tehshadowman33
tehshadowman33
About
- Username
- tehshadowman33
- Joined
- Visits
- 1,566
- Last Active
Comments
-
I'm very confused.
-
Nobody here is using my ultimate build? Sad.
-
Playing with Wraith without addons feels worse than Freddy without addons.
-
Can we stop calling them infinites. We need a new term.
How about, to be objective, "Two-gen's worth loop", etc.,
So that way we can show exactly how bad that particular loop is on a specific building tile. -
@DarkWo1f997 said:
So if I get a 4k as Freddy, he needs to be nerfed? You want to always win? The image above is what real difficulty looks like.Nurse and Freddy are very difficult to play efficiently for a lot of people. Those who train extensively to work around their killer of choice’s shortcomings are rewarded. That’s literally how every skillbased game ever, works.
You train, you cover your weak points, and you become efficient. You need to stop crying and learn to stop running straight and moving predictably. As you’re making it easy for him to whack you.
I bet you’re the type to blow a skill check on a gen five times, and wonder why the killer found you as you cry that you’re being tunneled.
WORD OF THE DAY: STEALTH.
What is this Freddy build. I don't even.... Head explodes
-
RIDDLE ME THIS:
If you use Monstrous Shrine, does that give Deliverance only a 85% to work?
-
I agree. That'd be nice. It'd also be nice if you could NOT get the same realm again every five matches.
-
I think I just jizz'd myself. I love cross-hatching technique.

-
WELCOME TO PRIME TIME, #########!
-
Devs had a more OP version of this planned at one point. They scrapped it because balancing around a Killer that could alter the map itself brought too many issues... According to BHVR.
-
I would take Sensitive Hearing in certain Killer builds. It's not great, but it would have uses. I'm all for increasing build variety.

-
Oh dear god. If this was a thing, then everyone would run three flashlights while the person with this perk does gens alone.
This would be hell in a handbasket.
-
Okay.
If implemented, all these changes, would make playing Killer worse than when we had pallet vacuums.
Rank 1 SWF would utterly be unstoppable.You need some gens placed together because if everyone is on a gen, you literally cannot win as Killer. Playing Killer is 100% about time management.
-
I need to make a list of addons that need fixes. There are so many of the damn things. At least survivor items, for the most part, have decent/mediocre addons.
-
@Dreamnomad said:
I'm on board with what you are saying about Prove Thyself. However, I am very much opposed to what you are suggesting for Monstrous Shrine. If the bonus applied to all hooks then that very much would encourage killers to camp more than they already do. 9% might not sound like much, but it is substantial. I'm not opposed to buffing Monstrous Shrine btw. I just think that is the wrong way to do it. I would rather see Monstrous Shrine look like this:Your fervent care of the hooks found in the Basement has aroused the Entity's interest. The Basement Hooks are granted 3/6/9 % faster Entity progression. Successful sacrifices on basement hooks grant 500/1000/1500 bonus blood points.
And yes, the perk still encourages camping. But it would still encourage the same type of camping that the perk already does. Maybe, just maybe, survivors might be a little more fearful of the killer's basement if they made this change. 6000 potential bonus bloodpoints is a pretty good motivator =p
Even if you changed Monstrous Shrine to work with all hooks, I still wouldn't take that garbage. It saves the killer only 5.4 seconds per hook phase.... That's literally nothing.
-
I've never seen this. Is this only on console? O_O
-
Insidious is only good for two things.
1. Camping
2. Giving Freddy vision of survivors he's chasing -
Yeah. I don't know why they buffed Leader, but ignored Prove Thyself... It really doesn't make sense.

-
@KingB said:
@tehshafowman33 I'm a rank 1 killer (3 atm I believe) and it regularly effects me. I don't know if it's a ps4 thing but I had a game as trapper and because the person had boil over people would take a hit and they wiggled off a few times because of this perk. Call me bad but this is just my opinion.It's probably a PS4 thing. I have much more accuracy with mouse than with controller (SteamLink yo), so I could see it being much more noticeable on PS4, especially if you factor in the poor optimization PS4 has already. =(
-
@KingB said:
It's really annoying because the constant left/right not only slows you down, but allows you to get stuck on obstacles.Yes. That's the point. I'm a rank 1 killer, FREDDY MAIN, and I barely notice Boil Over III, unless it's near a bunch of rubble where I can get stuck, but even then that's a coin-toss.
If you increase the %, I wouldn't mind, at least it would be more consistent.
-
@KingB said:
Why do people hate on boil over? Movement sucks when they have it unless you have iron grasp and with new hook changes will become a good perk to have.For it to even matter, the amount that wriggling randomly offsets the Killer's movement would have to be even MORE than what it does now to be noticeable. Or at the least, you could control what direction the killer's pulled into when wriggling... So you could aim for wall corners.
-
@PigNRun said:
I have never experienced or noticed any bugs while using Blood Warden, Stridor or Third Seal.Blood Warden = It's supposed to highlight auras of survivors inside gate. I've yet to see that.
Stridor = Bugged as ######### on layered maps such as The Game or Haddonfield. I think corn screws it up too... I'm not sure.
Third Seal = Displays hook animation... Might be not bug, but it shouldn't show that to survivors. They should be guessing where the hooked teammate is currently, same as if I was using Knock Out. -
Hell, one token on Devour hope should have same effect as ToTH in that it will create noise if someone tries to destroy it. With a 45 second cooldown to be fair.
-
@Boss said:
Hex: Devour Hope - 2 Tokens bonus is nothing.True that. You could change it so that one hit = same effect as being hit while under effect of "Borrowed Time"
-
@AChaoticKiller said:
tehshadowman33 said:Devs, if implementing this change to perk, will effectively have made their previous buff to Dark Sense null and void.
Why have a perk that can be used five times per game, when you can get a perk that can be used 10 or more times per game, with the same duration?

Also, why are they not focusing on perks that actually are 100% unplayable or really freakin' bad?
No Mither (AKA your teammates will DC the moment you get first hook)
Boil Over (Useless)
Surveillance (Useless)
Monstrous Shrine (Useless)
Left Behind (Useless)
Up the Ante (Useless now that Deliverance is a thing)
Fire Up (Values too low to even do anything)
Hex: The Third Seal (buggy perk)
Stridor (buggy perk)
Blood Warden (buggy perk)
Hex: Thrill of the Hunt (Needs QoL updates... Or Make this NOT a Hex Perk but reduce slow reduction)
Over(under)whelming presence (Nobody uses this)
Predator (Why would anyone take this? You could color code footprints to make each footprint set specific to a survivor and I STILL wouldn't take this garbage.)
Spies From the Shadows (Remove or update this perk)
Thanatophobia (Values too low to do anything. You will never have 4 injured survivors at rank 1 gameplay)
Pop Goes the Weasel (Remove the 30 second timeframe. It forces you to avoid chases in favor of smashing gens... #########)
Thank you someone who understands this bs. I do think alert needs a buff but this is just over the top bbq got nothing but bp bonus when compared to this alert. I highly dought that this change will go through unscathed. I also think they need to address the useless perks instead of the mediocre perks. Alert was trash but there were times it came in handy. the perks you listed are ones that really need some love when compared to other perks that are not even meta.
@AChaoticKiller
Yeah, that was the point! Even non-meta perks can be PLAYABLE in the right given circumstances (meme builds, or 'just for fun/challenge builds'). Even bad perks can be "OK" if combo with other perks. NO Monstrous shrine doesn't count, I don't care... 6.whatever seconds per Hook Stage does NOT make any difference in saving someone... BTW, does Monstrous Shrine make Deliverance only have an 85% chance of working? Hmmmm :OThe ones I listed are either buggy, useless, or so completely outshined by another perk you'd be daft to take it.
For example, Overwhelming Presence. It's only good against flashlights. But you have Light Born, so why would you take this perk?
People don't heal inside terror radius, that's dumb. People don't repair generators with toolboxes inside your terror radius, that's dumb (YOU NOW HAVE ICON TELLING YOU THAT YOU ARE BEING DE-BUFFED, Way to go BHVR!)
There's literally nothing this perks does that's good, that cannot be achieved with another perk.
I mean, who the HELL would run a key with that addon that lets you see the killer/survivor anyways?

That's the only theoretical use, and nobody runs Key lol.
-
I will say at least they are tip-toeing towards the right direction.
Deja Vu, once the ultimately useless of useless perks, can at least DENY 3-gen strategy, which counters Doctor and Hag especially well.
-
Devs, if implementing this change to perk, will effectively have made their previous buff to Dark Sense null and void.
Why have a perk that can be used five times per game, when you can get a perk that can be used 10 or more times per game, with the same duration?

Also, why are they not focusing on perks that actually are 100% unplayable or really freakin' bad?
No Mither (AKA your teammates will DC the moment you get first hook)
Boil Over (Useless)
Surveillance (Useless)
Monstrous Shrine (Useless)
Left Behind (Useless)
Up the Ante (Useless now that Deliverance is a thing)
Fire Up (Values too low to even do anything)
Hex: The Third Seal (buggy perk)
Stridor (buggy perk)
Blood Warden (buggy perk)
Hex: Thrill of the Hunt (Needs QoL updates... Or Make this NOT a Hex Perk but reduce slow reduction)
Over(under)whelming presence (Nobody uses this)
Predator (Why would anyone take this? You could color code footprints to make each footprint set specific to a survivor and I STILL wouldn't take this garbage.)
Spies From the Shadows (Remove or update this perk)
Thanatophobia (Values too low to do anything. You will never have 4 injured survivors at rank 1 gameplay)
Pop Goes the Weasel (Remove the 30 second timeframe. It forces you to avoid chases in favor of smashing gens... #########) -
As it stands, this change to Alert makes it better than Dark Sense in almost every usage. Even supposing you say that "oh, you'll know when to do a safe gate" with Dark Sense... That's not really true.
Survivors will just camp out in some obscure place, wait for a chase to begin, Killer will break a pallet Annnnnnnd… You've just made it better than Dark Sense.
-
@Janick
Stats pl0x. -
I want 3rd person view everytime killer smacks the survivor.
-
@MhhBurgers said:
@Killigma said:
How about none? You are one of the major issues this community has. Play the damn game, if you draw a bad map, then suck it up. Even maps like haddonfield, although are a nightmare for Killers, still does not justify DC'n.Uh yeah what's the point of "Playing" when all of said playing is basically getting stealthed AND looped while having no clearcut routes? If enough killers did this then the devs would have to react and finally fix that map, "sucking up" to bad design is not something we as players should do. Esp since there's absolutely no maps that are bad for survivors.
I have more than 1,500 hours as Killer. There are maps that are Killer biased.
Meatplant (The Game) is VERY hard for survivors if you run specific perk builds with Doctor (Sniping/Maxed-out Order Addons) or Clown (Anti-Heal), and maybe Hag.
Lery's CAN be VERY hard for survivors with zero-terror radius Michael/Freddy builds.
Those two maps can be Killer biased. I'm pretty sure they have the lowest % survivor escape rates too.
-
@Lowbei said:
MhhBurgers said:@Lowbei said:
I dont DC from maps because im not a bad player.
you can 4k on all maps. git gud.
I will once the devs remove the safespaces that have 0 mindgame.
there are none. i can catch people anywhere.
no worries, we have scrub ranks (15-20) for people like you, where skilled players dont have to see you ragequit.
The farm maps have see-through walls. You literally cannot mindgame those.
-
@MhhBurgers said:
Personally I immediately DC from Haddonfield, the map is way to clustered with safespaces pallets and visionblockers, hooks are often times unreachable because of stupid hedges.That map is cancer.
-
Yeah. I can imagine tons of dead zones. At least you'd have a better chance of getting vault grabs, lol.
A lot of people don't recommend using addons as Nurse, but I find that if you use the faster transportation addons, you can move so fast that it throws off good survivors.
-
@Crythor said:
Lampkin Lane is the second worst map in the game only beaten by Larys.Lary's is bad for survivors. Ironically, it's horrible for Billy. Though, the library is so safe it's pretty redonkulous.
-
Bumparino.
-
Yesssssssssssssssssssss, be like that chainsaw guy from Zombies Ate my Neighbors.
Seriously though, we need this.
Haddonfield vs. New Map.... Which is more cluttered? LOL.
-
Yeah, true enough.
If they want to make stealth-oriented maps, they need to decrease the timer before crows activate. Can't ######### do anything otherwise.
-
Also, I don't know why the houses all don't have the same top floor layout. Top floor should have no windows, but have two of those open areas where you can drop down (love it when cheeky survivors nod from there while looking down at you, lol.)
-
Exactly. There's less line of sight on this map than even in swamp. Trying to find the last survivor during hatch rush is almost impossible if not for the fact that hatch tends to spawn near middle of map (I've noticed this is the only map that has a STRONG, very STRONG bias towards spawning hatch near middle of map).
I'd rather take swamp than this map. At least swamp you can play more than those five killers I mentioned above and at least sacrifice one or two survivors who are GOOD.
-
Oh wow. That sucks. =/
-
@SovererignKing said:
So bring Ruin with you when you use Haunted Grounds and extend the game if they don’t want to cleanse totems. Or Devour Hope. Spirit Fury is great at tier 3, pair it with Enduring and you basically get a free hit if they stun you.Playing as her? It’s just predicting your opponents next move. Who cares if you’re blind? If you played Nurse this is second nature to you. Besides, missing with her power is far less detrimental than missing Blinks with Nurse. You can afford to screw up Haunting often, you can’t afford missing Blinks. She’s less powerful than Nurse, but more forgiving. It just takes practice and intuition.
The cooldown on Spirit makes missing way more punishing than playing Nurse.
-
Yeah. I think survivor would be more tolerable if you could make WGLF better. Max out at two stacks 50% each. Maybe include a new scoring category where you'd get a stack each time you escape the killer if you escape the killer after being unhooked for the second time in a game.
-
Aye. You had three things happen.
1) Double BP weekend
2) New Killer dropped
3) Free to play weekendWhat does this mean?
More people playing killer because:
1) You get higher minimum BP from shittily playing killer as well as much higher potential maximum BP from doing well. It's much easier to max out all categories as killer.
2) People trying out Spirit who normally play survivor
3) New players playing for free choosing killer role 'cuz it's easier at low rank than Low-rank survivor playTherefore, you can conclude that you had probably the lowest number of people playing as survivor during any event, even previous double BP events.
For me, survivor queues loaded four people INSTANTLY, literally no wait whatsoever at all. I was stuck with long killer queues like you at around 10 to 20 minutes until I attained rank 1 again, but even then it took around 6 or 7 minutes to get four players.
Frankly, I'm too lazy to rank up as survivor, so I'm stuck at rank 15.
If they buffed BP gains for survivor, I'd play it more, but the floor for points you can get as survivor is WAY less than killer.... Meh.
We're Gonna live forever should have two stacks, each 50%. Trying to get four stacks with a ######### team either gets you killed, or if you have a godlike team you never get stacks in the first place. It's really #########. With bad teammates, you're lucky to get even 20k points as a survivor sometimes.
Playing top rank killer is hard as balls. Playing bottom rank survivor is hard as balls. =/
-
Random deer in mother's dwelling. Get too close and they run off and create a noise alert when they hit something?
Be able to use Calm Spirit to hide behind deer, cows, or potentially bears?
Yeah. Give us some mf'ing bears.
I want bears.
-
Sorry. Wrong person. You don't have to be condescending, y'know…
-
@Sarief said:
@Orion said:
@Wolf74 said:
@Smiss said:
It's cause you're looking at the numbers from a non-statistics point of view, which is understandable cuz not everyone knows statistics well. What you need to consider is that each survivor has a 4% chance to kobe each kobe attempt, not just all of the first phase. To find out the real chance of kobeing, we need to consider it is 3 attempts in total.The best way to find this out is by figuring out the chance that the survivor will **NOT ** kobe. Because you have a 4% chance to kobe, you have a 96% chance to fail to each kobe. So 1st attempt, 96% chance to fail. But with the 2nd attempt, we have to keep in mind that you only get a 2nd attempt if you fail to first one, so the odds of failing your first 2 kobe attempts is .96 * .96, then you still have to count the third attempt meaning your total equation is .96 * .96 * .96. doing this gets you about 88.5% for failing all 3 tries, meaning each survivor really has an 11.5% chance to unhook themselves if they try all 3 times. This is just the base chance, including things such as luck offerings, Slippery Meat, and Up The Ante increase their chance of kobeing.
Actually I do know pretty well how statistics work, that's why I doubt the numbers.
Even if you break it down mathematically it happens way to often, especially if you see them kobe on the first or 2nd attempt.The fact that you think it matters if it's the first or second attempt in any given trial tells me you don't know how statistics work.
Using a binomial distribution, the odds of 1 or more successes with a 0.04 (4%) probability of success are around 11.5%.
Assuming that Survivors play 50 trials per day and get 3 attempts on each, that's 150 attempts, which brings P(X>=x) up to 99.78% - a near-certainty that they'll be able to get off the hook.This.
it's not 4%. It's 11.5% without any bonuses. New players have hidden bonus as well.
Don't trust survivors. They always spout lies. Like "respect 4%" #########.@Jack11803
Source on that "hidden bonus" for new survs? -
@DeadByFlashlight said:
@redsopine1 said:
Orange_Lady said:@DeadByFlashlight if your ruin is destroyed is not my fault you can use thrill of the hunt or the new perk Hex: Haunted Ground.
This was especially introduced for not destroying your totems so fast.
good killer can also get everyone without tunneling / camping!!
What can surv do to escape? - you have to loop

Trapper trap loop spots use huntress and her hatchet's drop high lv hag traps about that's one counter for those areas is
A SWF can easily disarm your traps EVEN DURING chase, once you experienced that as trapper you are ready to forgot about him. Same as hag, a mate can always run with you and pop all your hag traps instantly, they can also be destroyed by flashlights. I heard that huntress hitboxes are ######### now, cant tell because I havent played her since the patch, but well......
@DeadByFlashlight
Keep in mind, this patch added "trap buffering". Trapper has become even more niche useless and strengthened SWF brokenness.Imagine this specific scenario. It's not a typical scenario, but it's possible on certain maps with hooks near narrow hallways/pallet points/chokepoints.
Injured survivor A does a risky unhook for survivor B with you, the Killer, nearby. After the unhook, two injured survivors ready to get downed are BOTH near you!
Awesome, right?
Wrong.
Both survivors take a hallway with an unpassable trap at the end... Mwahahahha! Get Rekt! Right?
Wrong again.
You are almost about to SLAP the monkey-loving ######### out of injured survivor A. Cleverly, the injured survivor A "trap buffers", so injured survivor B passes free through the trap, thus escaping you.
You are about to hit the injured survivor A, when injured survivor A SUDDENLY uses Dead Hard to boost through the trap. You cannot go straight after either of them now because you'd get caught in your own trap.... FUUUUUUUUUUUUUUU!
So effectively, two survivors have now escaped and have a considerable lead against you because you have to stop to pick up your own damn trap. Survivor B has escaped, surrounded by other Survivors if we wanna be really toxic about this scenario, and Survivor A probably has enough of a lead now to get to another safe pallet.
How the hell does this "enhance" game balance?

BHVR made Trapper's own power work against him in this specific scenario. Before this patch, you'd have gotten at least one downed survivor, maybe two downs even (I forget if you can dead hard through a trapped survivor? O_O)
Also, with hook invincibility changes, everyone can take dead hard now because in SWF they can body block unsafe hooks and when the survivor being unhooked hits the floor they can dead hard and get away.... Totes fair, right? :P
-
I'd rather they nerf Wraith's addons and increase Wraith's base power stats. Wraith is way too addon hungry. Same needs to be done with Leatherface.
Look at Michael Myers, Nurse, Hillbilly (maybe to an extent), Hag (depending on playstyle). Good examples of killers that you can play without addons and at least 1K or better (Nurse) in high ranks against good survivors (though you'd have to tunnel against SWF to secure that 1K without addons).