thesuicidefox
thesuicidefox
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@Tsulan said:
@Khalednazari said:
Tsulan said:@Khalednazari said:
Sloppy Butcher is really good. You need to use it on the right killer, with the right perk sets.
No, it´s not. It´s like Fire Up. The slight time bonus is not worth wasting a perkslot for.
Or is Prove Thyself suddenly meta?
I have caught many players with Nurses calling, Sloppy Butcher, Thanatophobia together. You have every right to differ, but it's still the best on killers like Freddy, Nurse, and even Trapper with his ultra-rare addon.
The one perk that is carrying your build is Nurse Calling. Sloppy Butcher and Thanatophobia are worthless. Hell, even Coulthrophobia is worthless in it´s current state, because no red rank survivor would heal inside the terror radius of the killer. Because Nurse Calling exists.
That's why you don't use NC, instead use Distresssing. You can force survivors to leave an area because it's so impossible to heal near you. It's like NC except where NC they have the option to heal near you and be seen, with CP they don't even have the option to heal near you. If you combo CP/SB/TP then Self Care takes a full minute (like 58 seconds). That's insane. NC might show you where they are but if it's a group heal or they have a medkit then there are times they can heal before you get to them. With CP that doesn't happen, they just can't heal.
If I played more killers with normal TR I'd use CP a lot more. But I play Huntress, Hag, Freddy, and Pig, first 3 have smaller TR and the last has built in Insidious so it's less useful on them. However, it is still good for Freddy because it turns lullaby into DW in terms of heal speed, and turns DW into "there is no healing" mode.
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You also get the benefit of Hemorrhage which makes them easy to track because they bleed all over the place. And if survivors Self Care instead of group up for heals it can really hurt them.
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I prefer to not use Ruin but it's currently the only killer perk to affect gens that has any impact on the game. Nothing else really works to slow down the game, except Dying Light but that's hard AF to proc.
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@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
I don't care how they died as long as they are dead. That's a kill in my book.^^Your book is wrong. Game doesn't reward you. It's not a kill. Doesn't matter what you say.
Erm… how about…? … LOL? ^^
LOL dude you have no argument. The game doesn't count it as a kill, it's not a kill.
Your really getting desperate here, huh?
If you bleed out, is there a little skull icon for you?
That means "you are dead".
And if you did not suicide, or die of old age, you have been "killed".
XDNo you died. Killer only gets credit for the kill if they sacrifice or mori. Go ahead slug all 4 survivors and take a screenshot of the scoreboard. Did you get points for killing them? No? Then it's not a kill.
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@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
I don't care how they died as long as they are dead. That's a kill in my book.^^Your book is wrong. Game doesn't reward you. It's not a kill. Doesn't matter what you say.
Erm… how about…? … LOL? ^^
LOL dude you have no argument. The game doesn't count it as a kill, it's not a kill.
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@Wolf74 said:
I don't care how they died as long as they are dead. That's a kill in my book.^^Your book is wrong. Game doesn't reward you. It's not a kill. Doesn't matter what you say.
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@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
Guess what? A "kill" is when a survivor … DIES! mindbowing
Kills = wins
Killer should get judged by their ability to kill and survivor by their ability to survive.
The whole emblem system is just a big smokescreen.
Your pip logic is flawed from the get go, because ranking up is beneficial to survivor, because they get more experiencedand better teammates that will screw up less and make the game easier.
For the killer ranking up makes things worse, since killer are reliant on the survivors mistakes.No a kill is a sacrifice or a mori. By emblem, victory cube, and bloodpoint standards. The game has never rewarded the killer in any way for someone bleeding out. You can make up whatever rules you want, THAT IS A FACT.
Killers are judged by the Entity at the end of the game based on their overall performance. That's what the pip system is for and why they took away victory cube.
Keep lying to yourself. You don't have a leg to stand on.
lol
Someone being dead and not survive is of course not a "kill", he just decided on his own to stop breathing.^^If you slug all 4 surivors and let them bleed out, do you get points for it? Devout? Will you rank up? Answer is no, no, and no, so you can't claim the kill as yours if they bleed out. If you think it is a kill then you are just making ######### up, because the game doesn't reward at all for it.
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I hate this BS it happens to me all the time. You can be clear on the other side of the window and get hit. Pallets are still bad with this too, they said they fixed them but you still get hit when the pallet drops.
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If the game required you to spend 1 second repairing to start to get progress gen tapping wouldn't be a thing. It shouldn't be a thing, but it is apparently.
Moving faster as the killer though is clearly an exploit and shouldn't be in the game. Gen tapping doesn't make gens go faster, it just avoids skill checks.
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I'm sure most survivors will just do gens, totems, chests, and leave. It doesn't make any sense to stay in the game.
If you pick Wraith or Freddy and just never decloak/sleep then they can't bully you.
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@Mc_Harty said:
Dying Light and End-Game Freddy are [BAD WORD] disgusting.Makes me proud to be a Freddy main so I can abuse these builds.
Yea I played a game with Remember Me, Rancor, Blood Warden, and NOED, with Class Photo and Black Box just to see how it works out. The plan was to just chase the obsession literally all game to waste all the pallets, let the rest just do the gens, and kill the guy with Rancor at the end with full stacks of RM. Then go find someone, sleep everyone, slug them with NOED, then take the hooks. I hate using NOED but dude, this build is a monster. Obsessions have given up before the end and the rest of the team had no idea what hit them. It's disgusting.
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@CheersTC said:
My tip for Freddy, is scout around 20-30 meters of the hook, and catch survivors while they're running to the hook. It is generally good and is the most viable tactic for Freddy.You don't even need to scout as Freddy. Just go stand somewhere out in the open eventually an immersed survivor will just crawl out in front of you. I also like to do a thing in places like Myers house where I walk in the front door, hear someone on a gen above me, and just walk in a circle around the couch until they drop down somewhere. They hear the lullaby and footsteps close they immediately think I came upstairs. Since they can't see you, you can do whacky stuff as Freddy.
Sometimes if I find 2 at once, I sleep one and act like I'm chasing, then just follow the other one for a bit. They always slowly creep away and hide somewhere, I bet it's confusing AF when the lullaby doesn't go away for like a minute after that.
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It all depends on the circumstances. When you put someone to sleep you can hit them but now they can body block. You have to consider if you want this person to be able to do that. And survivors can force you to sleep them by healing. In general, it's better to have them slept because now you can hit them at least, but there are times where you don't want to sleep someone. If you don't plan on chasing this person try to avoid hitting them because then the only way to wake up is to fail a gen or find someone to wake you. If you hit them you make it so they can wake up with Self Care, but they also need to heal which takes time.
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Here is some advice... don't take advice from the forum. Just go watch good players on YT and Twitch.
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@Wolf74 said:
Guess what? A "kill" is when a survivor … DIES! mindbowing
Kills = wins
Killer should get judged by their ability to kill and survivor by their ability to survive.
The whole emblem system is just a big smokescreen.
Your pip logic is flawed from the get go, because ranking up is beneficial to survivor, because they get more experiencedand better teammates that will screw up less and make the game easier.
For the killer ranking up makes things worse, since killer are reliant on the survivors mistakes.No a kill is a sacrifice or a mori. By emblem, victory cube, and bloodpoint standards. The game has never rewarded the killer in any way for someone bleeding out. You can make up whatever rules you want, THAT IS A FACT.
Killers are judged by the Entity at the end of the game based on their overall performance. That's what the pip system is for and why they took away victory cube.
Keep lying to yourself. You don't have a leg to stand on.
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@Orion said:
Slugging is also something Survivors hate. So thanks, but no thanks. I don't want to be slugged just because you can't handle Killers playing smart by chasing the weak target or defending the hook.Or maybe you can't handle smart survivors that counter your nooby tactics? Camping and tunneling should not be as rewarding as they are and should be much easier to punish than they are because it seriously does not take any skill to do. Anyone can chase one guy long enough to put them on a hook and camp them to death.
Getting slugged when you should get hooked is a good thing. You force the killer to go after someone else, thus is counters tunneling and camping. If you don't tunnel that guy back onto the hook then you shouldn't have a problem with Sabo.
@Dreamnomad said:
There shouldn't be any kind of gen debuff for running sabo. Progressing hook sabo during an unhook is a pretty interesting idea though.The idea there is to promote hooks as the objective over gens and to punish players that might try to abuse the new mechanics. Right now Sabo can be pretty toxic if you use it right, and that's something I feel future changes won't adequately address.
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@Doc_W__HOLLIDAY said:
Rather than a buff to Freddy's power, I'd like to see a rework of it. He's extremely weak yes, but also very annoying to face.LOL says the Doc main.
Freddy just needs QoL changes and some buffs. His power should force you out of actions like Doc's shock (except pallet drop/vaults) and skill checks need to be different in DW to make it harder to wake up. Then just remove the negative effects of his add-ons, allow for survivor aura reading perks to work against him (however, Rancor should not reveal his aura if they are awake only bc it's a killer perk effect), and make him intermittently appear in the real world, sort of like when you transition but way less frequent (and Pill Bottle removes the effect entirely). Then fix up DW so it's easier to see for everyone and Freddy would be in a good place.
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I really hope they hotfix this. It clearly wasn't ready for launch. Huntress is almost unplayable now, if they didn't fix her lunge she'd be completely broken.
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@Wolf74 said:
So according to your logic the survivor basically "need" a 4 escape every match to rank up?No you are putting words into my mouth. I said they need to save the guy off the hook to rank up (and safely too). If the guy gets caught again, then saved again, then caught again, then dies, that's not a big deal for me outside of the fact that having that dude alive increases my chances of survival also. But I don't need him to escape to rank up.
You clearly don't play much survivor if you think everything they do is meant to taught the killer. If anyone's logic is biased here, it's yours.
EDIT: I'd also like to point out, again, that letting someone bleed out does not get you points as killer. You lose those points, and then potentially lose MORE points because the 4th guy will hatch anyway. So when you slug someone until they bleed out, that's not a kill. Not even by victory cube standards is that a kill. Killer cannot claim it as a kill, so even if you get the last guy you still only got a 3k. You can make up whatever nonsense you want to justify it, but killer gets no emblem points, no victory cube (when it was a thing), and no BP for the death, and therefore it is not a kill. If you slug all 4 survivors and let them bleed out, you don't win as killer. In contrast, escaping in any context as survivor is always going to net you points, and usually those points are significant enough to make it a pip, and thus a win. For survivors it's a case of playing to win and maximize point gain, and for killers it's a case of playing to lose in order to spite the other team. Guess which is the toxic piece of garbage?
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For Huntress, her ultra rare should make hatchets stick to surfaces and she can reacquire them back into inventory by walking over them (think throwing knives in CoD or something). That would make irrelevant her biggest time sink, reloading, as you could just keep picking up hatchets you miss to save time. And since you only get 1 hatchet with Iri Heads, it would be a sick combo since you'd only need to reload if you hit someone.
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Rancor is an early game perk because once the obsession sees your aura after the first gen they just DC.
Also it's a good perk on Freddy because they won't see your aura if you never sleep them. The problem is the tracking ability of the perk sucks, so you need some other way to find the obsession, which is why I like using it with Bitter Murmur.
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If there's no obsession and I'm not running an obsession perk, I play fair as long as they do and I won't tunnel or camp hooks. I will come back to hooks, sometimes slug the guy, but I almost always chase the other guy and let that person get up if they are on death hook.
If there's an obsession or survivors just play to troll/bully me then I just stop caring about how I play and do whatever is necessary to secure sacrifices. But that doesn't mean I immediately start playing like a noob, I won't camp/tunnel if I don't feel like I need to.
When gates are powered I do whatever I can to secure sacrifices.
If someone DC's I will play normally but give the last one hatch. If it was a full game but they played well and fair I'll give one hatch usually. If multiple people DC I just end up farming with whoever is left. It's really the only thing worth doing at that point.
If the game comes down to it, I will slug the third guy and leave them until I can get both. If one of them has less than a quarter health left I hook them and play the hatch game with the last guy. If survivor finds the hatch or there's a standoff I just give it to them because I'm not wasting my time. But I will try to get them before they get to the hatch.
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@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
@thesuicidefox said:
Killers that slugged the third guy until they bleed out to try and 4k are just greedy A-holes. If you want to slug for a 4k, that's fine, but pick the dude up and hook them if it's clear the guy isn't going to save them. Otherwise you are just wasting time and losing points. Take the damn hook, let hatch spawn, and play it out. Stop being entitled to a 4k.What about 3 people rush to the rescue of the last guy beside the open door?
Survivor do that all the time... isn't that the very same thing in your logic?You slug someone until they bleed out and waste everyone's time when you should just take the hook for the points, at least, then go looking for the last guy or accept that they will get hatch. Unnecessary if it's clear no one will save the person.
By contrast, when you run up to save someone near the door, you aren't wasting time and drawing out the game unnecessarily. You are also performing a tactic that has a high chance of success if everyone plays it right. Slugging someone to get the last guy doesn't have NEARLY the same chance of success. Your only hopes of success are that 1) the guy goes for a save, or 2) you find the guy while the other is slugged.
How you even think they are the same baffles me.
It really baffles me how you can miss the point and NOT see it is the same thing. :P
It is nothing about "stretching the match". It is about the entitlement to get either a 4k or a 4 escape.
It IS the same.No it's not because survivors aren't necessarily saving someone because they want everyone to escape. They are saving them because they ARE FORCE TO for Benevolence points. If you hook someone at the end of the game, survivors can't just leave because they take a hit to Benevolence. They MUST save this person off the hook, at least, to not lose their points. If they don't there is a good chance they won't get a pip unless they already saved 2 people.
If you slug a guy to 4k and they bleed out, then you are just wasting time and losing yourself points. You are cutting off your own nose to spite your face. And there is no reason to do this either for Emblems. If you are killer in a game where someone must hatch, then you have gold Devout, at least silver Malicious and Chaser, and if it a case of 2 gens done for hatch, then you have at least silver Gatekeeper. That right there is a pip, and I'm low balling the emblems. Chances are good you will get all golds at the very least. You 100% won the game if someone is forced to hatch.
For killer, you WANT the 4k but don't NEED it because you already pipped. For survivor, you NEED to save otherwise you lose rank points. There is clearly a difference.
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But can one of the totems that was HG become NOED if HG was taken out before the gates are powered?
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@Dabrownman1812 said:
thesuicidefox said:@Dabrownman1812 said:
Bad design, I play plenty survivor and whem it goes off it gets one kill normally, noed was designed to not have a prior notification as it was before it was a hex. The goal is to one shot, not to slow it down. Survivors cleanse totems anyway, some just genrush, others wait for noed and pop it asap cause they memorized where totems are. No need for noed nerf. Adding notification that an easily nullified perk should be nullified sucks, waste of a perk slot. Also it doesn't pay up. Also yes, not doing gens are good but if you do the math, it's not truly beneficial since most survivor games in high rank survivors cleanse totems anyway. Make a new objective like a switch to start gens or something, forcing the death of noed is idk, counter productive.
So you're saying it's better that survivors rush gens and you get 1 kill from NOED while the rest play immersed or just leave than it is for them to slow down significantly to do totems before gates even power. And again, the notification wouldn't tell you it's NOED, you'd have to go around and check all the totems, figure it out by process of elimination, or someone gets hit at end game and it procs. The idea is to encourage survivors to slow down gen rush, take time to at least CHECK a totem, and if they see a Hex notification they know a totem is in play and will look for it. Totems have WAY more value as secondary objectives/time sinks than they have for their actual effects. We don't need MORE objectives, just more reasons for survivors to do totems which are basically secondary objectives.
There is no significant slowdown, do you know how long it takes to cleanse a totem, about 1 minute for all totems or less actually. Also, obvious totem placements. If placements become an issue survivors will carry maps to see it. Totems need a rework, needs to be more objectives or the objectives we have need to be fixed. The game had a balance in the beginning. Not fair, fun, but balance. Instagens, moris, infintie noed, they created a balance that helped control the speed of the game. Gen times have not been adjusted properly to the rate of chase time. Most killers are punished for not tunneling, chasing one at a time.
It takes 14 seconds to clean a single totem. That adds just under a minute to a game where seconds can count. And while totem placement does indeed suck, there is always 1 totem on the map that's actually well hidden, and if you are solo you have no way to confirm others did totems unless you see them broken. The difference is that if they do a dull and see a Hex they will try to find the Hex or do all the totems. SWF and stuff won't change, if they suspect NOED they can optimize and clean 5 totems fast and know about which are done.
Bottom line is that it would add time to the game by at least forcing survivors to check totems even if you don't use a totem. If you do then it will just encourage them to waste time looking for it at least.
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@Tsulan said:
I stand to my opinion. The rule is, if a Freddy camps or tunnels, he's playing him wrong.
As with any rule, exceptions apply.Remember Me and Dying Light are both terrible perks. The killer wastes to much time focusing on that single survivor and therefore loses.
If you run Dying Light with Class Photo then tunneling is VERY effective. You use CP to find the obsession, and if you can kill them before they finish 3 gens you can lock down the game for an eternity as long as you just keep sleeping them with CP. Obviously you'd need a mori, Ruin, and stuff, but Freddy can be seriously effective at tunneling the DL obsession if you use CP. He also has Black Box, which goes well with Remember Me. The trick is you need to do a build around these perks for them to be effective. But if done right, then a Freddy tunnel can win you the game in ways other killers can't do (because they lack tools to find the obsession so fast). IMO Freddy is the only character that can use DL effectively because of CP and BB.
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@Wolf74 said:
@thesuicidefox said:
Killers that slugged the third guy until they bleed out to try and 4k are just greedy A-holes. If you want to slug for a 4k, that's fine, but pick the dude up and hook them if it's clear the guy isn't going to save them. Otherwise you are just wasting time and losing points. Take the damn hook, let hatch spawn, and play it out. Stop being entitled to a 4k.What about 3 people rush to the rescue of the last guy beside the open door?
Survivor do that all the time... isn't that the very same thing in your logic?You slug someone until they bleed out and waste everyone's time when you should just take the hook for the points, at least, then go looking for the last guy or accept that they will get hatch. Unnecessary if it's clear no one will save the person.
By contrast, when you run up to save someone near the door, you aren't wasting time and drawing out the game unnecessarily. You are also performing a tactic that has a high chance of success if everyone plays it right. Slugging someone to get the last guy doesn't have NEARLY the same chance of success. Your only hopes of success are that 1) the guy goes for a save, or 2) you find the guy while the other is slugged.
How you even think they are the same baffles me.
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@DeadByFlashlight said:
You have no tools to keep track of them.I mean... you do have Deerstalker.
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@Dabrownman1812 said:
Bad design, I play plenty survivor and whem it goes off it gets one kill normally, noed was designed to not have a prior notification as it was before it was a hex. The goal is to one shot, not to slow it down. Survivors cleanse totems anyway, some just genrush, others wait for noed and pop it asap cause they memorized where totems are. No need for noed nerf. Adding notification that an easily nullified perk should be nullified sucks, waste of a perk slot. Also it doesn't pay up. Also yes, not doing gens are good but if you do the math, it's not truly beneficial since most survivor games in high rank survivors cleanse totems anyway. Make a new objective like a switch to start gens or something, forcing the death of noed is idk, counter productive.So you're saying it's better that survivors rush gens and you get 1 kill from NOED while the rest play immersed or just leave than it is for them to slow down significantly to do totems before gates even power. And again, the notification wouldn't tell you it's NOED, you'd have to go around and check all the totems, figure it out by process of elimination, or someone gets hit at end game and it procs. The idea is to encourage survivors to slow down gen rush, take time to at least CHECK a totem, and if they see a Hex notification they know a totem is in play and will look for it. Totems have WAY more value as secondary objectives/time sinks than they have for their actual effects. We don't need MORE objectives, just more reasons for survivors to do totems which are basically secondary objectives.
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One way to counter it is let the killer hook you then die on the hook. Can't get mori'd at the end game if you don't make it to the end game.

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With 5 streamers and full tokens of WGLF/BBQ, a perfect game during the event could net you the maximum of 384k. Most I've had was 150k as killer usually.
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If the coins also increased the rarity of chest items then they would be worth the rarity. Otherwise I agree, should be white and yellow.
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Killers that slugged the third guy until they bleed out to try and 4k are just greedy A-holes. If you want to slug for a 4k, that's fine, but pick the dude up and hook them if it's clear the guy isn't going to save them. Otherwise you are just wasting time and losing points. Take the damn hook, let hatch spawn, and play it out. Stop being entitled to a 4k.
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Huntress main, I run BBQ, Ruin, Whispers, Blood Warden, and Amanita + Berus toxins. I play a very straight forward Huntress. Whispers is necessary on her to be able to zone out areas of the map and know where survivors are and are not. Saves so much time to just walk within 30m of my totem or a gen or the gate and not see it lit than to go all the way to it. BBQ is to find a new target, I try to pick someone on a gen close. Ruin to slow early game and get a lead. BW is the ace in the hole in case they get to the gates, and it has worked for me several times. However, her hatchets are broke RN so I'm not playing her again until they fix it. Sad because she is my favorite. I have a few other off meta builds for her but this is my bread and butter.
Freddy I have a few builds. I found NC, BBQ, Ruin, and STBFL with stacked blocks to just be the most effective in general. I also have an OP build with Dying Light, Ruin, Haunted Grounds (was BW before Spirit), and PWYF with Class Photo and Z Block (also a green or pink mori). At the start of the game you want to sleep survivors and move onto the next with CP until you find the obsession. If they are a good obsession use PWYF and maybe HG to catch them. Once you get the hook walk away and let them save, since your add-ons will make you look like a normal Freddy and the only one who would know it's DL is the obsession if they tried to heal. Once the save happens, just come back and mori the obsession. If they have anything more than 3 gens left when this guy dies you won the game. It's impossible to do gens, and it's impossible to hide from you. Just keep them slept as much as possible until they mess up then chase them. You have all the time in the world at this point.
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I found MYC with Class Photo to be a lot of fun. You come back to a hook and will end up following someone, probably the guy that just got saved. But when you find them you see the MYC guy, and they are ALWAYS crouched in a bush somewhere. When you ride up on them and watch them scramble, that's fun.
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@Dabrownman1812 said:
thesuicidefox said:If all they did was fix her lunge and the maps like they did, I'd be totally fine with wonky hitboxes on hatchets. It's impossible to hit people now, they pass right through them at point blank. They need to revert this change in a hotfix ASAP.
Idk bout revert since survivors could get hit with bs hurt boxes but something new for sure. Since hit boxes are shapes her hatchets are probably going to get bs hits or bs misses.
Yea that sucks too, but I'd rather that then getting phantom hits.
A lot of "hit box issues", as survivors would put it, is lag most of the time. You see the hatchet 10 ft behind you and get hit, that's lag not hitboxes. Huntress mains complained about the hitboxes around obstacles, because the hatchet hits invisible walls and #########. No one was really complaining about distended hitboxes where you can hit a survivor on the other side of a gen or pallet, except survivors that are too stupid to use tall cover properly.
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@MegMain98 said:
The crouching when Freddy is camping has me triggered.One time all the gates were powered and I was hooked (first hook by the way). This STUPID Meg crouched and wouldn’t unhook me when it was a FREDDY who was camping. I went into the struggle phase and she FINALLY unhooked me and I made a run for the gate. Long story short I was downed and I died.
Fellow survivors, if all the gates are powered and you know Freddy does not have NOED and your teammate is on the hook...do not crouch and wait for Freddy to leave. Freddy is not the killer for camping and they can make a break for the exit gate.
If he's running stacked blocks you don't want to do that. He can put the guy to sleep really fast, you'd need BT like any other killer to make the save. And if he's a smart Freddy he won't put anyone else to sleep and you won't be able to body block.
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Nurse > teleport
Hag > teleport
Huntress > projectile
Spirit > invisible fast walkThat's why they are slow. Also 3 of them are considered top tier, while only 1 male killer is considered top tier. Also Myers is slow killer too in EW1 or if he uses a Tombstone and Freddy is a slow killer if he uses paint brush.
If anything the game favors female killers. Spirit is the first mid-tier one we got.
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@Orion said:
@thesuicidefox said:
@Orion said:
For those who don't want to watch the clip: It's a bug where Kate is floating in mid-air and her model doesn't move. She's healing the OP.You must be great at parties.
Some people don't like to watch videos and would rather have a short description like that. This way, everyone can know what you were trying to show.
Yea it was posted that way on purpose. Are you gonna tell everyone what happens at the end of Infinity War too? SMH
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@MisterCremaster said:
Most survivors just cleans all totems anyway. If they have a good map they know where they are all too. Survivors shouldn't know about NOED until the end. It's an end game perk that already rarely fires.Not sure how much survivor you actually play, but NOED proc is quite common. Survivors don't do all the totems, there will always be a few left on the map when the gates power. But the goal of the perk isn't necessarily to get a one shot, the real goal of the perk is to slow the game down by forcing survivors to do totems. If I see NOED is in play I will take time during the game, BEFORE the gates power to do totems. That means I'm not doing gens. That's of more value to you as killer than a one shot at the end of the game, when survivors have the highest chance to survive. It's very rare to get multiple people with NOED anyway. In most cases, the killer gets 1 guy, puts them on a hook, and the rest either flat out leave or run around looking for the totem before they even ATTEMPT a save, or the guy dies and they all just leave.
The idea is to turn totems into a secondary objective even if the killer doesn't have a totem perk. If a survivor takes 15 seconds to clean a dull totem, just to check, that's a minute between all the survivors.
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In general yes. But specific to each killer no. For example, I'd argue on Hag that MYC is significantly more valuable to her kit. Or that Distressing is better for Doc.
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I don't get why you can't earn BP in KYF at a lowered rate, maybe no bonuses from perks/offerings or something. It's annoying to wait forever in a lobby at high ranks especially if you got there fast after a reset.
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It doesn't work sometimes AND it borks your Benevolence emblem if you save with BT.
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I can't find lobbies as killer anymore on Xbox. I'm rank 2 with 4 pips. Also a rank 1 survivor and I see PLENTY of red ranks when I play survivor.
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FYI, the reduce the BP for an unhook to 1000, so in order to get the full amount you'd get before you have to do a safe unhook.
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I've used this perk about 5 times now at end game between Spirit and Freddy. I got the obsession ONCE, and only because I chased and downed them with 1 gen left and stood there, for at least 30 seconds, to let his team do the gen so I could kill him. The last 2 got out (though I almost got one of them still). Every other time the obsession slips away and escapes the moment the gate is open. It's not really that great, just play immersed until someone opens a door and leave.
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BBQ, Rancor, Bitter Murmur, Ruin.
BBQ/BM to find survivors. Ruin for early game to get a lead, and Rancor for endgame to deal with DS users. It's made easier to use too by BM.
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@Orion said:
For those who don't want to watch the clip: It's a bug where Kate is floating in mid-air and her model doesn't move. She's healing the OP.You must be great at parties.
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53,742 players AND NO ONE DOING GENS!
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@Orion said:
This was neither a buff nor a nerf. It's a fix to hit boxes.Dude hatchets pass right through people. It's a nerf.