screamdreamsx
screamdreamsx
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- screamdreamsx
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@SorsHasOars said:
Dont touch the damn Devour Hope Dwight
😈
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@Penny said:
thats the point of dailies isnt it?
Not all killers are so complex though. For example, Huntress is to hit survivors with a hatchet, but you do not have to down said survivor. For doctor you must hit survivors with shock therapy, for legion you must apply deep wound, but neither of the daily’s have a condition that you must down the afflicted survivor.
For 30k bloodpoints it’s a bit of a push. I agree with @pemberley, have it one or the other.
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As someone who plays spirit, she most definitely can be blinded
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@HatCreature said:
@screamdreamsx and @TheUnendingNightmare I made a 2nd version of the perk.
yeah that seems good. It’s like a survivor tinkerer & Surveillance combo perk, which I’d really like to see.
Also useful if you’re being chased, you know not to bring the killer that way (like bad teammates seem to do every chase ever when the gen is almost done)
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I like it. As you said, good for solo plays, especially when down to the last generator - if a gen is at 75% and all seems well, you can get a head start to an exit gate.
in terms of the numbers, I think 75% is best for tier 3 perk. Perhaps 75% could be base and the timing changes? To 4/8/12, only because I think 4 seconds is not enough. If you had longer times, there could be another part to the perk that you get a notification on the highlighted gen if progress stops.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/635203#Comment_635203
The nurse is the last person that should be eating pallets of any killer on this game, if you eat pallets as the nurse something is wrong with the way you're playing her
Nurse is not the only slower killer. Point still stands for other 110% killers.
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Killer mindlessly eating palettes is punished by gens being done.
A killer already suffers a stun, they should not be slower because of being hit by a palette and need to rely on a perk to negate it. Eating palettes is not “bad gameplay” as you state, it can create dead zones to use in later plays, and destroying multiple palettes can be necessary to end chases/loops. Sometimes you have to eat the palette to secure a hit. It can still be a smart play.
Also, enduring is fine where it is.
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I’m not sure about this.... if you chased a killer chasing another survivor until this perk activates, and they down and hook said survivor, you go for the rescue with this perk activated alongside borrowed time and now you’re both immune from dying state. Which isn’t good and is the whole reason old borrowed time was changed.
Also, a whole SWF team running this perk, all chasing the killer during a chase is toxicity waiting to happen. If all 3 others are able to gain a speed bonus and essentially a free hit, just by following the killer, which would be very annoying I might add, then it will be too easy for them to rush the hook.
I’m not sure what benefits this perk would have when it is activated by chasing a killer who is not interested in you. It could be used to try and protect whoever is being chased, but would you really go to the length of chasing the killer for x amount of time to do that when you could just take an ordinary protection hit/try to get killers attention some other way. Plus if the killer has the choice of continuing their chase or abandoning to chase someone they suspect of using the perk (basically someone running after them), it’s a no brainer.
If maybe you could clarify the intended use of the perk, I could help with the figures. If it’s not supposed to benefit the current chase in any way, there could still be the issue of farming others with your increased speed and immunity. Also, being faster and being able to avoid one dying state hit might not be worth the exhaustion, after the killer applies the mangled hit, if you are not at a safe palette or loop then the killer can easily land another successful hit, as you won’t be able to use dead hard, Lithe, balanced landing etc.
EDIT: this is constructive btw I’m not trying to say it’s a bad idea or anything like that - More discussing its benefits and how viable it is :)
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Awesome art! ^.^ the detail in his weapon is great
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10•Hop on a gen with them that’s almost done and blow it
11•Tell them the exit is almost open when they’re running to you being chased when you haven’t even started opening it
12•Run around them constantly when they’re trying to sneak/leave no scratch marks
13•Steal their item when Franklin’s is in play
14•Be in the background of their Mori animation for ultimate toxicity
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I play ghostface a bit and I do enjoy him, however there are plenty of games especially against a SWF where you get revealed far too frequently, and spend a lot of the match as an M1 killer. That said, on games where you do get successful stalks and downs, ghostface can be very powerful.
I will say, he lacks pressure. When stalking, marking and chasing a single survivor you’re putting a lot of dedication and time into one person. Considering without perks he had no map/gen pressure, this can sometimes be inefficient. But with a good perk build, with things like Ruin and/or Pop Goes and/or Thrilling, it’s ok.
My other problem is the reveal mechanic, as others have said it is inconsistent for both killer and survivor side. I also believe hooked survivors should not be able to reveal GF from across the map because they literally have nothing else to do on the hook but look around for the killer especially if SWF.
Overall though, I’d say he’s in a pretty good place, though much better with a strong perk set and add-ons that speed everything up a bit.
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Spirit:
- Pop Goes The Weasel
- Nurses Calling
- Surveillance
- Thrilling Tremors
Pig:
- Make Your Choice
- Haunted Grounds
- Pop Goes The Weasel
- Surveillance
Ghosty:
- Thrilling Tremors
- Discordance
- Nurses Calling
- Sloppy Butcher
Survivor (Feng):
- Lithe
- Dance with Me
- Quick & Quiet
- Decisive Strike
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That sounds brutal af I love it
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Quick & Quiet, Lithe, Dance with Me, then a choice from Iron Will/Urban Evasion/Lightweight. Super sneaky escapes guaranteed
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I love ghostface, to play as and to go against. I love being sneaky as a killer it’s why I love piggie, and it’s so satisfying when you get a multiple expose (ie on a gen) and watch everyone scatter in pure panic >:)
Playing against Ghostface for me is always a tense game which I like, always on the lookout for his little face watching.... Also it’s hilarious when he peeps around a wall XD
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@DevourerOfSoap said:
Bruh. If you are doing bad as spirit...you have issues. If you at least don't get 3 kills a match, your doing something completely wrong.
*asks for help*
*gets crap for it*
Why even bother commenting if you have nothing useful to contribute. Just because base Spirit is strong, doesn’t mean everybody can use her immediately, especially depending on which killers they’ve played before as she is very different. Guys asking for help, don’t be a [BAD WORD].
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Depending on your add ons, phasing can have multiple uses. Quicker activation time and increased reappearance allows phasing to be used to quickly close chases and loops especially around a palette. Increased duration and movement speed allows phasing to give spirit insane map control, getting between gens and hooks quickly.
Even without add ons, spirit still has the ability to control the map and close loops with mindgames. You gotta anticipate where the survivor thinks you’re going to go, it’s not always as simple as cutting them off, as smart survivors will expect that and double back/head the other way. Getting good at mindgames is just practice, and sometimes you get it wrong, but if you try and think what you’d do if it were the other way round is a good start. Fake phasing in front of a palette/window can also work as survivors come straight to you.
In terms of finding survivors, following scratch marks is your best method but be aware of survivors who turn back/walk when they see you phase. Injured survivors (without iron will) are much easier to find because of their grunts of pain, and you’ll know whether they’ve turned back/which side of palette they’re on etc, if you’re having problems using hearing, Stridor could help however don’t become too dependent on it. It’s usually easy enough without it to hear people.
For spirit I think any perk that helps you find survivors is a good perk for her. My build is Nurses Calling, Surveillance, Thrilling Tremors and Pop Goes (Ruin could also work but I prefer Pop). Other good perks for her include Discordance, BBQ & Chilli, basically anything that gives info on survivor locations.
I think the final tip is knowing when to phase. You don’t want to miss an opportunity, because it’s on cooldown. Use it to catch up to a survivor it you think you can make it, if not, wait until you reach a loop. Use it to travel long distances when you have a reason to, such as an unhook or because of a perk’s info, again because this gives the biggest cooldown. Once you have phasing down to a t, everything else becomes easy :)
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/623895#Comment_623895
instaheals work with a single button press because theyd be useless otherwise and you can have a max of 4 per game , the amount of instadowns you can get in 1 game are generally higher with any killer that has them, granted myers might have a limited amount but its generally enough,but , GF has no limits, and neither does billy so even if instaheals are easier to pull off the amount of times you can use them is reduced by a lot more than killer instadowns
GF is limited by time, it takes time to stalk, and it is not efficient to spend the entire trial stalking, because he has poor map/gen control. Becoming marked is not a guarantee down, since it has a timer, and he’s an M1 killer in a chase.
Billy is one of the best killers, but even he can be beaten. It is not impossible to loop and dodge a Billy’s chainsaw. It’s not a guarantee, you still have to know how to play him to end loops and curve, as survivors don’t generally just run in a straight line.
Instadowns will never justify instaheals, because not every killer has the ability to instadown, and not every player has the skill to use the killers who do (I have tried a couple of games as Leatherface and I’m god awful with his chainsaw). Instadown perks always have a requirement to be activated, and even then there are counters. There’s no reason instaheals shouldn’t also have a requirement.
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I think insta-heal idea should simply have a requirement to be used, for example:
After healing one health state of another survivor, grants the ability to completely and fully heal on secondary action
Or something along those lines. Even change to after healing one state not limited to other survivors, so you at least have to use the medkit for yourself or Self Care once minimum before you get the insta-heal.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/623693#Comment_623693
tbh you cant tell me its hard to get T3 EW with michael, GF is a bit harder on that but still pretty easy imo, and how hard it is to land a hillbilly chainsaw is debatable at best
All of those examples are still harder to achieve than a survivor pressing a single button to insta-heal. You might consider it easy to steer with Billy, or get T3 with Myers, but they still require more work than using an add-on. Insta-down killer abilities can not be used as a justification for insta-heals.
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Killers spirit, pig and GF. I am the jump-scare Queen 👑
Survivor my main is Feng but I enjoy Kate too
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@StrickxNyne said:
Everyone has great ideas like hey use this and that and these 3 perks but then survivors still have to counter camping/tunneling etc. There's no end in sight for survivors unless it's 4 man swf and then the killer barely has a chance. It's wild on the ranking and balancing. Put camping killers with locker hatch camping survivors and it'll force them out to play or it'll drone on for an hour of literally hide and seek. I like to blow gens, run from the killer, get downed, wait and hope someone comes to heal me instead of popped in the basement and guess who's on the steps until I die while 3 randoms hide in lockers waiting their turn. Game was stupid fun in green ranks lol. Killers ran around, scared you, chased you and everyone had a laugh. Now killers want you to be salty because they murked everyone in 4 mins. Yay that was a waste.
TLDR there isn't enough perk slots to build for everything everyone says use to fix an issue. Survivors are sol if they go solo.
Stay in green ranks then if you wanna mess around and have fun.
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I feel as though it wouldn’t compete with Pop Goes which instantly regresses 25% of progress.
Perhaps for the first 3/4/5 seconds, regression cannot be stopped whilst an overcharge animation persists. After this, you are able to access the gen, and are faced with the skill check.
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@rayoxium said:
Yea but I don't want to play try hard. But with all these being played you kinda have to to deal with these. I'm not a very good survivor, and I make quite a bit of mistakes. I want to have a good time and I'm not complaining about not being able to escape. These balance adjustments have made it boring, saying "it's not that bad" is pretty dense. It's not about difficulty, it's about having to spend extra time just waiting to perform actions. Of course it's not difficult to hold M1, ruin skillchecks aren't super difficult in themselves. However, no one goes into a game and goes Yay! Sloppy Butcher! It's boring. I play video games to have fun.
There are 4 survivors available to work on generators and healing, and 16 possible perks, many increase speed of actions such as Prove Thyself, Botany Knowledge, and Leader. If you’re finding tasks too lengthy, use one of these, or an item. Sloppy butcher buys the killer only a TINY bit more time, not usually enough to have an significant impact unless all 4 are afflicted with it.
It might be boring healing or having to work a little longer on a gen but it’s super boring having 3 generators done in the first couple of minutes as a killer and having no control over it. You get into an early chase? Say goodbye to a couple of gens. This is why ruin exists, to slow down the early game. Sometimes ruin is found instantly. Sometimes not for a few minutes, and can allow the killer to get a few hooks. Either way, it’s probably not gonna be in the entire game. Even with ruin, with multiple people on one generator, or with a good toolbox and/or brand new part, you can bypass ruin quite well.
Pop Goes is one of my favourite perks. Taking off generator progress is a nice reward for hooking someone, especially if you’ve had to chase them, which allows others time for gen work. PGTW works on one generator per hook. If there are 4 survivors, taking 25% from one generator at a time really isn’t that much of a dilemma. Just tap it (since that’s a thing survivors can do) and stop it regressing more. Yes, this means you have to sit there a bit longer, but 20 seconds in the grand scheme of things is hardly something to whine about. A killer can spent double that running around a bad loop. I know which is more frustrating.
Now, all 3 together? I can see why it might be a little annoying having to spend longer to do basic actions. But, if you play killer a lot, you know you have to slow down these actions, because some killers don’t have the base-kit to apply pressure and stall the game. And killers wanna have fun too (!!!!) so they need these perks so games aren’t over in 5 minutes and they get 4x “ez killer”
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@TheGorgon said:
I love Dance With Me, Quick & Quiet, Balance Landing/Dead Hard and Decisive. Either outplays the killer, or gets me out of risky situations.
I recommend to try Dance With Me & Lithe combo instead of Balanced. Fast vault through a window/over a palette, and then disappear because of no scratch marks. It’s great
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Tricking someone with a fake phase with spirit. Seeing them slow vault over the window/palette right into your arms is hilarious.
When a survivor is messing around and taunting instead of leaving, and gets too confident and ends up getting killed. Shoulda just left. XD
When I’m being facecamped and all three teammates come to my rescue, and similarly when I/we save someone from a facecamper and escape. Watching three people run the killer in circles is beautiful.
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Why even have tiers at all? The grind is ridiculous having to find each perk three times, given how many perks exist in the game now.
The rarity system makes no sense, as you’ve said, some tier 3 are green and some are purple, for no reason. And whilst some perks don’t differ too much between tier 1, 2 and 3, some perks vary significantly, and thanks to RNG sometimes you are stuck with tier 1 version for some time, which makes grinding whoever’s teachable seem unrewarding when you can’t enjoy the full benefit on your survivor/killer of choice. For an example, I only have Thrilling Tremors tier 1 on Ghostface - yes, his actual perk, and he’s level 50. The cooldown difference between tier 3 to tier 1 is 40 seconds. 40! Being able to use that ability 40 seconds more often can make a lot of difference. But thanks to RNG, I might not be able to use one of his own perks for some time yet.
Make all perks tier 3 version. Remove rarity.
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@My_Farewell said:
One perk I can’t start a match without:
Killer: Ruin
Survivor: Small game. The only perk i run in both solo and swf build
One perk I like to use but don’t need:
Killer: BBQ
Survivor: OoO, just for the giggles.
One perk I like but don’t use much:
Killer: Huntress lullaby (always on Doctor though)
Survivor: Pebble
I don’t see much use of Small Game, is it actually good?
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@DoomOrb said:
https://forum.deadbydaylight.com/en/discussion/comment/617027#Comment_617027
Nice, I don't always use NOED. I find using Bloodwarden (ON Billy) more satisfying when they don't leave. Is like the biggest middle finger on survivors. Is so big you can see it all the way across the map.
I don’t have Bloodwarden sadly :(
I only have teachables currently for Spirit, Nurse, Pig & GF.
Imagine.... Bloodwarden AND NOED? Double middle finger??
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One perk I can’t start a match without:
Killer: Surveillance - I know it’s not the best perk in the game but I have it in every build and it feels wrong when I don’t have it/haven’t unlocked yet.
Survivor: Lithe - gotta get those speedy vaults.
One perk I like to use but don’t need:
Killer: NOED - don’t always need if it doesn’t get to EGT, but when I do get to use it especially against a toxic SWF who mess around instead of leaving, it’s goooood
Survivor: WGLF - I want those sweet sweet BP for the not-so-sweet grind, but don’t need the perk as it literally helps nothing XD
One perk I like but don’t use much:
Killer: Thrilling Tremors - works very well in replacement of better perks that haven’t come in bloodweb yet for map surveillance, but always gets replaced.
Survivor: Unbreakable - satisfying for the few times it gets used, but rare. Never have it on when slugged, typical.
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Boil over, because walking into the same wall three times is demoralising
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Boil over, because walking into the same wall three times is demoralising
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If I had to pick 3:
Adrenaline when I find the hatch before the last (injured) survivor and they heal, speed off and end up escaping. That often isn’t helped by RNG of exit gates, but an injured person is always easier to locate.
Distortion. I main spirit too and use Nurses calling, and it’s very frustrating when I can’t seem to find ANYONE healing yet everyone keeps getting healed.
Decisive Strike. Now I’m a hypocrite lol because I use it when I play survivor, but as a killer it always seems to occur at the WORST times, get DS and then palette or flashlight stunned straight after for overkill XD & always seems like the longest 5 seconds I’m stood there useless
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/609854#Comment_609854
They will cry about your perks then
Or your add-ons
Or your offering
Or the map
“How dare you use bloody party streamers and kill us all and not let us get max BP”
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I’ve had a fair few messages playing as Pig from survivors who have SOMEHOW died to a RBT (yknow since most people get it off first try....) saying “relying on traps to get kills makes me a [bad word] killer” and I’m “using traps because it’s the only way I can get a kill” and things of the sorts. I’m sorry but, it is LITERALLY her ability? Just like cloaking is Wraith’s?
I suppose we have to forfeit our abilities and run around like M1 killers to make the crybaby survivors happy. :) That should work.
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That’s a rule I can get behind
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I think the only time Ruin can work well is if it’s paired with Thrill of the Hunt, though even then, it could be too far away for you to even make it over there in time, or with Haunted Grounds to introduce a risk/punishment for searching out and destroying a totems. However, both situations not only now take up 2 perk slots, but both are very susceptible to RNG so I think overall it’s not worth 2 perk slots for potential 1 min of game slowing.
Sigh.
Totem spawns need a rework. No totem should be sitting next to a generator. Since that’s ALL a survivor can do at the start of a game, sometimes they don’t have to even go anywhere to find and destroy Ruin! Totems shouldn’t spawn within a proximity to starting survivors and to generators. I play both sides, I always feel terrible when I find a killers Ruin (or something else, like Devour) instantly and purely by chance.
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Fun survivor: No Mither, This Isn’t Happening, Resilience, Dead Hard.
Have lots of fun.
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@White_Owl said:
I'm kinda angry we got shirtless Trapper and nobody seemed to notice
Because we only want shirtless Myers
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I personally love GF. Yeah I admit he’s not the best killer, but I play at ranks 6-9 and I still have fun and have consistent good games with him. His power can be very successful if used right, and damn right satisfying when you do.
Thrilling Tremors isn’t a bad perk, the cooldown isn’t great, especially since I made it to level 50 and only have it Tier 1, but it does offer good map-wide awareness if you didn’t have BBQ (I believe its better for surveillance than slowing down the game, as it can work the opposite way as you can’t immediately kick gens).
I’m All Ears is an alright perk, but not for him. I’d say much better for Nurse or Spirit. And Furtive Chase I personally don’t like.
My personal build is Nurses Calling, Surveillance, Pop Goes and a 4th I switch between Sloppy, Make Your Choice and Bamboozle.
Nurses is awesome - nothing beats the satisfaction of stalking healing survivors and getting the expose once healing is done and totally ruining it. Surveillance is also awesome for stalking, after kicking a gen, hop behind a wall and expose the cheeky survivor who hops back on after you leave. Plus 8m additional hearing range so you can begin stalk earlier is useful.
If if you don’t have teachables , Thrilling, Sloppy Butcher, Bitter Murmur and NOED work good.
NOED you say? Nobody expects it. Survivors without the red exposed timer always think they’re safe, so getting insta downed with NOED always knocks them off guard.
His power takes patience, but is worth it. Use game slowing perks (ruin, pop goes, overcharge, Thanatophobia etc) whilst you get used to how and when is best to use it. I don’t use GF much in chases, you can play more mind games with him. Abandon a chase, sneak up on someone else unsuspecting. Easy down/hit. Don’t waste stalking someone who’s going to infinity loop. Go find someone who’s busy, and distracted. And don’t get too close as you omit a sound at 8m.
Good add-ons for me are ones that let you use Shroud more often, as I like the stealth, and ones that let you move faster whilst stalking, as you are VERY slow and easy to break out. If someone starts staring, crouch fast! And ALWAYS make them pay if they do break your shroud. >:)
Hope this helps! He is super fun and can be super deadly in the right hands :)
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@Clockso said:
pretty awesome, well done. but who wasted that pallet on the background :<
Some potato teammate 😡
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@Kiskashi said:
Piggy looks really cool and menacing and you did a great job at capturing that tense moment through the scared expression on feng. Hope to see more in future for sure, great work 😊❤️
aww thank you 🥰
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Pop Funko killers pleaaaase! Imagine how cute they’d look with the big head & eyes <3
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@ClogWench said:
Wait really? All this time and I didn't know Surveillance let you hear gens from further away. In that case, yeah, strongly agree @screamdreamsx
Yeah Surveillance is so underrated in my opinion. Not just for the additional hearing range, but to know exactly when someone’s hopped back on a gen (often as soon as you turn your back XD). Its a lot harder for survivors to figure out also, when I play survivor I can pretty quickly determine if the killers running Discordance after one or two instances, whereas with surveillance it’s much harder to notice.
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Surveillance to hear gens at additional 8m (useful for her speed and to prepare a hatchet throw), and gives a bit more information in my opinion than Discordance. Good with PGTW
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@TomTheSequel said:
Clown has absolutely no map pressure to work with. His add-ons are his only saving grace, all his purple add-ons are great and his pink add-ons are borderline OP if used correctly. Gen stall perks help a little but if you get a very large map like Family Residence or Haddonfield, it will be an uphill battle for you.
As for Legion, I have no clue how to play him. I heard some of his add-ons dont work ATM but I'm not sure if that's true or not.
Yeah I’m guessing Clown is gonna be a challenge but I want that Pop Goes the Weasel!
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The defeating screech is cool, I like the idea (as horrifying as it would be) of being deaf, and being unable to rely on sound to know if the killer is coming. Although, I’m not sure if it is enough of an effect to give the killer an advantage. It basically grants stealth which a few other killers have, but only to those affected by the screech. I feel as though it needs another effect, or else it’ll just be like Clown’s tonics that need add-ons to make it viable. Perhaps deaf and exhausted (not for 60 seconds, maybe 25)
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Along with BP gains, gaining a token also grants a 3/4/5% stackable speed bonus to altruistic actions. Lose all (or a certain amount of) tokens when hooked.
Also, remove the cap.
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@whinykillers said:
Killers connection to the game needs to be fixed. They can hit you 10ft. Away. Not to mention their aura reading perks, no need to have to look for anyone
You know usually killers have to look for survivors to see the aura? It’s not something that persists the whole game, perks like Nurses still require the killer to be in range to see you so.. stay out of range?
Perks like BBQ only highlight you if you’re outside of 40m from the killer (and haven’t hidden) and if you’re 40m+ from the killer, ... you’re in no immediate danger and you’ve got time to do something before the killer comes, such as running away, or hiding.
I can think of around 9 perks that let a killer find a survivor in the game based on their aura and the aura of gens (and some of those are a push like territorial imperative). 9/60 perks.
So just be quiet with your whining.
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I started the game with Feng because Technician saved me from being a potato, but I’ve grown to love Lithe a lot. Many people prefer Balanced Landing from Nea, or Meg’s Sprint Burst or David’s Dead Hard, but I personally love Lithe and find there’s a lot more opportunity for Lithe to escape with, it’s less map dependent.
Lithe paired with Kate’s Dance with Me makes evading the killer ridiculously easy in chases. Fast vault away + no scratch marks after makes you hard to follow.
DS is one of the only teachables I’ve bought for survivor too and I like to use it with borrowed time so it feels as though both you and your teammates are somewhat protected. However, if you like to play altruistically, Claudette is a good shout for Empathy to find injured survivors and Botany Knowledge to heal faster (and obvs Self Care if you want it for yourself).
I haven’t played long enough to want to go back, I’ve only levelled Feng, Kate and David (which was mainly for BP in the event) but I’m going to focus on Claudette next.