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TatsuiChiyo

TatsuiChiyo

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TatsuiChiyo
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  • It's to late, best to just put him down now and end his suffering.
  • I never knew the hatch opened up on its own. I thought you HAD to have a key to open it. Learned it opened when I repaired the last two gens against a Pig solo and opened doors, only for them to ask why I didn't go for hatch.

    When I responded I didn't have a key, the Pig than politely explained to newbie me the thing opened on its own, and was impressed I stealth repaired the gens.
  • Freddy. He'd just stand around, laugh while everyone killed each other, and than pull the tired and injured last killer in...

    Only to be effortlessly beaten since he doesn't have his reality warper powers.
  • I'm a nice Killer, one who cares for my Survivors. That's why they need to stay on the hooks where it's safe. I mean, there are masked maniacs with weapons running around! So if one gets off, I make it a priority to get them back to their safe space.
  • I prefer a slug build on Freddy myself, but I'll have to give that a try once I get those perks
  • @Doc_W__HOLLIDAY said:
    That meme is brilliant xD.  

    Quick question though, what do you think needs changed with Freddy? I honestly think if Freddy were able to interact with survivors in the dream transition and pick up downed survivors despite being healed, he would be in a much better place.

    Honestly what I want is for random windows to be boarded up and pallets removed when a Survivor is in the dream world, showcasing Freddy's reality warping abilities. Freddy could see and know what's been changed, but Survivors won't until they are in the Dream World.

    Just imagine, you pull them in and a Survivor stands next to a pallet to throw it down as soon as they fully transition, only for it to disappear completely. Good potential for mind games.

  • SWF honestly isn't a problem, people like to play with friends. It's the toxic SWF who are a problem.

    You know, Survivors who consistently teabag, hold games hostage, verbally abuse Killers in chat after match. The worst offenders are the Rank 1s who team up with buddies to start a new account so they can go against brand new players for the "easy wins".

    It's those kinds of groups that cause people to back out of SWF matches.

  • A part of it may be there are more survivors than Killers playing, so the game is struggling to keep matches even.
  • Recently started playing him and I've just been having a blast! Always hated going against him because A) Rarely saw him so it would throw me off and 2) You CAN'T hide from him. But playing him, I'm just amazed at how easy I'm getting my 4Ks. Probably cause I don't play the games.

    Had a toxic Claudette try to flashlight blind me, just walked into it and smacked her down. Another time was carrying a Meg only to see a Nea hiding near a pallet, just dropped Meg, chased Nea off, come back to find a Dwight trying to heal up Meg.

    He's just good at putting pressure on Survivors I feel since his power still affects Survivors whether you're chasing them or not.

  • Started running Freddy recently and I've been having fun with him. He has great lunge, amazing stall and slugging potential, and thanks to his power when a Survivor is under his influence you always know where they are. If you don't see their aura, you know they're close.

    If they had to make a change to him though, I think it should just be him being able to cause a cooldown on vault and pallets. Nothing to major, but let's just say after a Survivor has thrown down a pallet, or vaulted through a window, those places become blocked for about ten seconds. It's simply Freddy using his dream world powers to change the world around him.

  • Looks like someone just ran into their first slug killer!

  • Nothing should be done about it. It's honestly not that bad of a problem. It can only be used once, you have to pass a skill check to get it, and can be countered by either slugging or juggling.

  • I've never understood the "rules" people like to place, and this goes for both sides.

    "NO TUNNELING": Why not? My entire objective is to see you have some quality one on one time with the spider love daddy. If I know I've hooked you twice already and I see you're injured butt, I'm gonna make that meeting happen. I may also be running a perk (Remember Me comes to mind) that rewards me for targeting you.

    "NO CAMPING": I don't like to camp personally, I prefer to keep moving and keep the pressure on, but I've played against Survivors who seemed convinced they couldn't do anything without everyone off a hook and so they just kept coming.

    "NO SLUGGING": This one comes from a Survivor wanting that hatch, and I again point out spider daddy wants to hug ALL of the Survivors.

    "RESPECT THE 4%": Respect spider daddy.

    "DON'T RUN [X PERK]": Why should I put away my Ruin, or my Fire Up, my Bitter Murmur, Insidious, you name it just cause it hurts someone's feelings? Same goes with Decisive Strike, Sprint Burst, Self Care, Deliverance. I always aim to win, and if a perk grants me an advantage in obtaining my advantage, than I'm going to use it.

    This is a game, meant for fun. People take it to serious.

  • So punish people for deciding how they want to play the game? Sure, what do you have in mind for SWF groups? I think they should all start hooked and getting sacrificed!
  • Only if something comes up in real life. When I was younger I had a huge rage issue and ended up shattering a controller. After that I forced myself to learn to remain calm, and now I just enjoy the game.

  • For me it was about 1 a day for about three weeks. I don't care if you run DS, Insta Heal, Sprint Burst, Tenacity, or any of the other meta perks. I run DS when I play Survivor, it's a good perk. What I don't enjoy is being harassed after the game, being told I suck and what not because I couldn't beat a SWF four man group of three rank 1's and a rank 15.

    Seriously, what enjoyment do people have playing like that? It's more pathetic than anything else, and some DBD players are some of the worst I've ever seen in their treatment of fellow players.

  • My main concerns with the rank system is that it discourages trying out new characters. I'm not the greatest survivor around, highest is rank 7, but it felt like a punishment switching from my prestiged Kate over to Adam to get the Deliverance perk, and it isn't even that bad for a Survivor. It doesn't even seem like it would be fun to give the Clown or Legion a go around knowing I'll have very little to work with compared to what I'll go against.

  • Crizpen said:

    @TatsuiChiyo said:
    Recently my killer bloodweb is giving me an offering that allows me to play as Freddy, with my perks and add one being unable to be used for the hunt. Now I understand doing this if I didn't own Freddy, give me a taste, but I already own him, so my question is why?

    My understanding is that the splinters will show up in a bloodweb until you purchase the DLC. If you purchase the killer and survivor for cells, but don't purchase the DLC, they will still show up.

    Obviously, it's unnecessary, but not a huge deal since you can usually avoid them on the bloodweb before moving on to the next web.

    Makes sense. Got Freddy for cells since Quentin's perks were useless for me.
  • How about you play the game the way you want to, and I'll play it the way I want to. I paid money for it same as you, so if I feel like not dealing with you and your buddies in SWF than I damn well will Dodge the lobby and let someone else deal with you. It's not fun going against an SWF group noatter the size.
  • PigNRun said:

    You got the purpose of splinters right, but there is something borked with them showing up on bloodwebs even though you have the respective Killer unlocked. Do you have all licensed Killers unlocked?

    Yep


  • I like to combine Haunted Ground and NOED

  • I feel like Legion's potential was hinted during their reveal trailer when they were running with David, pretending to be a Survivor only to attack when David looked away. I really feel their power should have been Subterfuge.

    Use the Darkness to take on the shape of a Survivor. Once in this mode, you copy the appearance of a random Survivor and terror radius is decreased to 0%. When in Survivor mode, you can crouch, fast vault through windows and over pallets like a normal Survivor.

    Now before you cry OP, the flip side is that to attack Survivors, you have to enter Killer mode. This can take two to three seconds where it shows you pulling out your weapon and putting on your mask, with add on's shortening the time it takes to switch between roles. Legion's perks would also make slightly more sense.

    Just imagine, you're working on a gen and from the darkness you see a timid Dwight come over to help. As he gets closer, he suddenly stands up and fades into the Legion, terror radius freaking out as you get slapped with a blade.

    But what if you main Kate like myself, and you know no one else is a Kate in your lobby, only to see Kate come walking up to you?

    I just think those would be fun mind games.

  • His perks are why I'll get him (I know I know, it. Don't care.)

    That being said, he seems like he'd benefit from perks like Play with Your Food and Remember Me. Get the hit and dip.
  • I enjoy doing this as Freddy, mostly because you just watch Survivors freak.
  • @Just_a_random_guy said:
    As i just got out of another Shape game wich ended - of cause, in 4 kills, i just have to say something about the Shape:
    What the hell were you thinking when adding the shape like he is? Did you even test your own game?

    To be honest i am sick of the shape still not being fixed. No Terror Radius, One-hit ability and the ability to ignore stealth? Plus the typical Add-Ons wich make playing as a survivor a pain in the a**. You might not noticed it, but as a killer you really have to be patient, as no one wants to play survivor anymore. And the Shape is currently a main reason for this.

    Until you are able to fix him finally, i will leave any game with the Shape inside. This killer is simply P2W with no intention of making him a balanced killer.

    To make this a little bit more then just a pointless rant some suggestions to fix him:

    • The Shape should not be able to move AT ALL when stalking. (He does not move in the movies as well)
    • His breath should be hearable (and directional) when stalking a survivor
    • Stalking should not reveal the auras of a survivor when only a few pixels are visible. In addition, grass should be able to block stalking.
    • Reworking his speed would be usefull as well, as his incredible strength should be balanced out by a slow movement speed (105?)

    To be honest, I'd like to see Michael Myers gone totally from the game, as he is as broken as a killer can be. But as lots of people invested the money to win all the time, it would be unfair to steal them a killer. With my suggestions he would be still one of the strongest (if not still the strongest) killers in game.

    Until then, i will DC or suicide if i get him. I will NOT support this P2W crap anymore. You made me stop playing the game once due to him, now i will play the game the way that I am able to enjoy it.

    Oh so many issues here.

    • Tier 1 Myers having no terror radius is true, though I see you neglected to mention that while in Tier 1 he moves incredibly slowly and has no lunge range. You also forgot that once he passes into Tier 2, he can never go back to Tier 1.
    • Maybe you should, you know, break line of sight? Despite what you exaggerate, it does take time to build up tiers if you're playing base Micheal. Also, he actually DID move while stalking in the movie. (Scene where he stalks Laurie from behind the chain link fence, moving along with her). Also, did you know he moves slow as a slug when he is stalking already?
    • Do you want a floating neon sign that says "KILLER HERE" following Killers to? Seriously, this is a HORROR game, you're SUPPOSED to be anxious. How about you use your third person camera to LOOK AROUND YOU. Free tip, if Micheal can see you, you can see him.
    • You mean the grass that hides at best the head down? Cause if you're talking about the grass on Slaughter Swamp here's some news for you. It already does. I've hidden from Micheal dozens of times on those maps.
    • Killer moves to quick, I can't just run from him. All I read there.

    Personally, I think the Doctor and Hag are broken. If they were removed completely, I would be a happy little Kate main. But they're not going to be, so I decided to adapt and become a better survivor. It's obvious you don't want to do the same if you're just going to be a coward and run every time you see Kirk's number one fan. Have fun finding a new Killer to whine about.

    And before anyone comes in and accuses me of being a Mike main, Spirit is my girl. Before her, Pig. I've only played Mike a handful of times, and honestly put him on the lower end of my list.

  • @Damarus said:
    I think there is still A LOT to do for this game, and many ways to improve it.
    In the long run, it gets more repetitive than it should be, with killers tunneling survivors until they die, from the moment they are found, and survivors trying to escape, until their chase ends on a hook.
    So, here I have a few ideas which I think would make the game better, some about gameplay, some just about intel.
    Before we get to it, let's try to keep the usual toxicity out of here, and people whose contribution would be things like "git gud", please get out of here without even reading. If you want to disagree, that's fine to me, but do it in a civilized way. I will range from killer to survivor, so here we go.

    • Tunneling and camping: Two of the things, both in the killer's hands, which make the game the most unfun experience it can be. 90% of the killers I've run into, both in personal gameplay and youtube videos, only seem to tunnel that very same person, until they finally manage to get the hook. Sure, there are pallets, but those are not just for personal use, you have to leave them available for teammates too. I have a different definition of these two terms, anyway. To me, tunneling is following the same survivor, even for a hour, until you manage to get him on the hook. If you happen to be very close by, whenever a survivor is unhooked, that is not tunneling, as it is only clever to go after the weaker target (unless you keep chasing him the whole game). If you are chasing another guy while the hooked one gets saved and you leave the chase just so you can get the guy who has just been saved, that is tunneling, however close you might be. Camping, on the other hand, is not to be considered as such, if the exit gates are open AND the hooked survivor is very close to one of them. If you know for sure another survivor is near, trying to get the save, that's also not camping. In these scenarios, I prefer to define that as "securing kills". But if you stand still in front of a hooked survivor or go back to check on him every minute, that is camping.
      Now that we got the definitions, let's talk about how to address them. There should be some big, perceivable punishment for this. As a game, it is meant to entertain, each and every single one of those who are playing it. And it's true, it's not the killer's concern to make you have fun. It is the developers' job to make that true. Losing out on emblems is not as perceivable as it should be. I would suggest halving (or even less) the BP gain for those who camp, while still taking into consideration if the hooked guy is the last survivor or if there are any survivors near. As for tunneling, I don't know how to address that without punishing the killer just for facing good survivors but, if you have any suggestions about that, you're welcome. The only thing I can think about as of right now, would be that of giving the tunneled player an increasing interaction speed bonus the longer he has been tunneled, which ends after 10 seconds from when he lost the killer (being hooked does not count). The killer, on the other hand, could get a momentary nerf to his interaction speed and hit cooldown.

    • Bloodlust: Another problem here, killers are rewared for not breaking pallets during a chase and for respecting said pallets. I would completely remove this mechanic, or at least make it so it doesn't go over Bloodlust I. Another thing I was thinking about is to let that be the same as it is now, but remove all tiers in case of a missed hit, be it because of hitting obstacles or nothing at all.

    • Killer tiers: Aren't you tired to always find yourself facing Billys, Nurses or Myers? There has to be some variety in a game, and other killers need to be made viable too. But viable does not mean they must act as different skins of previously quoted killers, each applying the same pressure a Billy can. And it does not mean each killer should be godly either, or have abusive and unnecessary mechanics like innate aura reading (Freddy). Especially in a game like this, where balancement can be such a thin line, these things need to be very well thought, before they are applied.

    • Evil Within III: There is not much to say here, except for the fact that having a 60 sec instadown with increased lunge and move speed is too much. I would lower it to 30-35 secs. Not to mention the infinite EWIII add-on...

    • "Crutch" perks: Some perks need to be redesigned or at least partially reworked. I am talking about Decisive Strike, Dead Hard, Sprint Burst, No One Escapes Death. I think 95% of the community, including myself, is waiting for the announced DS rework. Exhaustion perks like DH and SB have too much of a little cooldown, DH especially. In a way, though, extending SB's cooldown would take up a perk slot for a limited time use. Dead Hard should get in line with the other exhaustion perks and have a 60sec cooldown, while all exhaustion perks should not be able to reset their cooldown if you are hooked. No One Escapes Death was fine as it was before, there really was no need to apply the Exposed status effect to each tier, making the perk abused in almost every match. Other perks which are part of the game but are NEVER used (e.g. Slippery Meat, Kindred, Prove Thyself, Territorial Imperative, Surveillance and so on) should be redesigned to have additional or completely different effects.

    • Strong perks: Perks like BBQ & Chilli (which is just one of the examples) need to be more thought about and better balanced. There is no counter this perk (unless you want your teammates to die, in that case you might as well opt for Sole Survivor). Sure, you can get in a certain radius from the hooked survivor, but a good killer will know you're near, if your aura is not shown to him. So he will spot you, either you're close or far. And no, crouching behind gens is not a counter.

    • BP farming (saves): As I mentioned in another thread, there should be a way to push a button whenever you want to prevent others from saving you just for points, since both you and them know the killer is coming. It should be applied to every hook phase, and work like a turn on/off.

    • Info and loadout limitations: There should be a way for the killer to check, in game, if some people are part of the same group. Like HybridPanda suggested, there could be some numbers added below survivors, while in lobby, to immediately know if they are part of the same SWF group. Each group would have a number and a color of their own. Say there is a 3 people SWF and a solo player; the SWF group members would all have a blue "1" below their avatar, while the solo player would have an orange "2". I would also like (again suggested by Panda) each player to display a portrait of the survivor they were using, in the end game page.
      To put a limit to toxicity, there could be a limitation to the number of flashlights and toolboxes that can be brought into a game from the lobby. Flashlight would be limited to 1 and toolboxes to 2, no matter if it's a SWF group or solo players.

    • Totems: I would really like to have a on HUD indicator which shows how many totems (hex or dull) are still up, to both killer and survivors. It would also be a way to encourage players into seeking out those totems, instead of only focusing on gens. Also, some more points could be rewarded for breaking both hex and dull totems.

    • Map balancing: The new pallet and hook system that was created with the mid-chapter patch is a good thing and a step forward, but every map should be looked at separately while applying these kind of changes. Maps like Family Residence almost have no pallets at all.

    • Hatch: I would remove the ability, for the killer, to pull survivors who are jumping into the hatch. If I killed three survivors and the last one has to rely on the hatch to make his escape, that's a win to me. For those who really feel the need to tryhard that much, there is always the chance of slugging survivors. This change would completely remove the "need" for hatch standoffs and make won/lost games get by faster. A certain timer could also be added from the moment the hatch opens. When that time ends, the only escape is that of gens. Said timer should be displayed to the last survivor, but not to the killer. In this case though, if the last survivor manages to make his escape with gens, exit doors should open in just 5 seconds, even if the killer has Remember Me.

    1) Neither of these things can ever be "fixed", nor should they be. It sucks when it happens to you yes, but they are legitimate strategies. Camping a hooked Survivor as a Killer is a pretty safe way to catch other survivors, or in other words, to complete your objective. People need to remember that the Killer is trying to KILL everyone. They are not there to give you a little spook, they are there to take your Survivor and put them on a hook. If they decide to "camp" (Which can mean anything from face-camping to sticking around a thirty meter area), they accept the risk that the other survivors will focus on gens. I personally run Dark Sense for the very purpose of helping me spot a camping Killer.

    "Tunneling" falls into the same field. My objective as a Killer is to get that sweet, sweet 4K. Even if I can't get that, I want to kill as many Survivors as possible. With that said, if I were chasing a perfectly healthy, never hooked Meg and I see the injured Jake I've hooked twice, who do you think I'm going for? Killing that Jake gets me a kill and BP, and deprives Survivors of one Survivor, which means more time spent on gens and greater chance of death by hook. If I also injure a Survivor, lose them, than find them in a group, I'm going after the injured one since they'll be easier to down and hook.

    I would also argue it is not the developers job to make sure you have fun. Yes, they need to provide the right kind of environment, but the only person with any control over your emotions is you. I'm not saying you have to enjoy being camped or tunneled or slugged, but these things are never going away because there will always be players whose only concern is whether or not they win.

    2) Bloodlust was implemented to help end infinite loops and chases. Why should a Killer spend the whole match playing ring around the rosie with me simply because I found the God pallet spot? You also have to remember sometimes the better choice is to NOT break the pallet, but just go around and continue your chase.

    3) I kind of agree here. Each Killer should be as viable as possible and not just reskins (Love you Leatherface, but your just a nerfed Billy) But to do that, each Killer needs to have a viable reason to play as them. Let's take Freddy for example. You argue his aura reading is to OP, but I'd argue it's the only thing he has going for him right now. When a Survivor is pulled into the dreamworld, the only change for them is action speeds are reduced, most of which can be countered by items or perks, or purposefully failing a skill check to wake yourself up. At least with the aura reading, Freddy can apply pressure to you.

    That being said, I'm hoping the Freddy rework instead makes it so that in the Dreamworld you see illusionary pallets and vault spaces.

    4) Nothing wrong with EW3 since there is a finite limit to the amount of times you can obtain it, the max I've ever had being five and that was with the combination of add ons that solely increased my obtain rate. Infinite EW3 is annoying, but considering you need to essentially stalk EVERY Survivor completely to obtain it, I'd say it has it's nerf built in. Just repair those gens quickly.

    5) I'd argue perks are fine, but I honestly don't really run into any of these a ton. Really what the devs need to do is buff other perks to make them more viable, because some are just plain useless unless paired with a specific perk build. Kindred is actually a pretty useful perk to run if you want to ruin a camper's day.

    6) Again, BBQ is really fine as is. I've read most people actually use it for the BP gain. And yes, crouching behind a gen is a counter since it makes you harder to see.

    7) Yes, please. I'm guilty of it to, so I'd like to believe most are well meaning, but sometimes it's better to just lead the Killer away and give someone else the save.

    8) Definitely mark SWF groups. Killers and Survivors should be given the option to choose whether or not they want to deal with that crap. Loadouts should also be completely hidden until the very end of the match so that one person can't kill themselves and than feed information to the others.

    Limiting loadouts is a bad idea. Survivors should get the choice of what they want to bring in, regardless of how frustrating it is to go against 4 flashlights or toolboxes. Besides, that would only increase lobby dodges from Survivors who don't feel like not being able to bring a toolbox just cause Jake got into the lobby first.

    Suggestion though to fix last second swaps of items, make it so that once a Survivor readies up, they are "locked". They can still unready and "unlock" to change stuff around, but once locked they are committed to their item, Survivor, offering, etc. Than Killers can start the match once all four Survivors are ready.

    9) Totems are fine. At the very least, maybe a perk to help you see totem auras.

    10) I feel each map should have it's own unique strengths, so I agree here. Haddonfield feels like a smaller Springwood to me, though I prefer Haddonfield personally. Family Residence though has it's strength in the grass though. Kind of like Coldwind Farms where Survivors can better lose Killers in the corn, Residence a lucky Survivor can lose a Killer by getting out of sight long enough to hide in grass. I've had quite a few walk by me.

    11) I keep hearing you can grab Survivors who jump in the hatch, but I've still yet to see it. That aside though, that's something a Survivor should be smarter about. If you're both at the hatch and you think they can make the grab, let them hit you first to stun the Killer while they have their weird blood obsession moment so you can make the getaway. If a Killer is lucky enough to catch a hatch jumper, than all they did was catch the Survivor the same way they caught a vaulter or pulled them off the gen. It is up to the Survivor to survive. Killers don't owe a Survivor anything.

    Now, these are just my opinions to your points, and I do agree these things need to be discussed. Let's just all try to keep thing somewhat civil, eh?

  • I one time had a two man SWF get angry at me because they completed all but three gens that were in a triangle formation that was very easy to patrol. Could cover all three in the space of twenty seconds, 15 if I used my Haunting (I main Spirit).

    Took them 15 minutes to begin trying to work a gen, only for me to catch them and down them both. Get them on hooks, game ends, get a message telling me I sucked at the game and needed to learn not to camp.

    Like, what was I supposed to do? Stay AWAY from the gens? Also they said Spirit was for no skill kitties.
  • Just got Freddy, been considering running Sloppy Butcher, Huntress Lullaby, but can't think of any other perks. Any suggestions?

  • Maybe on PC this is true? I main her on PS4 and I feel like a bully popping in and out of existence. The thing with her is that you just need to keep map pressure on. Though if the devs make her better I won't complain
  • RoKrueger said:
    Well it should be if you do it repeatedly, it kind of ruins the slasher movie expirience
    Who is he ruining it for? Guarantee not the spared Survivor, probably made that person's day having a Killer let them escape.
  • I honestly feel that every Survivor has that one amazing perk and the other two are just meh. For me with Adam, it's Deliverance being amazing and Distraction and Autodidact being meh. Same with Kate's Dance With Me being pretty useful, whereas Boil Over and Windows are just meh. They have their uses, but compared to other perks I won't pick them over more useful ones like DS or Dark Sense.

  • I main Kate, and really any map works for me.

    MacMillon Estate is great for stealthplay, Coldwind Farms has that cornfield which I love to hate. The Swamp is pretty easy to escape in more often than not, Mother's Dwelling (Red Forest?) Is pretty balanced I feel and easy to get around.

    Crotus Prenn feels like a mix of MacMillon and Forest, good stealth potential. The Game is pretty creepy since I never know if the Killer is on the same level as me. Haddonfield is probably my favorite thanks to the variety of houses. Springwood feels like Haddonfield to me, just a bit bigger.

    Father Campbell's Chapel would have to be my least favorite since it feels like it's just trying to be Crotus Penn. Yamoaka Estate has been fun the times I get to play it, feels like the Farm.

  • I enjoy Dark Sense, DS, Dance with Me, and Deliverance.

    Dark Sense helps me know where the Killer is going so I can avoid them like the coward that I am, plus early game can help me know what I'm dealing with.

    Call DS OP, but I think it's a good perk, and that's having gone against it as a Killer. Just a nice failsafe in case I'm caught.

    Dance With Me is helpful to confuse the Killer, and even sometimes escape since it removes scratch marks.

    And Deliverance is the failsafe to my DS if I can get it set up. One time had a cheeky Michael down me in front of an open gate. He walked off to do something and I pulled myself off and bolted. Helps that I main Kate so they don't expect it 
  • Spirit is so much fun. My Build is:

    Hex- Haunted Ground
    Hex- Huntress's Lullaby
    Monitor and Abuse
    Deerstalker

    HG pairs well with any Hex since you can use them as a baited traps, all while hopefully protecting your true totem. I like Lullaby since if lucky I can use it as a beacon to know where Survivors are. HG also has the added benefit of giving Survivors Exposed which can help me get one or two downs if I'm lucky.

    Monitor and Abuse lets me sneak up just a little better by reducing the terror radius, and since I primarily use the Haunting to ambush at gens it lets me get a few extra inches. And by extending my terror radius during a chase, I can also make some skittish Survivors scatter, or underestimate my distance.

    Deerstalker is more of a quality of life thing for me since I do tend to slug Survivors somewhat often and can lose them if I'm not careful.

  • Considering his character is tormenting people before he kills them, I really think a passive affect of the Dream State should be fake pallets, and maybe an add on that boards up some vault spaces as well in the Dream World. And this from a guy who hates going against a Freddy because he's already a little difficult for me to deal with.

    With how easy it is to wake up, I'd also lessen the time it takes to make them fall asleep from seven seconds to five.

  • One of my best moments was a clutch victory as a Spirit thanks in part to three Survivors getting a firm hold of the Idiot Ball perk (You are 100% more likely to make horrible decisions) and enough luck that the fourth was my obsession.

    -Be a level 11 Spirit running Rancor and Haunted Ground cause I got nothing better. Getting juked and looped by four Survivors all match.
    -Down to one gen, only one hook to my name. If I wasn't already dead I'd have to commit suicide to regain lost honor.
    -Find three Survivors on one gen, all of a sudden Zeus looks down on my sorry state and takes pity and announces the destruction of my totem.
    -Down one Survivor, move to pick up only for one Survivor to decide it's a good idea to sandbag me. Keep in mind, they ALL have Exposed, so they go down.
    -Hook carried Survivor, see downed getting healed. Enter a Haunt to dash over and get the last second smack to have two Survivors downed just as Haunted Ground runs out.
    -About to pick up next Survivor when last gen (the one RIGHT NEXT TO ME) pops with my obsession running.
    -Ghostbusters didn't answer YOUR call.
    -Chase him down and smack him to the ground. Move to other tw Survivors, hook them, go back to obsession and Mori them.

    I should not have gotten that 4K. But I did.

  • Playing a Pig, just me and one guy left, spend thirty minutes searching for him, he finishes last gen, see him crouching away out of the corner of my eye, chase and down him, get him on hook, calls me a trashy no life female dog who needs to uninstall.

    I actually had fun looking for him.

  • Dickish, but it's their fault if they trust you. If it were to happen to me, it would make me lose trust in ALL Killers? And you don't want that do you?

  • I've been running No Mither with the perks that activate when you're injured, so there's the use for them I see, along with being Unbreakable and Iron Will in one. If anything, I think it should give an increase in all bloodpoints earned, nothing insane but maybe 50%? Explain it away by the Entity being impressed at such a bold action.

  • One time entered a game and everyone else just DC'd, leaving me alone with Freddy. Decided I'd just farm some totems til he found me, and pretty soon I heard the lullaby. He pulled me into the Dream World and than just followed me around until I repaired enough gens to escape through the hatch.

    Guess even the Springwood Slasher has moments of kindness.

  • More than half my games as a Survivors the Killers just want to farm the event. I don't care for any of the cosmetics, but I do wait to work on gens just out of respect to everyone else if it's obvious they want to farm. Killer side I'm actually having fun NOT attacking the Survivors.

    Play Spirit, pop next to Survivors, pick one to be my "best friend" (Feng Min), and just chase her. Sometimes they catch on quick and I just follow them around, and Survivors let me hook them on my hooks, and other times I just chase them and laugh as they keep running from me.

    I might do this stuff more often, really livens up the game imagining these Survivor's reactions to Cassie the Friendly Ghost!

  • The only time I'll dance at the Exit Gate is when I've farmed with a Killer (I do dance around them and point at hooks, but a lot of them just back off to let me escape rather than take a free kill) Even then I do it for a second or two before leaving.

    I think a huge problem is you have the 12 year olds who watch Youtubers whose name I shall not mention but it rhymes with Lowkeedyo who have built their channel off being annoying little pieces of fecal matter. So than they get on and do the same kind of stuff because they think it's funny, whereas I work two jobs and have a life (SHOCKING!) so the moment that gate is open I tend to leave, or try to save the hooked guy. If it's a lost cause, I just leave. My days are to short to waste time rubbing victory in someone's face when there's another lobby just waiting for me.

  • Is this nonsense happening again? Who finds a dismembered corpse appealing? Seriously who? And why do Koreans care when Rin is Japanese?
  • Slugging- Killer leaves a Survivor downed but not hooked. Done to either troll a despised Survivor or to try and find the last living Survivor before Hatch opens.

    Hatch Standoff: Killer stands on top of open hatch to prevent Survivor from escaping through it. Controversial about whether or not it's a legit strategy.

    4%/KOBE- A survivor unhooks themselves. Some Survivors claim Killers should respect the unhook. Personally, I put you on that hook for a reason, get back on!
  • I've started maining the Spirit, and it's really funny how often Rancor screws over that one overconfident Survivor.

    Played a round, and I just had a bad game. I kept missing hits, losing Survivors, and had only hooked a few. They open the gates, all three leave save for a Dwight who is my obsession. Find him at the gate, he teabags and spins in circles for a few minutes pointing at me. After a bit I decide to enter a haunting (add ons made it take a second) and dash forward, smacking him down. He tries to turn around to leave, but then I kill him, making him look forward at the escape that could have been his if only he hadn't been such a braggart.

    He cussed me out at the end, but it's not my fault he didn't leave. I played against a Spirit the other day. Popped the last gen and saw Exposed pop up. Two of us had died, third was being hooked. Thankfully the other guy had Kindred and I saw the Spirit camping him so I opened the gate and left.

    Funny enough though the last Survivor also got angry that I didn't try to save him. Not like I was going to go to an obvious trap and get killed.
  • Slowing them down would just be a reskinned Clown. Maybe work this Plant Killer like Hag and have them lay down "traps", hard to see flowers that release spores that can help the Killer track Survivors. The spores glitter brightly along the ground, acting like much more visible scratch marks. The red add on could make it so that Survivors can't see the spores trail.

  • Boss said:

    @TatsuiChiyo said:
    Not NOED, but a Haunted Ground moment. Down someone, hear HG go off, see two Survivors running towards me to bodyblock as I pick up the downed Survivor. Think, no way are these two this stupid. Spoiler warning, they were. Had all three on hooks within moments.

    Lol both?
    The one who got smacked last is truly stupid then.

    Honest to goodness, don't know what they were thinking.
  • They'll never give Killers that choice because no Killer would choose to play it unless they gave great benefits, like 3X BP or something like that. Than these SWF groups will stop playing DBD.

    That being said though, SWF as a whole isn't that bad, you can still get a 4K quite easily. It just sucks because a good majority of the SWF groups are just the trolls you mentioned who only want to ruin your fun.

  • Not NOED, but a Haunted Ground moment. Down someone, hear HG go off, see two Survivors running towards me to bodyblock as I pick up the downed Survivor. Think, no way are these two this stupid. Spoiler warning, they were. Had all three on hooks within moments.

  • Just stay still and enjoy the smacking you are about to receive.

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