akbays35
akbays35
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Clown is in the same level as Doc but as a different playstyle he's more fair to play against than nurse imo.
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@thomasnut said:
@akbays35 said:
They have like cut the pallet amount in half, there is at most 8 pallets on any given map from what I've seen, killers get bloodlust from loops, and many have speed enhancements to help in chase. They removed pallet vacuum so they aren't really a safety net anymore.not a safety net? only 8 pallets per map? what game are you playing.. this information is absolute bs. they have only been reduced on some maps and are still far too many on most. maybe you should come watch me play sometimes and see the 30 plus pallets on every map with 15 of them always within 5 feet of one another around every single corner.. your information is absolule nonsense.
1 per generator/gen spawn, 1in the shack, 1-3 per building (depending on size and other pallet spawns), about 15 tops, but in game no survivor team is going to use all 15 pallets no more than 8 would ever be used in chases.
Plus pallets are gimped against half of the killers (billy/leatherface break them faster, Nurse go around them, Clown can debuff you and make you slow enough to get a hit regardless of where you go, Doc can stun you to build madness or swap when you're shocked to get a quick hit, Huntress just tosses a hatchet at you). On that regard I think they should give the the other killers (trapper/hag/pig/wraith/myers/freddy) faster break times just in general for balance reasons.
I have never seen a pallet closer than 30m away from each other unless it's those wonkey pallet spawn on Coldwind Farm and Auto Wreckers where it's near the haystacks and another near the tractor/ car wreckage. Pale Rose and the Game have the least amount of pallets, they are strictly near structures or exit gates, the Game has some dumb ones off in the side of the map away from an objective. In Springwood, they only have 2-3 pallets spawn in the school and basement and about 3 (trashcan, cars, trees) outside of the building (it covers 1/3 of the map size). In Haddonfield, the pallet wont even spawn in the basement loop, sometimes they wont spawn near the playgrounds or garden if a gen is too close then you end up with these wide open areas with no pallets and no vaults. Even Crotus doesn't have a lot of pallet spawns in the map outside of gens and the main building. MacMillan and Azarovs still has a lot of pallets though depending, usually if the gens are farther in their spawn, it will generate more pallets, most of that is due to the massive rectangular size of those maps.
Survivors can't depend on pallets as much on this patch, survivor hitbox got bigger, pallet vacuum is gone, and pallet hitbox got reduced both from survivor location and if the killer is within the pallet zone. Look I know you're salty about pallets, but they have made substantial changes to the game just in the past couple patches for killers, most of what you may be dealing with is swf toxicity and bad luck or mind gaming against pallets.
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I'd pair it with OOO it pretty much limits the killers aura vision of you and you see them, unless they are freddy or wraith in stealth. You could pair it with left for dead for a cheesy end game build?
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@Esheon said:
The perk icon will light up when you look at him, regardless of whether you're dreaming or not. If you're not in the dream world, you won't see his aura but he will see yours.If you watch the perk icon you can still know which direction he's in.
ty for clarifying that, I do notice the blinks on it. I actaully like OOO because it lets me know what I'm facing asap, it also really gimps the clown, he legit can't get anywhere near me.
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@Vortexas said:
Well Trapper as the largest Lunge in the Game, so thats a given.They recently tweaked it so if you even get hit by the very tip it counts as a hit now, where it use to be a whiff.
that's probably it, been seeing games where the killer has so many close hits that would've missed or hit a wall last patch

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I'm surprised there isn't a perk that works the same way as kindred does but when you're wounded and gives bonus healing speed to other survivors.
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There is also a significant balance problem with his add-ons and monitor and abuse Billy can actually play like a stealth killer and as a debuff killer, which I find incredibly annoying since he already has an instant down and mobility in his kit.
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No mither triggers Thanophobia, it also just puts a big ass target on you. There's too many downsides to the perk to make it viable imo.
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- People who can't do pass skill checks regularly.
- People who insta hook me when the killer is nearby without borrowed time.
- Body blockers
- People who bring a BNP and we're at 5 gens still with two people dead.
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Jack Terrance from the Shining
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One of my biggest issues with no mither is that it triggers thanophobia leaving your team in a constant setback.
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Dance with me doesn't help, ran it a few times leveling kate and it didn't help in any meaningful way.
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@Hillbilly420 said:
@akbays35 said:
IMO I feel like Nurse/Billy are just too mobile and have too much map presence and have the easiest time in chases when they have some measure of competency. I really feel like they need nerfs/ changes so they can buff all the killers in general or do other changes to the game. I'd prefer that they just remove the stuns on Nurse make her move slightly faster and just give her one dash, with billy I'd just put a limit (20m) on his chainsaw dash, but give him easier turning. If they do this, they can make the maps smaller, put objectives closer and do changes to gens so they aren't rushed to give the killers time to respond.Nurse, okay, I see where you're coming from but you think Billy has too easy of a time during chases? Really? I mean yeah, when you're out in the open you're screwed but you seem to forget that Billy still gets looped at pallets and vaults. The only thing he can do to counter that is try to chainsaw to the next loop/pallet land spot they're heading to and either chainsaw them or body block them from getting to their spot.
my friend have you encountered Bamboozle Billy yet, also they don't have to chase you, they can go where ever they see you at a loop they chainsaw to another survivor.
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Been playing Kate all day, Windows is her only decent perk, but it fills the screen with a bunch of auras that are kinda distracting, plus there's a bug where you can see auras of items near windows and pallets which is nice (take that Franklins). Boil over is crap, there's hooks everywhere and killers aren't that dumb to miss a hook location or be affected by struggles. Dance with me is also crap, it needs another perk to make it useful.
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IMO I feel like Nurse/Billy are just too mobile and have too much map presence and have the easiest time in chases when they have some measure of competency. I really feel like they need nerfs/ changes so they can buff all the killers in general or do other changes to the game. I'd prefer that they just remove the stuns on Nurse make her move slightly faster and just give her one dash, with billy I'd just put a limit (20m) on his chainsaw dash, but give him easier turning. If they do this, they can make the maps smaller, put objectives closer and do changes to gens so they aren't rushed to give the killers time to respond.
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@Orion said:
If the Killer is camping, why are you trying to get off the hook in the first place?
Getting off the hook by yourself is enough of a reward. You're not entitled to escape just because you got lucky once.- Just cause, if I'm literally there and I know my team can't/wont save me why not just try it. If anything I'm just saving time and trying not to get my team killed or try to get back into the game is some fashion. Plus billy/nurse can practically be half across the map and still circle back to the hook in a few seconds.
- I've had so many close calls with it where my team is hooked or down and just having that extra time or an extra hit could make a difference.
- Why not? Its such a small window of chance under a set circumstance that it seems the only instance it would effect is a killer camping a first hooked survivor with his/her team not around or not trying to save for some reason.
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It kind of makes me sad, cause there's literally no point in leveling Kate all her perks are garbage.
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@Tameki said:
I think how it works is it makes the killer less capable of controlling your wiggling? I'm pretty sure it doesn't boost your struggling, but the struggling EFFECTS.that explains why it doesn't do anything...the "effects" of struggling are barely noticeable in the first place and there's usually a hook every 20 meters anyway.
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No Mither really isn't a perk, it's a troll perk. If it gives you borrowed time when you get hit it might be more worth it.
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tunneling does exist, but it's up to your team mates to fix it. Borrowed time and flashlights usually shut down a great deal of "tunneling" and give your team mates time to run off. The other thing is do gens, if your whole team gen rushes then the killer can't do ######### outside of a clutch noed/bloodwarden/remember me.
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Ghostface should just be a Myers skin
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Honestly I'd rather see 2v6 than 1v3, but there's so many issues with this, the game isn't really even balanced around 1v4 right now imo. Sometimes I feel like suvivors are OP, but a good killer usually 4ks so.. and it all revolves around builds and add ons.
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@Swiftblade131 said:
@akbays35 said:
It seems like it has too many drawbacks and such a specific trigger that this perk seems nonfunctional, has anyone tried this perk with any notable benefit?It gives you a heads up that the killer is either coming to your general area or right at you, since it lights up when you are being stared at directly, however it only activates at 12/24/36 meters, which is 4 meters away from the base killer heart beat range of 32 meters.
Skill check trigger odds are increased by 10 % with success zones reduced by 10 % and your Repair, Heal and Sabotage speeds are increased by 2/4/6 % (This only applies when being looked at by the killer, which triggers the perk effect)
It is the most useful at tier 3, since 12 and 24 meters (tiers 1 and 2) are within the heart beat range, so you will already know. This is new player friendly perk. But as you gain more knowledge about the game and more experience, you will find it a lack luster perk.
Simply being aware is better than the perk.
but looking at this it doesn't seem any stronger than Prove Myself, I'm just looking at the perk and leveling Tapp and finding that Stake Out does a much better job overall (it charges when the killer is around even before the heartbeat and you don't need line of sight). I just feel like the developers need to clean up most of the general perks since Kindred is the only one ever used.
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@Dragonredking said:
Drawback? What drawback are you talking about?
More skillchecks and more repair/healing speed is a drawback in your book?It reduces the skillcheck zones, making it a high risk/reward, but if the killer is required to be nearby it seems all risk.
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Hillbilly: I like how he runs like he's crapped himself.
Nurse: Unlikable in every aspect, her aesthetics are boring, her kit is cancer, and people who play her are tryhards.
Pig: That squek she makes when she's hit with a pallet
Wraith: Reminds me I need more cowbell
Huntress: Makes me feel good when I dodge an axe and then makes me cringe when I get hit and it's an irridecent.
Freddy: That teammates even bad ones are good for something.
Myers: Best killer in the game imo, always spooks me, I feel like he's not overpowered or underpowered and players can play him differently.
Leatherface: I usually see these guys camping, I like it when they leave the hook once in awhile.
Doc: Really drags the game out, guaranteed points usually.
The Clown: I like his chuckle.
The Hag: I like the jumpscare mind game, but usally turns into a campfest. -
7/10 I feel like both the killer and survivor perks need an overhaul. I run into more speedhackers than I'd like, I feel like the games are weird, but fun. The Game is an awful map that needs tweaking, it's really easy to get lost and it's hard to locate anything, just some color coding or something to make the generator rooms more unique. Part of me thinks the game needs an overhaul with mechanics like gathering parts to fix generators or another objective (like totems needing to be broken before the exit gates power as well).
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I honestly think pig is balanced, if she tunnels 1 survivor that's typically all she gets. You have to treat her chases 1st part nurse with her lunge, then just loop her. Although I think she's at a weaker state than Doc, but she's still at the same level.
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Idk what survivors you have maxed yet for their perks, Meg/Min (sprint burst/Lithe), Claudette/Quentin (self heal/pharmacy), and David( We're gonna live forever for point farming and dead hard)are recommended. Nea is also a great starter survivor since she gives really strong perks. For tactics, typically scout and see what kind of killer are you are up against, look for other survivors to help with gens or distraction or protection, have map awareness (do early gens that are problematic like near basement or center of map) know where totems typically spawn. Main thing is to not panic, you're going to get tunneled and camped some games, you're gonna have dcs, but you'll get better the more you play.
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Part of me thinks that Killers should just get a totem perk that they can choose that's different from the other perks in their selection and that hex totems don't light up anymore (so players have to either focus all totems or keep tapping them to see which is active). I think if there is another objective, survivors will use more toolboxes to get gens done faster, then focus that objective. I honestly think the maps need to be fixed and downsized to help the killer narrow their focus. Part of it comes down to chasing, I see killers waste way too much time in a pallet loop when they can just smack a guy doing the generator.
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Hag and Pig are probably the most stealthy/ non stealth killers out there since they are the roughly the same size as the survivors, used to get really annoyed when first playing against Pig and thought that was just Claudette crouching around. Hag also has the weird running animation that Dwight has too.