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thesuicidefox

thesuicidefox

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thesuicidefox
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  • LOL so the reason I didn't make a post about it is because 1) devs wouldn't take my ideas anyway, and 2) he is a licensed killer.

    I appreciate you liking my ideas, and I would love to see the devs do it, but... I mean I just wasn't going to waste my time with it since there is no point.

  • @Mister_xD said:
    id say it should work with the obsession instead.
    so, you can mori the obsession, once it has been hooked.

    @ChesterTheMolester said:
    Nah just have it in the basekit.

    Either of these actually.

  • It will keep showing up in the Bloodweb until you buy it, meaning you will have to take whatever the other perk is every time.

  • @michaelmyers87 said:
    I think his list is based on skilled killers using them. I crush with Michael. He’s the first killer I mastered and got to rank one on the old system when it was harder to rank up. 

    He has the easiest one hit down. 

    That doesn't mean that Myers is a good killer though. Just that you reached his maximum potential sooner than you did with other killers. Nurse takes far more skill to use than Myers, but the payoff is way better once you get to that point. That's why Nurse is top tier and Myers is, at best, upper mid-tier.

    @Zanely89 said:
    Tier list is an opinion, of course it will based off of personal experience and how much success that person have with a particular killer.
    If that couldn't be reflected into making a tier list, then official should just release the killer rate.of each killer as tier list and call it a day.

    Tier lists are not opinions. Well, officially recognized ones are not. Tyde's is, which is why it's not really a tier list. Tier lists are based on stats and abilities of a character compared to others, as well as official tournament results (which we have only had 2? but all Nurses AFAIK). A character with better stats and/or more options will be superior. A higher tiered killer will have more success, when played to their maximum potential, than a lower tier killer.

    When people say "I can 4k with Freddy at rank 1" it doesn't change the fact that Freddy is just mechanically less powerful than the Nurse. If you take the absolute best DBD in the world (killer and surv) then clone them 4 times and have him play a game against himselves, the outcome will be determined mainly by which killer he uses. Perks, the map, and RNG can all influence the outcome too, but the high tier killers are generally the ones least affected by these drawbacks. If you pick Nurse then these things matter less than if you are Freddy.

  • @powerbats said:
    I absolutely suck at Nurse but the more I play her the better I can do, but she's just not my playstyle. I started out on Trapper and then played Huntress but couldn't get into ehr as much even though i do good with her. I found Pig and Myers lots of fun.

    The thing is, a tier list is not "which character I am best with" it's "which character is, either statistically or practically, the best".

    Nurse is the best killer because she can teleport through objects, making pallets and windows unsafe against her. Her only real counter, stealth, is something most survivors actually suck at despite how simple it actually is once you realize what to do (eg. walk, use objects to block any line of sight the killer might have on you, be aware of the sounds you make and the tracks you leave behind, etc.). This is why she is so good, she ignores a very key aspect of the game's design. The fact that Nurse is a difficult killer to learn/use does not make up for what she actually has the capability of doing.

    A tier list is a character's maximum potential. Huntress has more potential than Myers because she can hit you from a distance, and makes certain pallets/windows unsafe, where Myers can't. Myers stealth can also be countered by many survivor perks, or just by a survivor with good game sense. Hatchets can only be countered by juking, which is much more difficult to do than tracking the killer, especially if it's a good Huntress with good aim.

  • I think it's a multi-killer. You play as more than 1 killer at a time. Maybe they are AI controlled or maybe you only control one at a time but there are a few around the map you can switch to.

  • @Well_Placed_HexTotem said:
    What’s this “camera flick for free hits” thing?

    Also id put LF S tier just because he has absolute hook domination. If someone pisses you off or is a douchebag you hook them and they aren’t getting off the hook.

    IDK what that guy is talking about, but from experience if you see a survivor about to hit a trap you can almost buffer your teleport and swing so that you hit them instantly. It's really hard to juke for the simple fact you just do it so fast they can't react.

    He could also be referring to camera jerk, where the survivor's camera is pulled towards the phantasm. I sometimes place a trap in the corner of the shack or something so that if they try to loop me through the window, they hit the trap and it pulls their camera to the corner. Most of the time they run into the corner, for just a moment, long enough that you can hit them because it messed up their loop. Another good spot is on the right corner at the bottom of the long steps for the basement. They crouch in to make the save, and if you pressure them by coming back to the basement after the save they tend to just try to run out. When they do they hit that trap and it pulls them into the corner, and it is enough to seriously screwed them over.

  • @Peanits said:
    Because Thanksgiving was last month, silly.

    But beyond that, between Halloween and Christmas, Q4 is already packed with events.

    It is today in the states.

  • Hag and LF were totally wrong. He overrates one shots too much and it's clear he doesn't know how to play Hag properly. She is insanely powerful when used correctly. Myers he also overrates but I would say that's not as an extreme a boo-boo as the other 2. I also find it funny he rates Clown above both Huntress and Spirit. The way I see it, the top tiers are all the "slow" killers plus Hillbilly. Clown would be the first of the NEXT tier after all them, followed by Myers and Pig.

  • You guys wanna hear something silly?

    Trapper is the only killer I am legit scared of. So scared that even when I'm NOT playing against a Trapper I'm checking windows, pallets, and tall grass for traps 🤣

  • @PixelatedDom said:
    My problem with that is you never know if she has it or not until its too late. Its not even about getting grabbed off gens its never being able to know here she is when she has this add on.

    I mean, there are a lot of things you don't know the killer has until it's too late. Tombstone, Mint Rag, Blood Warden, NOED, the list goes on. How is Prayer Beads any different.

    All you need is one chase where you get out of her heartbeat to see she has PB. Once you know then you know to be more careful on gens so you don't get grabbed. Stop rushing the gen without thinking. Use some game sense. I've escaped from Spirit with PB before, a good one too, it wasn't easy but you can do it if you play smart.

  • @Wolf74 said:

    @thesuicidefox said:

    Maybe if you can't catch ANYONE then you aren't as good a killer as you think. Just sayin'.

    Oh how I love those survivor memes.^^
    Survivor got carries through the match by sanctioned exploits and call themself skilled. :P
    At high ranks basically EVERY survivor can loop. It's a simple matter of practice.
    Switching targets is only promoted by the same survivor that say "SC is fine, just loose the injured" or "if the killer lost the victim, he deserve the (free) heal".
    You just want to play pig-in-the-middle and blame the killer for flawed game design.

    Or maybe you need to find more effective ways to catch people. If you just follow them around the loops then you will chase them forever. You need to put them in positions to make mistakes. Following the formula they are used to is not the way to make them make mistakes. You make it sound like all survivors are impossible to catch. Again maybe you aren't as good of a killer as you think. I play rank 1 killer and I can catch most survivors I come across in under 40 seconds. The ones that last longer I don't just keep chasing all game. I'll chase them until I decide I spent too much time on them then I will break off and find someone else. If you waste all game trying to catch someone you clearly can't then you are playing killer wrong and you will lose.

    I'm also rank 1 surv, and good killers can mind game me or predict what I'm doing and catch me, even if I try to loop, or they let me go and go for someone else that is more vulnerable. Bad killers don't do this, they just follow you as you run the patterns and ignore much easier targets because "they gotta catch 'em all!"

  • @Orion said:

    @thesuicidefox said:

    @Master said:
    How do you end the chase quicker?

    Stop chasing them and do something else. Chase another survivor off a gen, kick some pallets you need to kick. A lot of killers get this thing in their head where the moment they find someone they chase them, relentlessly, until either they lose them completely or they catch them. It's during this time that the other get gens done because there is nothing to stop them. Really good killers keep pressure on all the survivors by knowing when to just give up on a chase. Yea it sucks that you have to let someone go that you could get, but sometimes it's better to do that because it disrupts the speed the GROUP does the gens.

    So lose the chase over and over again, because every single Survivor is going to do the same thing.

    Maybe if you can't catch ANYONE then you aren't as good a killer as you think. Just sayin'. I play a few killers at rank 1, most of the slow ones too and Freddy (and Nurse on console). Yea you get survivors that are really good at running away, but no survivor ever plays perfectly all the time. You have to capitalize on their mistakes. If you just keep chasing someone the others do gens. Sometimes if I start a chase and don't get a hit in the first 10 seconds but they drop a pallet, I'll just break the pallet and move on. I know that survivor won't be doing gens just yet, I have maybe 15-20 seconds before they feel "safe" and find a gen to work on. Maybe 10 if they are a good survivor. That's enough time to reset and get on another survivor.

    The key is to know when to chase and when to not chase. If you swing at everyone and never take a chase that's just as bad as taking a chase and NEVER giving it up. Newsflash, you earn less Chaser points the longer the chase is. If you don't end a chase quickly then break off and find someone else, that you can catch.

    You make it sound like it's impossible to catch a survivor. Maybe it is if you just follow them around every loop like a puppy, but if you act with your own will then you can put pressure on survivors into making mistakes, and THEN you catch them.

  • @PixelatedDom said:

    @powerbats said:

    @PixelatedDom said:

    You can compare to aspects on games that a fact. You can compare any game to another game if they have similar or basic things to compare. There is only 1 solid counter to this add on and you need a perk to counter it. if there is no grass you cannot see her or tell she is near you. Understand that there are so many options in this game and so many things to run and taking up 1 perk slot out of my 4 is a lot to ask. And no, dont use the dumb logic of, if its so OP then you should e able to do it. I dont play her and I dont play killers. Give me some time to practice killers and yeah I'd imagine I would do 100% better with this add on compared to not running it. Understand that there is only 1 real hard counter to this perk and that is why it is strong.

    I can compare other games to your issue and point out how other people manage in those games to adapt whereas you refuse to. There are 2 solid counters to her addon and both you refuse to use because it crimps your playstyle. The fact you refuse to run either of the 2 counters which by the way work on every killer but Myers in Evil Within I shows your the issue not ehr addon.

    Also my logic isn't dumb just because you disagree with it and don't like the fact it makes sense. You don't play killers yet say you can't compare other killers without actually having played killer. that's totally bad and contradictory logic there.

    There's 2 hard counters and most maps even Lery's have Grass and Myers in tier I can sneak up up on you when you're behind a wall. Amanda can sneak up on you behind a wall and you can't see her either. Wraith can sneak up on you behind a wall and you can't see him either.

    In fact all killers can sneak up on you behind a wall and if they have Tinkerer then you won't get a terror radius either. Your problem is and will remain the fact you refuse to change or adapt to one killer and 1 addon. I watched a streamer earlier play without either of those addon on Lery's and never get grabbed once. She wasn't near grass and couldn't see her coming nor hear her yet did just fine.

    The devs aren't going to remove an addon just because you refuse to use the available tools to counter it,e specially when that information has been given to you. If she had a 100% grab rate using this addon you'd see it get nerfed but since people adapt and learn to counter her they won't.

    IF you won't change or adapt and won't learn to play killer you'll keep getting nailed by her or any killer for that matter. It's obvious you're going to keep using the add on as an excuse for not changing instead of fixing the issue which is you.

    On wide open maps you can look and see her phase, on close maps it's all about situational awareness.

    You need to have a specific perk to counter her add on that is why it is OP, you can tell me to adapt all you want but only having 1 real hard counter to a add on is complete broken. And no you can see all of those other killers, her invisibility is just like Freddy's. You are completely invisible when you phase. therefor you cannot tell if she is near you. All of those other killers can be seen coming to your gen. You fail to see that clearly. And I can criticize killers even if I don't play them, I play against them all of the time, I understand what they do just as well as the killers themselves. Sure I can sacrifice one of my perks just in case I ever run into her with that add on again but personally I don't need that item on me 24/7 to deal with any other killer. The only time I would ever find it handy to use is against her with this add on. It needs to be nerfed.

    I mean, if you think she has Prayer Beads just don't be on a gen unless you are positive you know where she is, or that she is definitely not by you. If you see her hook while you are doing a gen, assume she has BBQ and might come to you. Just walk away, she can't see auras when she phasewalks and she's probably going to phase walk before the aura reading ends. If she decided to come for you and you aren't there she can't grab you. If she made a hook and it's been more than 10 seconds you can be safe to assume she isn't coming to you so get back on the gen.

  • Prayer Beads should be a pink add-on for how powerful it is. Mother's Ring should be purple.

  • If Trapper started with 2 traps by default (but could only carry 1 after placing the first trap) and had the ability to set a trap that's already on the ground (without having to pick it up first), he would be in a good spot I feel. He has a lot of potential to snowball from just 1 or 2 survivors hitting a trap, and he has a very strong basement game.

  • @Master said:
    How do you end the chase quicker?

    Stop chasing them and do something else. Chase another survivor off a gen, kick some pallets you need to kick. A lot of killers get this thing in their head where the moment they find someone they chase them, relentlessly, until either they lose them completely or they catch them. It's during this time that the other get gens done because there is nothing to stop them. Really good killers keep pressure on all the survivors by knowing when to just give up on a chase. Yea it sucks that you have to let someone go that you could get, but sometimes it's better to do that because it disrupts the speed the GROUP does the gens.

  • @Blueberry said:
    1) Sure that's a buff he definitely needed.

    However, (2) doesn't keep people in the dream state longer at all.

    You gave minor buffs that don't fully even address his issues while adding nerfs that are way more sever than the buffs you gave. You nerfed him way more than you buffed him. I don't think you see how little you gave him or how much you really took away from him.

    If you can't mash the button to wake up the instant a skill check appears then yes, it will be more difficult to wake up. You basically have to wait for a skill check, then hit it successfully, to wake up (though with them being inverted you actually fail the skill check). If you are being chased then it becomes impossible to just tap a heal or gen and wake up immediately. Not to mention that some survivors might actually succeed the skill check (because it's inverted now) by accident. It makes Unnerving actually valuable on him because with inversion it would mean most of the skill check is a success zone, with a small fail zone you have to hit like a normal skill check.

    What would happen is that the only way you could wake up is if you weren't in immediately danger. If you are it will be significantly harder to wake up than it is now just because you have to focus on what you are doing and not mindlessly spam a button.

    To be clear, it doesn't need to be harder to wake up IN GENERAL, it only needs to be harder to wake up in a chase or right in Freddy's face, which this does.

  • Dying Light is fine. Maybe there should be some way to convey to ALL survivors that this guy is a DL obsession so they know to protect him at least. Maybe when the obsession saves or heals you, you see the DL icon like your would WMI so you know both that the guy healing you is DL obsession and that he will heal you faster. And if you are the DL obsession you should get the icon on your first hook, so you KNOW the moment you get off the hook to run and/or hide as best as you can. You could also add a stipulation that DL obsessions need to be hooked twice or in stage 2 before they can be mori'd.

  • Equip Bond. Get killer's attention. Run to bad survivor guy. Now they die and you hatch. Is more fun?

  • @Blueberry said:

    @thesuicidefox said:
    1) Survivors are prevented from doing all actions except vaults and pallet drops during the transition period. This forces them to treat it like the start of a chase and stops the BS when people just do stuff in your face.
    2) Invert skill check zones so that the failed zone is the same size as a normal skill check, and a normal skill check is the size of the fail zone (ie. most of the circle). Great skill check zones are removed and the skill checks are red. Think like doing a skill check with Autodidact with the Ruin color bug, except the small part is the fail zone. This means you can't just mash the button to wake up, you have to sort of hit a skill check but it's a fail skill check meaning you still lose progress on whatever you were doing.
    3) Reduce fog and grey scale of Dream World. This helps everyone.
    4) Increase lullaby range to 32m (heartbeat stays 24m and is affected by perks/add-ons) with the outer 8m being directional. This makes it a bit easier to avoid Freddy (especially now since with #3 he could potentially see you better at a distance).
    5) All killer aura reading perks work on Freddy even if you are awake. This includes OoO, Alert, Dark Sense, and Kindred. However, it does NOT include Rancor, as it is a killer perk with a unique effect on Freddy I personally wouldn't want to lose that. You would only see a Rancor aura on Freddy if you are asleep.
    6) Freddy's aura reading intensity now based on range and number of survivors asleep. The closer you are to Freddy without being in his heartbeat range, the brighter your aura will be. The farther, the dimmer your aura. The limit for the aura on a single survivor would be something like 40m. But if 2 survivors are asleep it would be 60, and so on. This gives you more of a chance to get away from Freddy if he is tunneling you. He would be forced to sleep others if he wants to track you, which then both make them potential targets and allow them to body block or something if needed).
    7) Freddy leaves the Dream World and enters the real world when inside an open exit gate or within a short range of it. This let's you hit people at the exit gate even if they are awake. Freddy can also put them to sleep here but he doesn't have to in order to hit them. There's no animation to this, just a threshold where if he crosses he's just there in the real world, and if he goes back he goes back to the Dream World. Awake survivors would not see him while he is still in the DW and will hear a lullaby up until the moment he crosses over, at which point they would hear a heartbeat (assuming they are in range, eg. M&A + paint brush).

    Uhh so where is the buff?

    With all these changes you literally just nerfed the worst killer in the game extensively...like what lol

    1 and 2 are the buffs, HUGE buffs. The two biggest problems Freddy has is not having ANY defense and it being too easy to wake up. Fix those two things and he becomes significantly better. Also 7 is huge because he can just hit you without putting you to sleep. Considering Blood Warden is one of his perks, this is a good buff.

    The "nerfs" are really just minor things to make him less frustrating to play against. Like do you really care if you can be seen for like 4 seconds from Alert? "OMG he knows I just kicked a pallet across the map" like he will still see you coming. As far as the lullaby, adding 8m and making it directional would not hurt him that much. He moves at 4.6 m/s, meaning he would cover that distance in less than 2 seconds. You would have to be paying good attention to the direction to have a heads up where is coming from and it's no guarantee he doesn't see you. More that you know definitely do not run in this direction. You could argue 6 is a big nerf, but you can take it or leave it. The idea there was to give more wiggle room to avoid a tunneling Freddy, which is a very lame thing to go against.

    The important ones though are 1-5.

    You guys all want him to be this crazy thing in a chase, when his power already slows the game and tracks survivors. When it's harder to wake up, Freddy is a lot stronger. Depip squad sort of kind of proved this, as half of the killers that 4k'd them were Freddy (and because they couldn't Self Care awake). He doesn't need crazy buffs.

  • Survivor is much easier than killer IMO. The only exception is being that first survivor caught simply because you are the most at the killer's mercy. If the killer decides to camp or tunnel you, then the only way you can escape is if you are good in a chase. Most survivors are bad in a chase hence why they die fast. But ones that are good in a chase can waste a lot of the killer's time. Most survivors are also very altruistic to the point that they make bad saves instead of doing gens. Good survivors, the ones that are not most survivors, will indeed have the edge over the killer most of the time.

  • My problem with NOED is that too many killers rely on it to help them win. It's always the killers that are really bad, where survivors take 10 minutes to do a gen and they got 1 hook and smacked a few people, that have NOED. It's a crutch.

    Which is exactly what DS is too. I don't mind it so much for the obsession, because you can play around it most of the time. But when 3 or 4 survivors have it it's completely game breaking. Heck it's borderline game breaking at 1 use, and worst part is you have no idea who else has it and since they don't use it right away it has more potential to screw you over at a crucial moment.

    The way I look at it... NOED needs a tell. If you cleanse a dull totem and the killer has ANY totem perk in play you get the little triangle Hex icon, but not a notification of what Hex it is until you officially trigger it. Survivors then can do a single dull totem, see a Hex is in play, and by the course of the game eliminate all other Hexs to KNOW it will be a NOED and to plan accordingly. This makes it less of a crutch tactic for bad killers since they won't usually get the surprise on someone. Plus it would do what killers what, which is slow the game as survivors will take time to do totems.

    DS should only be available to the obsession, and the size of the skill check increases with each instance in the group (to give some benefit to having more than 1 DS). Too many survivors rely on this to escape, the only one who even NEEDS this is the obsession because there are 2 perks that say "kill this person ASAP". If you want to be an obsession so bad then put on another perk or take the chance you go in with 1 less perk. Maybe to be fairer to solo players, give a notification to all survivors in the lobby if one of them is using an obsession perk. That way you can swap to something else if you see others might be using it.

  • 1) Survivors are prevented from doing all actions except vaults and pallet drops during the transition period. This forces them to treat it like the start of a chase and stops the BS when people just do stuff in your face.
    2) Invert skill check zones so that the failed zone is the same size as a normal skill check, and a normal skill check is the size of the fail zone (ie. most of the circle). Great skill check zones are removed and the skill checks are red. Think like doing a skill check with Autodidact with the Ruin color bug, except the small part is the fail zone. This means you can't just mash the button to wake up, you have to sort of hit a skill check but it's a fail skill check meaning you still lose progress on whatever you were doing.
    3) Reduce fog and grey scale of Dream World. This helps everyone.
    4) Increase lullaby range to 32m (heartbeat stays 24m and is affected by perks/add-ons) with the outer 8m being directional. This makes it a bit easier to avoid Freddy (especially now since with #3 he could potentially see you better at a distance).
    5) All killer aura reading perks work on Freddy even if you are awake. This includes OoO, Alert, Dark Sense, and Kindred. However, it does NOT include Rancor, as it is a killer perk with a unique effect on Freddy I personally wouldn't want to lose that. You would only see a Rancor aura on Freddy if you are asleep.
    6) Freddy's aura reading intensity now based on range and number of survivors asleep. The closer you are to Freddy without being in his heartbeat range, the brighter your aura will be. The farther, the dimmer your aura. The limit for the aura on a single survivor would be something like 40m. But if 2 survivors are asleep it would be 60, and so on. This gives you more of a chance to get away from Freddy if he is tunneling you. He would be forced to sleep others if he wants to track you, which then both make them potential targets and allow them to body block or something if needed).
    7) Freddy leaves the Dream World and enters the real world when inside an open exit gate or within a short range of it. This let's you hit people at the exit gate even if they are awake. Freddy can also put them to sleep here but he doesn't have to in order to hit them. There's no animation to this, just a threshold where if he crosses he's just there in the real world, and if he goes back he goes back to the Dream World. Awake survivors would not see him while he is still in the DW and will hear a lullaby up until the moment he crosses over, at which point they would hear a heartbeat (assuming they are in range, eg. M&A + paint brush).

  • I don't play Myers, but I use Whispers on a few of my killers. On Hag, who has a small heartbeat, it's good to sneak up on survivors because you can kinda of proxy a gen and if Whispers lights up then they are probably working on it. I also use M&A on my Hag so it's even easy to catch them off guard.

    Nurse's is good on her too for similar reasons but what I find is that Nurse's is generally better, Whispers has more specific uses where you would REALLY miss it if you didn't have it. It helps you find the first and last survivor rather easily, proxy gens/gates/totems like I said, and you can zone out a survivor to specific jungle gyms and such, making it useful for tracking. Nurse's will help when they are injured AND healing, which most survivors will try to get as far away from you as possible to heal to avoid Nurse's. You will catch them at first, but if they are good survivors eventually they will figure out you have Nurse's. Not many survivors run Iron Will these days, and you can't hide blood so use that to find them if they are injured because they can't hide it like an aura.

  • It's because Nea is killer.
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    Nea is killer because all survivors are killers.
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    All survivors are killers because they are CHILDREN OF THE CORN.

  • Only obsession should be able to use DS. Having more DS's in the group increases the size of the skill check. If you want to use DS, you should run other obsession perks to make sure you are an obsession. SS and OoO need to be changed a bit so they are worth using, and the next survivor should have an obsession perk of some kind.

  • @CallMeRusty420 said:

    @thesuicidefox said:
    Krampus is an old story, I don't think anyone has a copyright or trademark on him. That said, I'd find it strange to have him in the game. He's already a supernatural being, like the Entity. It'd be like putting Satan into the game, he's not really a killer.

    Don't expect Jason. His legal properties are a mess right now, and he has his own game. It's just not ever gonna happen.

    There were theories about Scream and Jeepers Creepers in the past, but that's all they were is theory. Both are licensed properties like Jason. I have a feeling we won't be seeing many of those in the future, more original killers that BHVR can own.

    Though I do really REALLY want to play as a Chucky doll.

    Isn't Spirit a supernatural being? Like she does have floating limbs and is a vengeful spirit.

    Yea but she was a human. Krampus is like a demon or something.

  • TOTH should offer this as an effect maybe, but otherwise no. You shouldn't need to know which is which because there is supposed to be some RNG to it. If you use totems you should have to protect them, I know it's hard but if you knew which totem was Devour Hope it doesn't change the fact it's in the crappiest totem spot on the map. Most killers would probably just DC from that and not even wait for someone to destroy it.

    Totems should have a different color aura though. Being tiny and red make them really hard to see at the start of the trial. Maybe make them bright pink, like they appear on maps for survivors. That would make them a lot easier to see as killer.

  • The most powerful build I've come up with I call Dream Catcher: Ruin, Haunted Grounds, Dying Light, Play With Your Food, Class Photo, Z Block. Also you should bring a green or pink mori to at least kill the obsession but it's not exactly necessary except against SWF.

    When the game starts just find someone, anyone, and sleep them. CP adds 2 seconds to transition, while ZB removes that penalty. You will appear as a "normal" or "baby" Freddy to survivors because the transition is 7 seconds. CP will reveal auras of EVERYONE when someone transitions, so if you find 1 you find them all. Now that you see where the others are, go sleep them. You are looking for the obsession, when you find them take the chase and get them to a hook. If they are a good obsession, get 3 tokens of PWYF (easy as Freddy) and they won't be able to loop you. Ruin is there to slow down the game enough for you to catch the obsession, and HG is there to protect Ruin a bit and give you a one shot you can use on the obsession. Once you get them on a hook, WALK AWAY so someone saves them. Remember you have CP so you should always be able to find them. When they get saved, come back to the hook, tunnel down the obsession and mori them. You should be able to kill them, without the mori, before the team can take down Ruin and finish 2 gens. At this point you won the game. DL triggers and slows them down IMMENSELY, now all you need to do is keep them all slept all the time with CP. Take chases when it's best for you. They will never finish gens.

    No group has escaped this build. Before I optimized it with HG and PWYF, I had 1 group of 3 escape because they had a really good obsession that ran all game (still got him at the end though). But he wouldn't be able to run now that I use these perks, he would have gone down very quickly and died early.

    Might be wondering "why not Black Box if using Dying Light?" Well it's way too much of a tell. That one guy that ran all game, back then I used BB and he knew IMMEDIATELY to start looping me because he knew what I was doing. Plus BB only effect is starting them in DW. If they wake up it was a waste. CP + ZB is way WAY more powerful than BB, and you can find the obsession faster than any other killer and DISCRETELY. Most of the time when you sleep someone and walk away they don't think much of it, especially if they see 7 second transition. By the time the survivors figure out your build, obsession should be dead and they should all realize they are going to die and there is no escape.

    @MasonHugsCats said:
    Late game freddy relying on blood Warden is basically the only way to play Freddy.

    Wrong. Late game Freddy is actually a huge risk. Freddy is way more effective at gen lockdown, because survivors can't do gens when they are asleep. If you do builds that make it hard to wake up or keep them slept a lot and play for 3 gen lockdown, he is really strong. Almost as strong as Doc at it. Being at the gates with Freddy is like the last place you want to be.

  • Krampus is an old story, I don't think anyone has a copyright or trademark on him. That said, I'd find it strange to have him in the game. He's already a supernatural being, like the Entity. It'd be like putting Satan into the game, he's not really a killer.

    Don't expect Jason. His legal properties are a mess right now, and he has his own game. It's just not ever gonna happen.

    There were theories about Scream and Jeepers Creepers in the past, but that's all they were is theory. Both are licensed properties like Jason. I have a feeling we won't be seeing many of those in the future, more original killers that BHVR can own.

    Though I do really REALLY want to play as a Chucky doll.

  • It all comes down to game sense. The more the player understands what's going on the less likely they are to say it's tunneling or camping.

    Had a game as Nurse where a Feng brought a key. No Ruin or anything to slow down the game and they did gens pretty quick. Couldn't catch the Jake so when I saw Feng I went for her. Got the hook and knew someone was around so I patrolled. Didn't find anyone, I left then see scratch marks going to the hook so I charge a blink. They save, I blink, all 4 of them were there so I swing for Quentin but hit Meg. Okay I'll chase Meg they have 2 gens left and I'm pretty sure I could catch Feng again if I find her she wasn't that good. I chase Meg to a jungle gym and then she insta-heals inside, so I abandon the chase and go looking for Feng who is still injured (the only one injured, AND has a key). I have no idea where she is, I saw her go in this direction so I start searching that way. Find her, get her on another hook. Gen pops. I go to chase Quentin again and get a hit. She gets saved and the last gen pops. So I choose to go after Feng because 1) she is dead on hook and 2) she has a key. I also have Blood Warden so I'm expecting I could use her hook to trigger it and catch the rest at the gate probably get a 3k out of it. Jake tries to body block but she panics and back tracks, she gets down. I hit Jake just to get him to bail on trying to body block her when I pick up. As soon as I pick up, she DC's. Okay, whatever. I managed to find Quentin injured and down him near the gate. Carry him to a hook far away to trigger BW and force them into a bad spot. They screw up BIG TIME trying to make the save, I get both of them down. Quentin's dead, hook Meg and wait until she dies. Jake has DS but he can't make it to the door so I just let him hit me with it. He must have known where hatch was because he runs away from the door towards a hill. I make a sick blink and grab him out of the hatch on the hill and get the hook. 4k.

    After the game Feng says I tunneled her. It's like okay there are a lot of reasons you died when you did.
    1) You have a key.
    2) I took a chase on Meg when you got saved but she insta-heal, so I turned around to find you and you were pretty easy to find.
    3) I killed you when gates were powered. I barely had time to catch you, so of course someone is going to die fast if the game goes fast.

    She doesn't see that though she just sees me going after her "for no reason". Survivors need to be more aware of what happens in the game and how the killer reacts to stuff the survivors do. If you bring a key, that's like putting a target on your back, realize that. And if your team does gens really fast and you got caught, expect to be camped/tunneled. If you suck at chases then... well that's probably what got you caught in the first place. Weaklings get eaten first, keep that in mind. You either need to be good in chases or really smart. If you are neither you will die super fast, tunnel or not.

  • Just level up Spirit yourself and compare the bloodwebs to a p3 killer. Count the rarities, because that's what matters. Ideally compare to a killer with the right number of add-ons (eg. Trapper).

  • @MegaWaffle said:

    @thesuicidefox said:

    @MegaWaffle said:
    Its also easily countered by simply 99% a door until someone gets hooked then after they are hooked you open the door and leave. I honestly find it rare to see the perk ever get activated and I play solo 90% of the time when playing survivor.

    Except no survivor just leaves. And if they 99% a door you will know it's not open and slug the last guy, or potentially catch someone else too. If the door isn't open they can't leave, and if you are in a chase or have someone slugged you can keep pressure on them to keep the gate closed.

    We clearly have different experiences with the perk but I still find it a very "nich" pick.

    BW is not an easy perk to use, but if you use it right then you not opening the gate is just what I want. If you 99 it and open after I get the hook, well if you intend at all to stay and save the guy I can still catch someone and trigger BW. Literally the only thing you can do to avoid it is leave, which I never see survivors do unless maybe you have a mori or NOED or something else to scare them out the door. I'm making a point here that killers need to use it more because it's really REALLY powerful in ways other end game or time adding perks aren't.

  • @MegaWaffle said:
    Its also easily countered by simply 99% a door until someone gets hooked then after they are hooked you open the door and leave. I honestly find it rare to see the perk ever get activated and I play solo 90% of the time when playing survivor.

    Except no survivor just leaves. And if they 99% a door you will know it's not open and slug the last guy, or potentially catch someone else too. If the door isn't open they can't leave, and if you are in a chase or have someone slugged you can keep pressure on them to keep the gate closed.

  • @Master said:

    @thesuicidefox said:
    I agree with the OP. DS on the obsession is fine. Annoying to deal with, but not something you can't beat. The problem with DS comes when more than 1 person has it. Only the obsession should be able to DS, just increase the skill check size for every instance of DS in the group so there is still some benefit to run more than 1. And if you are crying about not being able to USE your DS, just equip more obsession perks to be picked as the obsession. Yes they suck but if you want to always be picked as the obsession you should have to sacrifice something, like a perk slot. Or take the chance you won't be the obsession and just run DS.

    Thats not a real solution and you know that.

    No it is. Why should you get to use the strongest perk in the game if you aren't the obsession? Having more than 1 in a game is literal cancer to killers and nothing you do will fix it other than limiting DS to a single use from the obsession.

    If you want to use your DS run OoO or SS so you have a high chance to be the obsession.

  • Balanced Landing. This is me if I don't have it...

  • Beast Of Prey shouldn't be all the time. It should have a trigger, however Blood Lust is not it. Maybe it triggers when you get a hit for X time, and if you can chain hits together you can hide your red stain indefinitely.

    Shadowborn is fine how it is.

    Your numbers are way too high for Fire Up. It needs a minor buff, 1-2%, and maybe some other small effect, but making it 20% is basically Brutal Strength.

  • I agree with the OP. DS on the obsession is fine. Annoying to deal with, but not something you can't beat. The problem with DS comes when more than 1 person has it. Only the obsession should be able to DS, just increase the skill check size for every instance of DS in the group so there is still some benefit to run more than 1. And if you are crying about not being able to USE your DS, just equip more obsession perks to be picked as the obsession. Yes they suck but if you want to always be picked as the obsession you should have to sacrifice something, like a perk slot. Or take the chance you won't be the obsession and just run DS.

  • @malloymk said:
    BigBubs said:

    @Austinmd02 said:

    I hate this killer so much. For example, when you're running and when you least expect it you trip a phantasm trap. I swear I've almost had a heart attack from those. Especially when you have your sound up and a headset on..

    I rather that than have a hag who puts all of her traps around a hooked survivor and then goes away for 10 seconds and then rushes back.

    Yep. Basically every hag I come up against. I'm practically in phase 2 by the time they've placed their traps. Then you have to slowly creep away before healing and here she comes back to down you again. Worst killer on the game. Default proxy camper.

    If you have MYC you can place 1 or 2 traps and be done. If a Hag places more than 3 traps around someone either they are a bad Hag and don't know how to play, or they are a good Hag and just want that guy dead.

    If it's a bad Hag, just double team the hook. Once person runs through to trigger all the traps and takes a chase, while the other saves. If it's a good Hag just do gens. You're not saving that person unless you have UE, WMI, and a flashlight.

  • Red Forest and Blood Lodge. If I'm Nurse or Huntress, I hate playing on Lery's. I love that map for everyone else though.

  • @ScottJund said:
    Of course I've missed Iridescent hatchets before. That's why you get 3. I'm sorry man there's just no justifying that it feels awful to be downed by an Iridescent Head as a Survivor. You really have to come at it from both sides or you won't be reasonable.

    In my experience pink hatchets make the game harder because the moment I hit someone with it everyone else just plays crazy super immersed the rest of the game. Sure if they come out of hiding and give you a chase you're set. But damn it man, I'll run Whispers and Shadowborn and still not find these cockroaches. I'd rather just run with 8 hatchets because then I can miss a few and make them think I'm bad. Then POW RIGHT IN THE KISSER and on a hook.

  • @Poweas said:

    @VolantConch1719 said:
    There are VERY few killers who can shut down a loop. Nurse always comes to mind, and a lot of people say that Clown can as well, but I'm not very good with either. Huntress can also (somewhat) stop loops, or rather slow them down a little at pallets. But with the speed Hag places her traps, I've countered several loops because the Survivors don't realize what I was doing for about a second.
    So yeah. I'd say it's worth it. She's actually a lot of fun as well.

    Huntrress doesn't stop loops against good survivors, she makes them longer by winding her hatchets. Just keep running if ur healthy and just keep baiting it if ur injured. Once she's out of hatchets she'll be forced to reload or get bullied for 5 gens.

    A good Huntress will just run the loop and disrespect the pallet to get a swing. They might raise a hatchet on the first or second go around to see what you do, and if you run the loop I won't try to hatchet you. I'll go for blood lust instead.

  • Caught Quentin with DS on a gen near my totem at the start of the game. I chase him, he drops a pallet. I was rusty with Huntress, but I had 8 hatchets. I missed 3, but then got him with the 4th and then sniped him long range with the 5th. Didn't even need to dribble, he was so close to a hook. The moment he touches the hook he DC's. Post game, he had DS and Deliverance. Probably thought he was amazing for dodging the first 3 hatchets LOL.

    If you use DS I express no sympathy for you. I will catch you and hook you if I find you, and if it's your third time on the hook oh well.

  • Get Make Your Choice and Ruin to tier 3 on Hag. They are both really strong on her. For the other perks it's what you like using most, I run M&A and Whispers.

    The trick with Hag is to always have traps around and place them in ways to either catch up to a survivor or mess up a survivor with the camera jerk.

  • @CubeyBlueDice said:
    I just hide until it goes away...

    Which can happen but most survivors get caught at the gate.

  • You could always find out where he lives and take care of things the old fashioned way.

    _cue Krusty The Clown laugh_

  • It's my jump scare line when I pop out of the ground.

    When I'm Spirit I come out of phase to smack someone and go "WAAAAHHHHHHHHHLUIGI".

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