig game against a SWF earlier where I got my first down at 2 gens left, and the SWF went out of their way to deny me hooks, have healthy players interrupt chases, all ignore gens for bodyblocking extravaganzas - so at that point, because there's no actual need to be so aggressive when the killer has no pressure and the game's all but won, I'd say that kind of altruistic play falls into BM territory. Plus they were clicking the hell out of me anyway, so it wasn't really ambiguous.)

    Using that metric... it's way easier to tell when survivors are being jerks compared to when killers are being jerks, because they have a variety of actions that don't benefit them in any way that they can do. Killers only really have hitting on the hook/camping and refusing to hook past any possible DS/nodding while facecamping as explicit BM options; everything else can be a legitimate gameplay choice, unfun as it may be. The guy who knocked you out of the game at 5000 points might be doing an adept, the Trapper that's camping the ever-loving hell out of the basement and herding everyone into it might be doing Six Feet Under, the pub-wrecking Forever Freddy might be trying to power through to rank 1. You generally don't know what the killer is thinking until the GGEZes come out.

  • Freddy for his ability to load up with gen information perks and then teleport wherever he damn well pleases, Bubba because four out of every five Bubbas is the kind of player that actively enjoys generating salt, Spirit because I don't run Iron Will and I'm going to get guaranteed clapped unless she has no idea what she's doing, and Twins because I have had maybe three Twin games in my entire DBD career that didn't involve spending a third of the game on the ground.

  • It might even be the Resident Evil killer, considering the looks of some of those zombies. But yeah, that wasn't exactly hiding their intentions on cooking up another body horror killer.

    (The picture of her barfing on Dwight was hilarious because the specific question was if it was an accurate representation of the experience of Dead By Daylight, which... yes. Yes, it is. About the only thing more accurate would have been a picture of four Dwelfs tbagging a Nurse at the exit gates.)


  • @latigresa said:

    Killers don't care about balance when they are 4k'ing a team that screws up. They care about balance when they go against a swf that doesn't make noob mistakes.

    Way to generalize? If I go against a team that's clearly below my skill level, and I'm not doing an adept or something, I won't kill any of them and instead just screw around once I've gotten my 8 hooks.

    And to everyone saying git gud - some people play the game casually. They don't want to have to play it like a tournament and study for it like a college course - it's a game. Those players aren't at the highest ranks as a result, but the game keeps pairing them with players who are because the matchmaking is godawful and ranking tends to push you above your skill level if you play too much in a short span of time. And this drives people away from the game because they can't have fun with it; either they lose horribly, getting tbagged all the while, or they have to play super sweaty and that's not fun for them either.

    Anyway, there's a lot of good advice in this thread too - focusing on hooks instead of kills is probably the best thing you can do, so you don't feel like you've lost even when everyone escapes because you got 6 hooks in and that's perfectly respectable. Finding a killer you feel good at and putting some time into them is another, because you have someone to switch to after a string of bad matches where you can feel more secure with. But I'm a little irritated that people respond to 'I can't have any fun with this game because it doesn't pair me with players in my skill bracket' as a chance to sneer 'git gud, then' or complain about how they don't have any problems because the other side has it worse.

  • Congrats! He's one of the harder ones - you pretty much have to get to T2 and then just play as an M1 killer save for an opportunistic stab here and there, since his power hurts his emblems (the first time I had a really solid 4k adept attempt with Mike, I got iris across the board, but silver chaser) and you really feel the lack of slowdown perks when you try to stalk. How much did you end up using his power?

    (It's kind of interesting how many killers benefit from their base perks and how many really don't - I'm not looking forward to adept Trapper and Demo.)

  • I wouldn't say Myers is respected, exactly (his chiseled legs, yes, but he's not the most dangerous killer), but people are way too busy trying to break line of sight to play games with him outside of loops. You see him staring, you run. You see that knife up, you run. You see his palm open, you run.

    But yeah, Oni moreso, since you don't want to give him that first hit if you don't have to.

  • Mother's Dwelling. Large size aside, a half-competent survivor can loop me for days in that main building. Can't deal with those windows.

  • Blight would almost certainly be the lab he held the blight experiments in. I envision a large building like the Asylum in the center with a basement where you can see stains, chalk drawings, scratch marks, and weapons and memorabilia that can be traced back to a few specific killers. On the outside, a forest terrain, like the campfire surroundings, that fades into impassable fog at the edges. Pustula plants grow at the edges of the building and in large, bloated mounds elsewhere, forming some of the rubble structures in the map.

    Twins... is probably the one I've thought least about. Could be the burned wreck of their childhood home, with the stake Madeleine was burned at, but that could end up a lot like Coldwind with a different palette. Or they could do a dual floor map where the top is a chunk of back-alley Marseilles and the bottom is a sewer system. In the sewers, you'd find a killer shack, fashioned into Charlotte's safehouse. I envision the lighting scheme of this map being a very dull grey-green, similar to Autohaven but paler.

    Trickster - his lobby aesthetic, map-sonified. The Mightee One studio, in all its glory - blacklight and neon. An auditorium and a stage, both smeared with viscera, with corpses in the seats. Burn damage in another part of the map, the studio backrooms, and painted-over remains of a fire where blackened silhouettes into the concrete can just barely be seen.

  • I main Plague. She's a pretty lady with some absolutely gorgeous cosmetics and I really like her backstory. Always been in it for the more tragic killers, and she seems like a genuinely kind person, despite everything. I also like that she has voice lines when hitting/getting pallet stunned - it feels a bit more interactive? Also feels like I can yell at the survivors when trying to corral them to hatch, or complain about a sabo play.

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    Though I play a lot of Pig because her playstyle is fun and I like that survivors see her as a reason to be silly - I enjoy freezing a chase because someone wants to boop the snoot. Sometimes you bring awesome addons and then the entire party crawls up to you at the start of the game, and you just don't have the heart to murder them all like that.

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    For survivor, I haven't solidified a main yet; I used to play a lot of Claudette when I first got the game, then Dwight, then Cheryl, and lately Jane has been my go-to. But none of them have completed outfits besides Cheryl, which is just her brown-haired set.

  • I'm torn. On the one hand, I've had many matches where I wish I could just get out of it already, and only a desire to keep bloodpoints/not add a stacking penalty to my account stayed my hand from the disconnect button. Matches where I could barely catch anyone and the survivors drew out the game as much as possible to rub that in my face, matches where the killer had no other aim than to slug the whole team and BM us while we bled out. Obvious griefing situations, even if they fall within the rules. On the other hand, if this was without penalty and usable at any time, it would be insanely abused and random matches would turn unplayable; survivors would start surrendering as soon as they heard Nurse teleporting or as soon as they saw Spirit, and that'd be awful. It's the same problem as suiciding on hook, except you don't even have to find the killer to bail the game.

    I think survivors should be able to surrender when slugged for over a minute (consecutively), or when their slug timer reaches two minutes remaining (if not consecutive.) They should also be able to surrender while slugged if they're the last remaining survivor. Can't be used unless you're in a losing position and the killer is wasting your time. Surrendering counts as both a hook and a kill for the killer, so it can't be used to rob emblems.

    The killer needs a way to open the exit gates and start the EGC prematurely, even if gens aren't done and there's multiple survivors remaining. It would probably be for the best if this didn't activate NOED or Blood Warden - and survivors cannot depip if this happens, so the killer can't just open the gates immediately and force derank everyone with a 30 second game. The killer should also be able to leave the game at any point once the gates are open (so survivors can't wait at the exit gates for the whole duration just to force the killer to come watch them teabag.)

    The health of the game would be greatly improved by allowing players to leave toxic situations without being forced to engage with players that are just trying to annoy them, but it shouldn't let players quit scott free just because they'd rather be facing a different killer/something unlucky happened in the game.

  • Great change. That one killer that kills you by charging straight at you while you're on a hook and unhooking you two feet in front of masked men with chainsaws is really scary and dangerous, but she doesn't have a red stain and I always thought that was kind of OP. This way you'll be warned of her approach.

    (But seriously, I'd love this. Dark Devotion's already a bit of a meme perk and this would make it absolutely hilarious. Survivors would start fleeing each other - it'd be like that effect when you're wearing dark clothes and the killer is Ghostface. Everyone gets so spooked - I'd love to take the illusion a step further.)

  • Also happens with healing a dying survivor on the ground. I've tried to heal a slugged person only to stick a bandaid on myself and immediately go down next to my 99ed friend.

    It feels like the problem happens when you get hit. The option to heal yourself is the default and gets overridden when you come into contact with a prompt to do something else, but being hit seems to reset your locational prompt data or something, because Heal Self goes back to being the top prompt until you move and the game acknowledges there are other things you can be doing on this tile. Which is why getting hit at exit gates/hooks/crisis spots becomes such a problem - you only have a few precious seconds to act, and you can't waste them moving (nor do you expect to have to.)

  • I like the idea. Furtive Chase is a very weak perk and its best application is moving the obsession around. Having a smaller TR in a chase only helps if you're T2 Mikey - otherwise, you don't really care what your TR is during a chase, and you want a smaller TR outside of a chase.

    Turning Furtive Chase into a better Monitor and Abuse minus the FOV that you have to work to build up sounds fine to me, especially if they don't stack.

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