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SmokePotion

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  • I should point out that I'm not outraged or anyhitng. i was just dressing up my hag on pc and was like "omg, is that a... holy ######### she's got huge nips!"

  • @HP150 said:
    I don't see this as a problem.
    If they come out to stop the regression then they're exposing themselves, that's your chance. Kick a generator, walk away, then come back a few seconds later.

    If they do it mid chase then they are slowing themselves down (regardless of how small of a slowdown this can mean). You should be focusing on downing them, going back to kick the generator, then picking up the survivor.

    Killers have a lot of issues that still need to be fixed but I don't see this as one of them. This just seems nitpicky, scraping the bottom of the barrel for lack of better words.

    This isn't nitpicky, this is the core of a killers ability to slow the game down without any other perks and tends to get exploited by very good survivors. And can make a very large impact on the game by people that know what they are doing.

  • @HellDescent said:
    Overcharge is the best counter for it i guess. Perhaps they could rework this so that survivor has to interact with a generator continuously for 3-5 seconds before repairs can start.

    Yeah, Overcharge is the counter, and is standard on most of my perk builds on ps4 (i haven't unlocked it on my pc account yet, sadly....)

    It just feels bad that you have to take a perk to counter something that shouldn't even exist.

  • @EntityDispleased said:
    I personally think they should buff regression and have it so it regresses by 5% each time it gets kicked and add a second of working on it to stop the regression and to be able to make progress again. Like Ruin when you hit a good skill check the progress bar pauses for a second then continues. Also, Pop goes the weasel should have the timer removed. It should work like Deliverance where once you hook a person you get rewarded with a 30% regression kick on a generator of your choice.

    Agreed on Pop. At the very least it needs 5-10 seconds added to it, for the average killer to use it.

    edit: Upon further thought, the extra 5% regression might be a good choice too. It would prevent them from just retapping the gen right after you break it, and instead make them need to wait until the area is at least safe.

  • @MandyTalk said:
    The warning is public to keep everyone on topic in the post - or I will just close it, that goes for the argument over the term meta (as this is actually immaterial to the post itself) and to the comments regarding reporting people.

    Thank you Mandy.

  • The survivor gains .4 seconds on a turn, but the killer gains speed on the straight to the next turn.

    A survivor can loop a loop a max of 3 times unless a killer makes a mistake, they will be overtook on the third loop.

    I have used this constant in rank one games on PC and console.

  • Flagged both posts. I told you that that's not the point of this thread, i will continue to flag all post trying to derail this post. you are trolling at this pint, and were warned.

    The definition of META wasn't what the post was about. The definition of the term, for this guide, was defined clearly at it's start.

  • @friendlykillermain said:

    @Global said:

    @Weederick said:

    @Master said:

    @Blueberry said:

    @Master said:

    @Blueberry said:

    @Master said:

    @Blueberry said:

    @Master said:

    @Weederick said:
    Spirit is toptier

    I still havent seen a single spirit demolishing a competent SWF.
    If you know any, please provide the footage such that spirit plebs like me can learn.

    Who demolishes SWF besides nurse? Top tier doesn't mean you demolish SWF

    Noone, thats exactly my point. nurse is and most likely will be the only top tier killer.

    If you cant deal with a competent SWF as spirit, then she clearly isnt top tier :wink:

    You're not following my point. Top tier does not mean you demolish SWF

    Right now nurse is the only killer that can deal with a competent SWF (Feel free to disprove that), that makes her top tier.

    Any other killer that doesnt manage to do the same is clearly not on the same tier as nurse, do we need to discuss that? :lol:

    You are misunderstanding what I am saying AGAIN. Stop and read what I am typing slowly. I am telling you yes nurse IS the only killer that can deal with SWF, I never said anything otherwise. Top tier =/= being able to handle SWF, that is not what top tier means.

    What does top tier mean in your opinion?

    or is nurse hyper tier? :lol: (usually top tier is the highest one^^)

    Nurse is overpowered, thats why she can deal with swf and no one else. Nurse, Billy, Hag, Spirit and Huntress are all toptier, since they deal different with chase and time management and can generally win most games at rank 1.

    So you basically just said SWF is overpowered by saying the only killer that can deal with them is the "op nurse" yea, alright.

    to be fair this is partially true same with billy on ps4 its even more apparent.

    Billy isn't OP on console. The bad FPS and twinstick controls aren't exactly great for his ability.

    Hag on console. The graphics and frame rate drop make it significantly harder to see her traps., or react to her phantasm attack.

  • @thesuicidefox said:
    IMO Stridor is absolutely necessary on Spirit. It makes it impossible to run from her phase walk if you don't have Iron Will, while also making it a bit easier to find healthy survivors immersed in a bush and stuff.

    Likewise, Whispers is necessary on Huntress because it's so easy to hide from her.

    MYC isn't required on Hag but she is by far the killer that fits that perk best.

    After that the "killer meta" is basically BBQ/Ruin, maybe also Nurse's, and that's about it.

    I did forget to mention Nurses. Damn.

    Stridor I see used by Space Coconut on the Spirit for the same reasons you mentioned, but I do well with her by using control builds, or a hex build (nothing scares a survivor more then being exposed against a spirit, except maybe being exposed against a nurse)

    As for anyone STILL trying to argue over the term META: I defined it at the start of the post. Go make your own post with your own definitions. It's not uncommon for someone presenitng something to define the terms they use, and i did, i defined it in the first paragraph. I will flag any further comments to that effect.

  • @Entità said:
    I agree: the hatch should be reworked, otherwise the endgame with one survivor left behind can be problematic. This is what happens: survivor reaches the hatch, they don't jump, the killer doesn't hit them, they indicate the killer to go away with their arm, the killer answers NO by moving their body left and right, teabag, false attack and the dancing event goes on until somebody needs going to the bathroom and let the opponent win! It lacks of decency, destroys the atmosphere of the game: a real stalemate!

    I wrote a lot of proposals to guarantee an adventurous endgame:
    1) if the killer is allowed to close the hatch and does so, then:
    1A) another one spawns elsewhere;
    1B) the gates are powered;
    1C) a chest with a Mist Key inside spawns somewhere;
    2) there can be two hatches:
    2A) the hatches open alternatively according to casual timers;
    2B) if the killer closes the first, the second opens;
    2C) if the killer closes the second, the first reopens;
    3) when the killer and the last survivor stay near the hatch more than X seconds, then:
    3A) the Entity comes from the sky to refresh the map, putting the killer, the survivor and the hatch in new positions, far at least 48 meters from each other;
    3B) the killer can mori the survivor and the survivor can escape without being grabbed: the quickest or smartest player wins;
    3C) the game ends with the victory of the player with the worse rank (because they have been able to draw against a better opponent).

    About totems, it's not bad to let the killer activate a new totem, when the first has been cleansed. :)

    Honestly, the hatch is kinda silly, in it's current state. it's a last ditch effort to let a survivor get out if there team fell apart and couldn't do anything. But the parameters to get it is stupidly rudementary for any survivor group thats putting in any kind of effort. The first 2 generators a pretty much given in high ranked games.

    However I'm still 100% confused why a team thats done 4 gens can open the hatch if one person dies. The killer most likely is just starting to get to his endgame, and bam, entity displeased.

    The mechanic is very badly implemented. You can see this with the fact that there are perks like "Left Behind" who were meant for a game where the hatch would be made unavailable.And "Dull Keys" which were made for completely different kinds of hatches that, if my memory is correct, never even got implemented into the game but they never changed the wording on the key.

    The problem with the hatch is fairly simple, but not. The problem with the hatch is that the Dev's don't know what they want the hatch to be.

  • @Master said:

    @SmokePotion said:

    @Blueberry said:

    @Master said:

    @Weederick said:
    Spirit is toptier

    I still havent seen a single spirit demolishing a competent SWF.
    If you know any, please provide the footage such that spirit plebs like me can learn.

    Who demolishes SWF besides nurse? Top tier doesn't mean you demolish SWF

    Hag, if they are going heavy on altruism. Cause if she gets people running around in an area she has trapped out, she can slug a whole team.

    Video of a hag going against a competent SWF?
    I simply get genrushed in those games, but maybe im just a bad hag. Would be glad to learn from such footage if you can provide it.

    I will try to record some of my hag games. I had one earlier I was rank 8 killer on pc against a swf that was a mix between rank 6-8.

    They powered 3 gens on me then I managed to catch one. I put her in my trapped out area, adjusted some of my traps so they would be on the opposite side of pallets/ ect. And i got a 4k.

    When you get someone down in a SWF group, they will usualy send 2 people to unhook, and leave 1 on the gens. With my traps, i got the 2 unhookers.

    However, you might want to check out Space Coconut. His vids taught me most of what i know except one thing I learned on my own.

    Here's that one thing: The hag can actually see the area of her traps, it's not obvious, but it's kinda like a faint sparkle in the air.

  • @Blueberry said:

    @Master said:

    @Weederick said:
    Spirit is toptier

    I still havent seen a single spirit demolishing a competent SWF.
    If you know any, please provide the footage such that spirit plebs like me can learn.

    Who demolishes SWF besides nurse? Top tier doesn't mean you demolish SWF

    Hag, if they are going heavy on altruism. Cause if she gets people running around in an area she has trapped out, she can slug a whole team.

  • @tizzi717 said:

    @SmokePotion said:
    I have two idea for balancing these sides of the game. Both of these look like rather easy fixes, codedly. And shouldn't need much in the way of manhours to put in.

    Hatch: I play some survivor. i can understand why this exists, sorta. Your three teamates end up not being reliable and you barely do 2 gens yourself so you can leave. Sure.

    Except that the target isn't hard to hit, in fact in games of good survivors, 2 gens is about minimum per trial. Leaving the killer to feel like they cant double pip/ get an iridecent cause of this mechanic.

    The Fix: Make the hatch not open automatically. Instead, require a key, and put a key ring in the basement. This will make keys a bit more useful in bringing for solo play, and if they don't bring a key, they have a chance to get one, if they can get past the killer. Is the survivor doing gens, or getting the keys? The killer needs to find out.

    Totems: My idea for fixing totems is rather simple. They, mostly, spawn in okish spots. the big problem is that anyone can see them with any kind of line of sight, this includes through walls with holes in them that many maps have, It takes almost no time for a survivor, once they know they have a hex on them, to run through the sections of the map. Especially if they know how the map spawns.

    The Fix: Make all totems dull, and require survivors to have a new perk to tell if it's a hex totem or not. Have this perk work in a semi- limited range, so they can't just run by something 15 meters away, and see the known glow of a hex totem.

    Perk: Occultist You have an understanding of the occult. You can detect Hex totems in a 3/4/5 meter range.

    Perks totem are intended to be as it is. They're so powerful but you have the risk to lose your perk.

    Yes, I completely get that. But it's to easy to remove said perk. Making all the totems dull, unless the person has a perk fixes it, and makes sense. It's a Survivor perk that lets you cancel out a killer perk, with some effort.

  • @TheMadDoctor said:
    SmokePotion said:

    @Blueberry said:

    I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.

    I don't mind that they stick out a little as dull totems, if they were all dull. But the fact you can be 30-40 meters away, and not only tell that a totem is there, but if it's a hex or not, seems a bit weak.

    I also would prefer that if the hex totem is cleansed, allow killers to find a dull totem and go through an action to reply the hex back into the game. Not instantly just allow to put the time into getting the hex back on track cause the map is surrounded in dull totems, you're telling me the killer couldn't just reapply it to a new totem?

    That's actually not a bad idea too. You'de force them to go and cleanse all the totems once they know you have ruin, which will buy you a few minutes of hunting time. I'de take that idea too :)

  • Boil over is weird. if the killer strafes as he walks, the wiggling effect a survivor gives is minimal. And since movement on pc is done by WASD, killers tend to use strafing as they move, so the effect doesn't do much.

    On console where you are using twin stick, this perk is noticably stronger. Boilover has 100% stopped me in my tracks for about a second, to 1.5 seconds as a killer on console.

    The hiding the hook part though...Kinda useless. If the hook is close, i know where it is, and if it isn't, I can see it's aura till its close, and by then i know all the info I need.

    So i don't think boil over needs buffed. i think they need to look at movement controls. As the perk seems to work as intended on consoles.

    edit: On second thought, this could also be working better on console because if you go HAM on that stick, that bar will fill pretty fast, and this "extra pork" might be what's giving the perk it's umph?

  • Killer is significantly easier on PC. As someone that plays on both I'de have to say that my M1 control on PC would give me a pretty markable advantage. Not counting the frame rate difference. A killer that has double the frame rate of a survivor is going to have a major advantage.

    Also, just to note. Console killers going against PC survivors will be at a VERY notable disadvantag due to frame rate. That is this: When a killer enters bloodlust there is a very momentary blur. On PC it's almost unoticable. On console it can blind you for a full second.

  • @Wolf74 said:

    @SmokePotion said:

    @Wolf74 said:
    That are not different "metas", just some builds.
    A perks is "meta" if it is used a lot, like most of the time.
    Devs used to give stats about most used perks, but they stopped doing it.
    So now we have to judge by our ingame experience, which is always subjective, because humans tend to remind the annoying stuff more than the other things.
    So everyone remembers being DSD, but only a few really know how often they face UE.
    Or for killer, everyone remembers being downed by Noed, but no one keeps track of the use of BS.

    For the last time. META doesn't mean "played by everyone" that's literally not what the word means. Also there was a lot more info there then "just some builds"

    And for the final last time: Most of that stuff is played a lot by high ranked and followed streamers soo... probably fits your definition as well. Anyways, this will be the last reply you get from me

    lol
    So you make up your own definition of something and if someone disagree you insist on it and don't want to talk to the person anymore? Nice.^^

    Feel free to show your niche builds and call it whatever you want, but you have to deal with it, that your definition is not the one the majority of this community is using.
    XD

    It's litterally the definition of the word. It's an acronym. Use google.

  • @Wolf74 said:
    That are not different "metas", just some builds.
    A perks is "meta" if it is used a lot, like most of the time.
    Devs used to give stats about most used perks, but they stopped doing it.
    So now we have to judge by our ingame experience, which is always subjective, because humans tend to remind the annoying stuff more than the other things.
    So everyone remembers being DSD, but only a few really know how often they face UE.
    Or for killer, everyone remembers being downed by Noed, but no one keeps track of the use of BS.

    For the last time. META doesn't mean "played by everyone" that's literally not what the word means. Also there was a lot more info there then "just some builds"

    And for the final last time: Most of that stuff is played a lot by high ranked and followed streamers soo... probably fits your definition as well. Anyways, this will be the last reply you get from me

    @SteveyHooves said:
    I thought about doing terror radius build the doctor and trapper and clown perks dealing with your TR and distressing. It was more see how it goes will it work? I don't play to win... well I mean I don't care if I lose. So If I get destroyed a lot with that build. Meh don't care it was fun... (probably) 

    TR builds on the Doctor work great. on the trapper... I honestly can't say. i don't use him on PS4 or PC, and I don't see him used unless the streamer is meming, so i can't give much insight.

  • @friendlykillermain said:
    id rather stay at rank 20 if i were you its so fun to obliterate everyone

    Not really. I find it boring if they can't path right, or juke. Sure, every once in a while a blowout is fun. But give me a long game where i've pulled 2 lives off everyone and theres one gen left before i get my 4k.
    yum

  • I wish it had no range restriction. If you are doing a basement killer build you don't want to run 40 meters away, just so you can get a quick warning that yes, as soon as you got out of TR of the basement, they ran into it.

    No range restriction, and a longer aura reading. Maybe pulse the aura reading once every 10 seconds.

  • @Janick said:

    Yes locating Survivor is a good strategy. If a Survivor enters the cloud he will give you a noise notification.

    Leave one on a Gen after kicking it, or on a hooked survivor. Or up the stairs of the basement.

    Before engaging a chase, if you can, throw on in a pathway and try to go in a direction that will force the survivor to go in.

    Always try to aim at where a Survivor will go instead of throwing it directly at him, Survivor will often outrun your throw.

    Do not engage a chase with no bottles.

    If you really want to aim at a Survivor, try to do a full charge throw, watch the glow of the bottle when you charge, this indicates the max distance/speed has been reached. This throw will be more difficult to dodge and has been chance of hitting the Survivor.

    Recharge after you downed a Survivor, this will save you a bit of time, especially if you have Pop Goes the Weasel equipped.

    Hope that help!

    Pop is sadly almost unusable for the clown. the time restriction,and a lack of any kind of movement speed buff means that he cant make it back to a gen that's being worked on in time. (most good survivors run far away from any gen work during a chase) It could use a handul more seconds added to the timer, or just " the next generator you damage"

    Right now Pop seems to work best on people that can zip around the map quickly.

  • LF chainsaw is much, much easier to hit then billy's. 360 jukes are pretty much suicide.

    Also, Billy moves the same speed as a survivor running, when he's revving the chainsaw. And 230% onces the sprint activates. This means billy has to get close and rev up and hit a skillshot that's broadcasted.

    LF has to do the same, but it's easier to hit. But then, why is LF so bad?

    Cause he can't zip around the map and pressure gens like Billy. it makes him harder to play.

  • @Blueberry said:

    @SmokePotion said:

    @Blueberry said:
    Perk combos that you think go well together for certain purposes doesn't make them "meta". Meta would mean those perk combos are actually ran very commonly of which some of those you said are not. The premise of what you're trying to get across is fine, I just think you're misusing the word meta.

    They aren't things I think personally work well. they are things I have seen in top ranked killer streams and videos. However, No matter who is using it, the most effective tactic is what it is. It literally does not matter how many people use it, it matters about maths and how it's chances are effectively used.

    I don't think Lullaby or Coulraphobia would make any killers core list unless they literally had nothing else, both those perks are quite bad and situational. If it's just a matter of what you happen to see more often then I guess that's fair.

    Coulro gets more play then you would expect from what I've been seeing. But maybe I'm watching different games then ya'll.

  • @Blueberry said:
    Perk combos that you think go well together for certain purposes doesn't make them "meta". Meta would mean those perk combos are actually ran very commonly of which some of those you said are not. The premise of what you're trying to get across is fine, I just think you're misusing the word meta.

    They aren't things I think personally work well. they are things I have seen in top ranked killer streams and videos. However, No matter who is using it, the most effective tactic is what it is. It literally does not matter how many people use it, it matters about maths and how it's chances are effectively used.

  • @cTrix said:

    @azazer said:
    "Wraith has no way to sneak up on anyone" 
    If you can't sneak up on someone mostly invisible and with no heartbeat then your technique is flawed.

    That was supposed to say Spirit. Spirit can't sneak up on anyone. Her terror radius doesn't go away when she's invisible, it just sounds differently, also you have to guess at where survivors are. Assuming you hit someone despite those disadvantages, they will sprint away and it will take you so much longer than any other killer to catch up. Then they use a pallet or a window and they're off to the other side of the map again.

    Worst killers in the game, Freddy and bubba, have normal movement speed

    Worst killers are definitely Hag and Pig

    @GodDamn_Angela said:
    I think she is fine.

    I'd love a movespeed buff since I main her and it would make her insanely good.

    @cTrix said:
    Worst killers are definitely Hag and Pig

    Nevermind you're a troll.

    Or simply a rank 17 up killer. There are some people hard stuck down there I've heard.

  • I use the heck out of her in Red Tier. In fact, if I have bad games with other killers, I usualy go to the spirit to guarantee a good game. She takes chase skill to use. you have to understand how people like to escape in order to get hits with her power. But even if you suck at that, her power is AMAZING for map pressure. She can run from ones gen to the next really fast. Making the survivors have to do the gens she wants them to do (i make them do anything elevated personally, cause they have advantages there, where I can easilly control anything in the open)

    In short: I find amazing success with her, add on free at ranks 1-4 on PS4 and and since im now climbing the ranks on PC, i can tell you there isn't to much difference in the playerbase skill. Just more bodyblocking on pc.

  • @blaahval22 said:
    I never found a use for the one that makes the Wraith have a terror radius when cloaked. It's fine until you hit the first couple of survivors since they don't expect a Wraith, but after that I see no advantage to running it and it makes it impossible to sneak up on survivors from that point on.

    Maybe I'm missing something, but I really don't get it.

    I've seen that add on used for terror radius wraith builds.

    The perk build would be somehting like::
    Distressing, Unnerving presence, hex Ruin, Hex Huntress' lullaby

    You wont be sneakign up on people, but wraith doesn't do that that much at high levels of play anyways. What you do is get them running while you are invisible, chase and catchup while cloaked, once you catch up, body block them while uncloaking. Get hit, cloak again, repeat.

  • @Boss said:
    A little note: It slows interaction speeds in general, not just repair speed.
    Not that Chest speeds or sabotage speeds really matter, but just saying.

    It's 9% slower: That's 2 injured on Thanatophobia.
    It'll take Survivors 7.2 seconds longer to fully repair a Generator if they repair alone.
    It's not THAT great.

    Yes, every second counts and all that crap.
    But as an Add-on?
    There's better stuff out there for Hillbilly.

    The Mangled SE on it is pretty neat though.

    Exactly, not a big thing on Billy. But i think adding it to like, clown intoxication, or into other weak/ underperforming killers kits, might help give them that small edge they need to be viable.

  • @Blueberry said:
    I like the hatch idea. However for the totems adding a perk just for that is unneeded. Just make them all look dull and change their color to be black so they actually blend in a little and a survivor has to actually be paying attention. Even as a dull totem they stick out like a lighthouse.

    I don't mind that they stick out a little as dull totems, if they were all dull. But the fact you can be 30-40 meters away, and not only tell that a totem is there, but if it's a hex or not, seems a bit weak.

  • Pungent Vial... i had forgotten about that... You kinda already see the locker locations anyways, when you're out.

  • @Patrick99 said:
    The Hatch idea isn't too bad as it gives Survivors an alternate task instead of gen rushing . I only have two questions about this, though: Does the key ring only appear when there's one Survivor left and if not, can other Survivors retrieve the key ring from another Survivor if they drop it or are sacrificed?

    As for the Totem Idea, it's not too bad either. I can already imagine "Occultist" being a top-tier perk everybody would run like it was the new Self-Care. That said, I do also wanna voice another idea that came to mind from a YouTube creator (sounds stupid, I know.) For Totems, why not just let the Killer decide where to put the Totem? At the beginning of the game, the Hex perk in question would be inactive and in order to fully activate it, you need to interact with a totem of your choosing. Gives the Killer more of a choice in the matter instead of letting RNG decide.

    Still, the ideas you have are pretty good. It'd be fun to be how useful they'd be in the game if they were ever brought in.

    Hatch: I would have the key down in the basement the whole time. And if a survivor gets it and then dies, the last one left will need to go check where people died (arguably a better situation, but arguably not)

    As for the totem fix:

    The choose your totem location isn't feasable, as there is no "setup" time. The killer would be using about a generators worth of time to find a decent hiding spot. Maybe if the killer could spawn the totem, setting it down like the trapper does a trap. Then the time needed to set it up would be significantly less. But I think the making all totems dull, unless you have the perk to see them would be the better idea.

    This is because if you have the perk, you still need to actually go look at the totem, not just run somewhat near. The glowing look to the totems draw the trained eye.

  • @MandyTalk said:
    That's actually a good point @SmokePotion I've been thinking of having a pinned thread with "known issues" put on the bug reports section - it would help to limit the posts about the same issues as well I guess, so make things easier.

    That sounds like a great idea :)

  • Wish i knew that was a known bug...

  • @Khalednazari said:
    A killer's vault is 1.7 seconds.
    A survivor's fast vault is 0.5 seconds
    A survivor's medium vault is 1 second.

    Bamboozle and Fire Up reduce the time takes to vault. 
    A Wraith, when cloaked, has addons to boost the vault speed. (Not sure by how much)
    Michael Myers at EW3, has the fastest vault of all killers. (Not specified) 

    I haven't personally tried this build, but I think Myers EW3 with Bamboozle and Fire Up (4 gens done) will have the fastest vault, atleast exactly equivalent to a survivor's fast vault, if not faster. 

    Alright so then the math goes as follows.

    15% of 1.7 seconds is .255 which means a killers vault speed with bamboozle = 1.445

    I'm not sure how fireup would get plugged into the equation, like exactly when it would get calculated, and that would make a huge difference.

    Thanks for the help. i'll leave this up if someone wants to correct my math, and in case it helps others.

  • This is the exact reason why I don't give out a hole lot of mercy anymore. I hate, beyond hate, having to smack 2 survivors at one gate, then run across the map and smack two more at the other, cause someone wanted gate opening points. (######### does there need to be 2 exit gates anyways? and why like 20 seconds to open? the whole endgame needs reworked)

    I don't always 4k. Sometimes you get one up to the entity and have to deal with running between two gates to twirling and tebagging people. who know they don't even have to cross the line to be safe, just get near it.

  • @Blueberry said:

    @SmokePotion said:

    @Blueberry said:

    @redsopine1 said:
    Then that would be camped

    So why he camps the basement you do gens?

    Exactly. It adds dynamic to things.

    Make it require 3 gens instead of 2 to spawn and I think the exit gate opening needs to be made longer/close able as well. (can be re opened)

    Currently with the gates powered it's completely survivor sided, yet when survivors lose and the hatch spawns, it's still survivor sided. Either hatch needs to be more killer sided seeing as the survivors lost in order to get in that place to begin with or if we're gonna make the hatch more evenly sided then the gates need to be made more evenly sided as well. Currently both end game outcomes favor survivors.

    I agree with you on the gates. i think they should open in 3 stages. Each door a little deeper. Make use of all that space thats normally reserved for pointless ring around the rosie and tea-bagging.

  • @Blueberry said:

    @redsopine1 said:
    Then that would be camped

    So why he camps the basement you do gens?

    Exactly. It adds dynamic to things.

  • It's the same but different, and always will be. Any game that plays pc to console plays different, and will have a slightly different meta across the platforms. Mouse and keyboard are more accurate for pinpoint accuracy. Which will make some things easier on PC then on console.

    That being said. Please fix the FPS on playstation. Bloodlust actually costs me hits, because it causes a screen blur that is much more pronounced on console then on PC. I know this because I have the game on both platforms.

  • @MhhBurgers said:
    Coulrophobia does nothing against any decent survivor unless you're on the game.

    It's mostly useful for freddy or slugging builds where u don't want ppl picking up each other in your TR.

    Not sure what game you are playing. Coulrophobia has gotten me more kills in high level play then i can count. High level survivors will heal a few meters from the killer to put pressure on them, this stops that. High level survivors will ninja away and heal, Coulrophobia slows that down, greatly.
    And then theres when the survivors try to bully the hook. And force you to drop the survivor on your shoulder so they can speed heal them.

    Coulrophobia stops that too. So in short...What game are you playing. Oh freddy, nevermind. You just... Keep playing what you like.

  • @JhonwayneX said:
    Wow, thanks a lot for the feedback!

    For now conclusions i got (averagely) is that Hag is more top tier, more "campy", better perks and needs more map awareness and experience.

    In the other hand, Spirit is a more aggresive one, more mind-games based, and nice perks, but not as good as Hag ones. It seems funnier to play too. If you fit in the aggresive play, of course.

    I`m 3 levels off to get the 9k, and tbh, i don't know what to do yet :D. I like aggresive play, but i think i need more experience for it. I see easier camp 3 near generators than pew pew the survivors, as almost every time i do it, i get rekt. Camping strategy has much better results for me.

    I guess in the long term, as i get more experience, Spirit fits more for me. But basing on the comments, i really think i should pick Hag. So again, i don't know what to do yet :D.

    Again, thanks a lot for the feedback buddies.

    Hag isn't really "campy" you aren't going to sit there. A hags game really picks up once she has someone on the hook. But that's because you can now control what direction the survivors are running from. If you know that, you can trap the right side of every window, pallet, and run path.

    How I do it as a rank 1-4 hag is I go and trap the center structure and the killer shack, then go flush out the generators. I will pay attention to which direction the survivors flee from when I show up. The idea isn't to chase yet. I just trap everything that way, move out of terrorradious, then approach from the same direction. 9 times out of ten, the survivor runs the same path, and i have my first hook.

    Then I do what I did at the gen, for the hook. I trap every escape path from the hook, giving there buddy all the chance they need to get the hooked survivor off safely, then crawl away from my trap at the hook, and get caught by one of my escape traps.

  • @White_Owl said:

    @SmokePotion said:

    @White_Owl said:
    More NOED-like hexes means survivors will cleanse all dull totems way more often, so it would be likely to not see the perk in action very often.

    You mean survivors would have to stop doing generators for a little bit and hunt down dull totems that might not even get activated? Why is this bad?

    Have you ever played with NOED just for it to not activate at all because all dull totems were cleansed? This scenario would happen a lot more frequently, and personally I feel making new perks that could be used only once in a while would be a waste. Not counting all the times the totems gets cleansed less than 30 seconds after it activates.
    In any case, I don't think cleansing totems slows down the game by a noticeable amount.

    Have I? yes I have. And in those games I knew I messed up, cause the game pace was markably slower, but I couldn't track down the survivors. It was my fault for being stealthed.

  • @White_Owl said:
    More NOED-like hexes means survivors will cleanse all dull totems way more often, so it would be likely to not see the perk in action very often.

    You mean survivors would have to stop doing generators for a little bit and hunt down dull totems that might not even get activated? Why is this bad?

    PS: Devour Hope, made endgame, and without a hooking mechanic IS NOED.

  • @The_Crusader said:
    Wolf74 said:

    Survivor have these weird doublestandards which come from the wrong assumption that the killer is the powerrole of the game and would not need to use all the tools available.

    Survivor "need" to use every cheesy crutch they can get, but killer should play "fair" and give them extra chances.

    This is far from the truth, but they either don't get it or deny it even if they know it.

    And Killers have a victim complex. They act all "woe is me" acting like they have it so hard and how survivors need nerfs and how they're honourable nice killers and they want everyone to get along and not be toxic.

    Then you get games where 2/3 people spawn in and the killer still tunnels the hell out of everyone and causes hatch stand offs.

    Really? 2 people disconnect early, and when it comes down to the final person you're still going to cause a hatch standoff? How desperate are you for a 4k.

    Then we've seen their true colours from this event. Pulling people off plants for easy kills, people giving up on hooks but killers still tunneling the hell out of the few remaining survivors, hags trapping plants.

    They get healing changes too to slow down the game. Good right? So what happens? They just tunnel harder and continue to cry that gens get done too fast.

    Survivors need cheesy crutches? And I guess killers facecamping and then using NOED to clean up the rest is a legit strategy though right?

    This victim narrative needs to end. Killers can be as dirty and toxic as the survivors they face.

    Survivors don't need nerfs. But there are certain things that need to be removed from the game. Kneeling in front of a hook should not stop me from hooking, that's dumb. Bodyblock me from getting there at your own risk, but this tactic is similar to crawling under a window and juking a killer to make him vault, IMHO. It's a time burner that's an oversight in game code that hasn't been fixed (but is listed as a reportable offense? dumb...)

  • Distressing is really good if you like to catch the roaches.

    Roaching is what I cal survivors waiting for you to chase someone and then sneak back to finish the gen you just kicked. It lets you Haunt right back to the gen from the chase, before they know you changed targets.

    One perk build I like to run is this: Distressing, Coulrophobia, Sloppy Butcher, Overcharge
    It's a good anti healing build that gives her a good bit more stealth. Overcharge is great for catching roaches cause if you haunt back, they have to give up the skill check, and lose a chunk of progress.

    Another I like is: Sloppy Butcher, Coulrophobia, Overcharge, Pop Goes the Weasel
    This is what I take in rank 1-4 games currently. it slows the mid to late game down considerably, with nothing they can really do about it.

  • @Sinner said:
    I started killing myself as well. Reason is. while I consider myself a decent rank 1 survivor, some of the teammates I get aren't. I mean, they don't even know how to dodge a nurse and make simple mistakes. With the recent changes you can't really make any mistakes, since any noob can easily catch less than optimal survivors. So I kill myself because I played enough games after these changes to know where it's going. Nowhere fun. I'll keep killing myself until I find a good team or the devs makes some changes. I'd start with killer aura reading perks.

    Or they could rework the ranking system again, since that was always the biggest issue of this game. How often have you heard killers say that they depip because they don't enjoy the red ranks? This before all the crazy buffs to killers. Well, what the hell were they doing there? They shouldn't have been allowed to reach rank 1 if they can't improve their gameplay to handle rank 1 survivors. What? You think rank 1 survivors didn't die before? You think they had 100% escape rate? No, lol, it was around 50%. I know, I experienced it. I had games where i didn't escape at least 5 times in a row. And this with double pallets, vacuum and all that crap. It's just you don't see good killers if you are a noob forum killer and don't play rank 1 survivor. Cause they don't sit on the forums and complain all they.

    I'm wierd I guess. I didn't like being deranked on the 13th, because playing against any rank but red means the survivors don't know how to path or dodge well enough. 4k games are only fun, if I feel like it was a challenge. I can get the sentiment. a 4 man talking SWF team is really hard to deal with ( the presence of voice chat negates a handful of perks and at least one playstyle) and you see a lot more of them in the red ranks, cause people start recognizing the names they play with. But the other games. The ones with SWF groups that aren't playing like this is diamond league rainbow 6 siege.... Those are so much fun. And really what this game is about.

  • @MyNamePete said:

    @SmokePotion said:
    These petals man. 3k per, and I've got stacks and stacks on all my killers and survivor, and they are good for literally nothing.

    And the worst thing about it is: I have to keep wasting BP on them. It's like the entity doesn't like their taste. I would hope we can at least refund the, at this point, over 100k BP i've dropped in these things, across all my people.

    They replace common offerings and addons that appear, so you're saying that you'll gladly buy and use common addons and offerings. If you equip the petals you'll get more bloodpoints anyways.

    Yes, i do use common offerings. When i run out of good ones (like when i'm dropping bp into a killer or survivor i don't play to get their perks, and as a newer player I do this a lot) Getting 25% bp bonus on smacking survivors or hooking them is a pretty good payoff.

  • @friendlykillermain said:

    @SmokePotion said:

    @friendlykillermain said:

    @F5arTheB5ard said:
    So all killers should suck besides the nurse?

    no they're are still many viable candidates but from my personal experience hillbilly is just too easy to reach high ranks and on ps4 surviving will always put you against a hillbilly not even kidding 98% hillbilly match he is too easy to play completely effectively

    Billy isn't OP. He takes skill to use, and skill to beat. He's kinda perfect. The range of his sprint seems silly as a stand alone point, but it's that speed and range that lets him compete at high skill levels. I will state that I don't like using him, but that's probably because i suck with him. I prefer Spirit/Hag/Doctor. which means those are what I play in high skill games on ps4, and I find that if I do something, a bunch of other people are doing it too.

    Yes I know skill illy exists and that's fine but my problem is the fact that his skill floor is way too easy to reach therefore a lot of lazy people will just grind down to rank 1 in a week or so only using Billy to the least of his potential.

    I think he has a pretty solid skill floor. Holding the rev of the chainsaw while chasing and getting in range to use it's kinda wonky slash is not easy. Controling the sprint to get across the map and around small bumps on the ground that will snag you, is not easy. In fact using his chainsaw in general is awkward. Leatherface is who you're complaining about. He has a shallow skill floor and his kit makes high level play more difficult (lack of any kind of movement buff makes map pressure harder, among other things)

  • On ps4 i have very fast ques at ranks 1-4 as a killer. Like a minute or less.

    But the thing is, it'll be three rank 2 survivors (well they are rank 2 when I'm done with them) and one poor rank 14 who does not have a good time.

  • I would also like to see more endgame curses. Once those gates are powered it's pretty survivor sided.

    However my biggest request for hex's and totems, is to make hex totems dull like the rest, unless they have a perk to recognize an active hex totem.

  • @TheJaguarPlays said:
    I also kinda agree of having a map for the clown, because the map that we got, isn't really a clown map. But more like just some mixed stuf together. I'm not trying to say how to do something, but it would be nice to have a more on killer based maps, so like for the clown maybe a big circus with tents where there are many different things set up in the middle.

    Exactly. They could of done a Circus, a Fair/Carnival, or just an evil funhouse. It's like they had the idea for a funhous,e but made it a chapel cause the other would have been to much work.

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