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thesuicidefox

thesuicidefox

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  • @fakelove said:
    @kingreaps here you go, maybe that's what happened to you
    https://www.youtube.com/watch?v=Kbzrt-6e0ac

    "No exploit" that is like the definition of an exploit. Really hope they fix that.

  • Hope is a soft counter to NOED. You get a greater speed boost so you can loop as well as before. It also means Hag and Huntress won't be able to catch you, and Nurse will also have a tough time. The problem is it's end game survivor perk and you are better off using perks that help you get to end game over actual end game perks.

  • @Oblitiry said:
    Doctor with a big ass terror radius = fun for everybody ^_^

    No Doc with tiny terror radius! Use M&A and Insidious with calm add-ons to shrink his TR in punishment then don't use treatment for the start of the game. You will have a 12m TR and can sneak up on people. After a while start using treatment to tier up everyone and your TR will grow like crazy. Once they are all tiered up at least once, go back to punishment and stand somewhere like an illusion, then wait for the fun.

  • Literally every perk is beatable even if you are solo, so it doesn't matter what they use as long as you know they are using it is the important part. By the time someone dies I usually have a good read on what the killer is planning. The only ones that are super important to know are NOED and BW, but I've gotten to the point where I just expect killers to use one of these and will play to that unless I can count 4 perks for sure. Whispers too is important to know because it changes how you move around the killer. After that everything has a dead giveaway so SWF is a moot point.

  • Jump scare builds are fun. Myers with Scratched Mirror and M&A, Freddy with paint brush and M&A. You could play some other killer with Insidious. Hag with Mint Rag, Gramma's Heart and Tinkerer. Oh play Wraith with NOED and Blood Warden then just let them do all the gens and chase them at the end when they go to open a gate.

  • @SovererignKing said:
    Yup, now I know why I had so many wiffs on Huntress it infuriated me to the point I stopped playing her and said “Don’t care if I’m on PS4, I’m learning Nurse.” 

    Side Note : How did you type F’ers without getting censored? Lol

    Glad to hear this is being fixed. It's so frustrating to whiff as these killers, survs think they are so godly at 360's when it's a bugged hitbox doing the work for them. When I play as the Pig or Freddy or Billy I almost never get 360'd.

    Also I just typed #########. If they don't want to censor me that's their problem not mine.

  • It says "repeatedly" which makes it sound like it's something over the course of many games not just one.

  • Iri Stone can semi-permanently shut down loops. Put one trap somewhere by the shack, another by a window/pallet in the main spot, a few in other places, and you can consider them set for the rest of the game. It's IMO one of the most powerful add-ons in the game now.

  • What's funny is that I can play Gears 4 in 4k at 60fps on the X, but a flip book still has better FPS than DBD. It's not my console it's the game.

  • Lag switching should totally be ban-worthy. There is a guy on Xbox I've played multiple times that I swear lag switches, because if you shine a flashlight in his face the connection will conveniently spike the next time he chases you. You will see everyone running into walls for about 10 seconds, then you will teleport to a hook. Me and a friend have had him do it to us and when I said something to him he made a comment along the lines of "I wanted to do it the easy way but you had to shine a flashlight in my face" inferring that he did indeed do something. I've reported him multiple times on Xbox but the devs are the ones that have to do something here because this is pretty much the only game aside from fighters where lagswitching is even a thing. MS stopped caring about it when their main IP's went to dedicated servers.

  • I suggested this exact thing before. That's the real problem in this game is when multiple gens pop at once. If you could only do 1 at a time that would fix so much.

  • @McCree said:

    @thesuicidefox said:
    If they want people to make safe saves with WGLF then it should give a flat 1000BP bonus post trial for every safe unhook. Then people will try to make those unhooks safe so they get more BP AND it encourages them to keep saving after they get 4 tokens.

    I mean that could work too but like still I really think that having more ways to get tokens would be beneficial.

    Nah, it's too complicated. If you want token for WGLF you make saves or take hits. Simple.

  • Wraith with NOED and Blood Warden. Go stand somewhere invis and let them do gens. See how many you can get after the gates power. Might want to throw on Bitter Murmur too.

  • @redsopine1 said:
    I've had that or when they 360 loop it passes through them its annoying

    Yes exactly that. It doesn't work on normal speed killers in my experience. I tried stuff in KYF and it looks like a bug because it passes through them.

  • If they want people to make safe saves with WGLF then it should give a flat 1000BP bonus post trial for every safe unhook. Then people will try to make those unhooks safe so they get more BP AND it encourages them to keep saving after they get 4 tokens.

  • Funny story, I was getting annoying playing and slow killers (Huntress/Hag) and wanted to play a normal killer so I picked Pig. Sitting in a lobby and my friend shows up I didn't even realize he was online. I invite him to a party and play it like I'm already in a game and we should join up after. Just gonna say this was a very fun game, he got so mad because I trolled him a few times. I put a trap on him and he's all like "Ha F U #########, I got the trap off on my first try" so I went and put another on him xD

    I feel like most Pigs on Xbox either hard camp or hard tunnel. If you get a Pig that does neither it's a really fun game though.

  • Xbox is set to get native m/kb support by the end of the year, and there are devices that you can use to play with m/kb on consoles. So no it's not cheating.

  • @TheDarkLycan said:

    @thesuicidefox said:
    I'm on Xbox, I feel like I've seen your name before. What rank are you?

    i was rank 6 before this mornings rank reset

    Oh if reset is today I'll be a rank 10 then I guess.

  • No no, it's 'Frog Whisperers'. Like dog whisperers but with frogs.

  • BL3 is pretty cheese though when a killer just runs in a circle around a jungle gym. Like they aren't even trying to follow you, just trying to get BL3 and then hit you. It's dumb. You shouldn't ever need more than BL1 if you are a normal speed killer to catch someone (and BL2 if you are a slow killer).

  • Freddy can be very strong with the right build and tactics. Try this when the Spirit comes out: Dying Light, Play With Your Food, Ruin, Haunting Grounds, Class Photo, ZBlock. You should also bring a green/pink mori but it's not totally necessary.

    At the start of the trial just look around for survivors like you normally would. When you find one, sleep them and immediately go to the next survivor with Class Photo. Rinse, repeat until you found the obsession. From here you just tunnel this guy to death. If they are a true obsession with DS/Adren then break 3 chases and PWYF will make it impossible to loop you. Once you get them on the hook LEAVE. The survivors shouldn't know yet that you have DL and you don't want them to know, you want them to make the save. Once they save come back to the hook. If they are still there, EZGG. If they split up, follow one and if it's the obsession, EZGG. If it's not sleep them and you will see the obsession, EZGG.

    If they rush gens, either because they are gen rushy or they realize you have DL, they can't because of Ruin. It will be impossible to do more than 3 gens with Ruin before you kill the obsession, so they have to totem rush. But HG counters the totem rush, if they hit that just start slugging people (except the obsession you want a hook on them).

    Once the obsession is dead, if there are more than 2 gens left it's game over for the rest of the survivors. Between DL, DW, and potentially Ruin the game just stops for them, and with CP it's both impossible to hide from you and impossible to stay awake. Just keep sleeping survivors until all are slept, then attack. If they loop your or anything so what, gens won't get done. You literally have all the time in the world to do anything you want. If you see someone wake up go back and put them to sleep.

    It's like Doc 3 gen but WAY worse. At least with Doc 3 gen you can get progress if you are good at skill checks. Here it doesn't matter how good you are, gens take like 5 minutes.

    Another build I like for him that isn't nearly as powerful but is a lot more fair is Clourophobia, Thanatophobia, Nurse's Calling, Sloppy Butcher, Stack drawing or blocks. This is anti-heals, and CP works for your lullaby, making it basically inflict DW on awake survivors. NC is great on Freddy because people constantly heal around you. TP/SB slows healing SIGNIFICANTLY. Stacked blocks is more reliable, but stack pictures extends the range you can sleep to 30m, which is beyond both his lullaby and NC. It means that you can sleep survivors and they won't even hear the lullaby, it's quite powerful on farm maps. You hit someone in the corn, you won't even see them, and they have no clue where you are, they probably won't even hear the heartbeat when they fall asleep. THAT is scary bro.

  • I think that a future killer should have a locker perk that might work like that, but Freddy doesn't need it specifically as an add-on.

    Gotta keep in mind too this is the 2010 version of Freddy. In that movie he doesn't do anything whacky with dreams, he's just a killer that haunts you in your dreams.

  • I'm on Xbox, I feel like I've seen your name before. What rank are you?

    EDIT: Nevermind I saw your reply above. I'm rank 1 both sides so chances are we will never play together.

  • @Legacy_Zealot said:
    I mean its an alright idea but he will lose his stealth advantage and will most likely be seen and they will just run until he goes back to being invis.

    Yes but if he can come in/out simialr to Wraith he can sneak attack you. It's also beneficial because he can do it to protect a totem or hook or gen or gate. It would be dumb to just walk around in real world all the time, it would make more sense to use it as either a surprise attack or pressure tool.

    Also if he was using paint brush with M&A then he'd have no TR in DW or real world when he switches over. He could also use that as a sneak attack.

  • @Milo said:
    Soo just for 10 seconds his ability is poop.
    Only good thing -> Jumpscarish Freddy

    No you can do it for as long as you have charges, you just need at least 10 seconds stored to activate it. Also transitions don't count as dream world for the charges, and I would say he shouldn't be able to gain charges while in the real world BUT maybe rework an add-on to allow him to do that.

  • Here is my No Mither Fight Club build:
    -No Mither
    -Resilience
    -Borrowed Time
    -Deliverance

    Play to die. All survivors basically have 3 chances to escape. But when you play to die, you can give your chances away to others. Some examples of things you can do when you play to die:

    http://xboxclips.com/thesuicidefox/46d027be-a193-4259-9c26-b43c4d8c5744

    http://xboxclips.com/thesuicidefox/c715e081-3acf-4b10-ab52-b1f4909eb51f

    Rush gens. Rush hooks. Take hits to save others (which if you do it at the right time the killer will slug you because they want someone else). I haven't used this build with Deliverance yet, but the idea is that as long as you aren't the first one on the hook you can save yourself if needed. Alternatives to this include:

    -Empathy to take hits and make heals.
    -TINH to hard counter Ruin.
    -Tenacity if you expect to get slugged more often.

    Your goal should not be to escape. Escaping with this build is a privilege. Your goal should be to do everything possible to make sure EVERYONE ELSE ESCAPES. If you do that you did your job (and got your pip before you died). And remember that you don't have to finish a gen. 50% on 5 gens is sometimes worth more than 100% on 2.

    Also here are some things to be careful of:

    -Thanatophobia will slow down the group because of you. You will still be doing gens faster until someone else gets injured so do gens whenever possible.
    -Dying Light will completely destroy the group if you are the obsession. You will just die super fast and they will all lose. Just rush gens and do whatever possible to avoid the killer.
    -If it's any other obsession perk you can ruin the killers game though. PWYF just never run away, they might not want to kill you if they want stacks that bad and you will get slugged a lot. STBFL, just run out and take hits. They lose tokens and will refuse to kill you after a while, leaving you slugged. RM is tricky. They will take the first 2 hooks but then slug you after that to get more tokens which you can take advantage of and make them waste time on you. DO NOT REVIVE YOURSELF IF THE KILLER IS NEAR. They will just slug you again for another token. Instead just lay there, if they stay they waste time waiting for you.
    -Tombstone... I've tried to sponge this for people but have never been able to do it successfully. Obviously it kills you instantly, but if it's a tombstone piece and you sponge it that could really hurt the killer if they never got stalk on your or the guy they were about to kill was the obsession.
    -Being caught alone is basically a wasted hook. To killer you are always an injured player they can easily catch. If you are around someone that is injured you are less appealing because you are ALWAYS like that and the killer will want the other guy instead. Understand what the killer thinks and you will know when it's okay to be seen and to take hits.

  • Nea would be pretty scary to encounter.

  • @ChesterTheMolester said:
    Freddy + STBFL + Rancor

    Ignore the Obsession all game that he cant even Bodyblock and kill him during the endgame. 

    And Bitter Murmur. It's a good perk for Freddy in general and combos with Rancor.

  • Thanatophobia should be a linear stack of 6% per survivor injured. Currently, it's 6% for the first and 3% after that. That mean that 2 injured now would equal 3 injured before, and 3 injured now would be greater than 4 injured before.

    However, the devs mentioned some things about increasing base healing times in the recent Q&A. If they did this, TP would become a lot stronger than it is now.

    I also found that if you combo it with Sloppy Butcher and Courlophobia that it becomes quite effective at slowing the game because it affects gens AND heals. While the gen time is a bit trivial, the extra time they spend healing is less time doing gens. A friend and I tested these 3, and with just 1 person injured normal Self Care takes 58 seconds. With a purple medkit and good add-ons, it took him about 25 seconds which is the same as normal Self Care. Survivors would be forced to gang up on heals if they want heals, which means less time on gens.

  • I think keys are a bit OP as killer. As surv I only use them to open the hatch. Blood Amber is a ######### add-on, it drains the key so much and you really don't need it if you know how to track the killer yourself. Same goes for the surv aura add-ons, it's worthless if you know how to track survivors. Just run Empathy it's 1000x better if you really need to see others and gets you free Benevolence points (plus it let's you track killer by seeing who they are chasing). Broken key is the only one worth using with these add-ons because it can't open the hatch and is worthless otherwise. The only add-ons you should use on purple/pink keys are Milky Glass and Weaved Ring.

  • The concept is nice, but it should just be an effect and not require you to waste time doing some thing.

    How about when you put someone into dying it reveals the auras of all survivors on generators for X seconds based on tier.

  • If someone's on a hook, you can't finish gens in 110 seconds. It would take 80s to do 3 gens (1 each), and another 80 to team up on the next 2. Maybe if they all had BNP's and purple toolboxes, but it would still take over 2 minutes 30 seconds.

  • @TheDarkLycan said:
    The "optimal" build is whatever I want😂😂😂😂😂. I have every perk tier 3 on Freddy so I have every possible build at my disposal

    Oh, I thought you meant something specific.

  • @CoolAKn said:
    In a vast majority of spawns, generators cannot be worked on by 4 survivors at once. In most instances, the generator is blocked on one or two sides (and rarely 3 sides). I think only the Coldwind Farm maps provide generators that can be worked on by 4 survivors at once. I am sure there are others, but I can't think of them immediately. Perhaps alter the gen spawns so that each generator is guaranteed to have at least one side blocked? Increase the chances for 2 and 3 sides to be blocked?

    Yea not every gen can be done by 4 people, my point is that even with 2 you do it way too fast (40 seconds). Factor in toolboxes and more players and it's SUPER fast. There needs to be a limit to how fast it can go, so if we have 2 or 4 on a gen it's the same. That's what a gen rush is, when multiple survs do a gen at once.

  • @Aari_Piggy66 @Master @Vankruze This topic is about Huntress's add-ons. Please take it elsewhere.

    @SenzuDuck If you feel it should be removed, okay, but every killer gets 2 pink add-ons. A hatchet that puts you into dying is a valid option because it's powerful enough to be placed at that rarity (changing it to a BT bleed-out or literally anything else will make it not even worth using at that rarity), and it has a huge drawback in only being able to carry 1 hatchet, forcing you to use a belt/loop for extra hatchets. With my suggested changes a few other add-ons become valid combo's with Iri Heads, but the short of it is that we don't want to remove stuff from the game, we want to add/fix stuff.

  • Another thing I've been coming across lately are killers that are willing to slug people until they bleed out to try and 4k. Had 3 or 4 killers do this in the last 2 days, not normal from my experience. This is quite toxic. I get slugging to look for someone, but if it's clear the guy is not going to save just take the hook. You can still potentially get the last guy, but every game where someone did this the guy died AND the last one got hatch anyway so all they did was lose their own pips to spite people. I messaged a killer after I got out from a game like this and he's all like "I don't have to take your feelings into consideration" when I was trying to make the point he just wasted 10 minutes trying to get me AND her, when he shoulda just took one of us (we kept exchanging slugs and stealthing him) to get the points for at least a 3k. But he slugged us, and then eventually the other one bleed out and I hatched anyway.

    The problem comes down to the fact too many killers and survivors make up dumb "rules" to winning in this game. Kills are not wins. Escapes are not wins. PIPS ARE WINS. If you get a pip, that's a win. If you get a double pip, that's like a perfect win. If you depip that's a loss. If you safety that's a draw. Pips define wins in this game. Escapes and kills help you get wins, but you can die and still win or 0k and still win if you play to pip.

  • If there was just a limit on how fast a gen could be finished that would solve some problems. Right now the issues are toolboxes and the ability for survivors to gang up on a gen. If you have 4 survivors with toolboxes on a gen it will be done in like 20 seconds. That shouldn't happen. Besides the fact the bonuses from this stuff should be toned down, there should be an upper limit to the speed a gen can be repaired, no matter how many survivors or toolboxes you use. That limit should be something like 50 seconds. Luck already works the same way, in that if a whole team used UTA with salty lips they should get >60% luck but the max is 48%.

    Obviously BNP might need another rework, which all BNP should do is make great skill checks zone huge, almost unmissable, but at the cost of using the toolbox faster. Then it would be a sort of hard counter to Ruin, but not so ridiculously powerful that it just breaks the game.

  • I would get rid of mist offerings, just have yellow "less" and "more" offering. I'd get rid of white and yellow BP offerings for specific categories (keep stuff like escape cake and pudding though). I'd also make BPS 200% instead of 100% and make it a purple offering.

    @TheDarkLycan said:
    The only killer I have "optimal"  is Freddy 😂😂😂

    What's the build?

  • @SovererignKing said:
    No, you don’t. You really consider swapping lockers in the basement all game as doing something? You literally don’t have to do anything. What do you mean for it to be useful? It always procs if the Gens are done. You always get the haste (Sprint Burst) effect, it even ignores exhaustion. 

    First doing this is not a way to get gens done. Chances are most games where you do this gens won't get done. You have to actually participate a little bit if you want to get them all done.

    Second, it's not useful if it procs when killer is nowhere near. Oh wow, you ran a little faster for 5 seconds to get to an exit gate. Not really something that's going to make a difference. But being injured and chased, THAT is when it matters, but things don't always play out like that. The number of times it never procs or procs in a pointless manner is greater than the number of times it will proc in a useful manner. But as killer you don't see those time it procs in a pointless manner, you only see the times it's useful with a x4 greater chance to see it just because of your perspective of the events in the game.

  • @SenzuDuck said:

    @thesuicidefox said:
    Just to make a point, HybridPanda posted some Freddy games today and he got bodied 1 game, and then a 3k in both other games.

    His first game was a mess, he used Class Photo with no blocks or paint brush to offset it AND he didn't even use it to find his obsession for RM tokens. Had he done that he could have easily got a few kills that game. He also continuously failed at loops, didn't hug walls or optimize at all which you have to do as Freddy if you want to catch people that loop (or at least play proper mindgames, which he didn't do).

    His next game he played smarter and used his CP to catch people, and he played BW really well so he got 3 kills. Had he just gone for Jake first near the gate at the end instead of Bill he could have downed Jake, then went back and got Bill, took Bill's hook first and still be able to grab Jake before he got out (plus the Kate that was down across the map). It would have been a 4k.

    Last game he could have just slugged Meg for a bit to look for Claud. He had the game on lock down, 2 gens left with DL and only 2 survivors. They would play super immersed and just let the other die, so you need to drag it out. Could have still been a 3k, but he could have 4k'd. He also totally could have played the basement part way better by not downing the Meg. He almost could have lost too because he kept trying to go around the loop, but he had paint brush which makes you Hag slow. But his TR is tiny, that's how he snuck up on them so much, if he played THAT mindgame he could have had Dwight dead at 4 gens left easy.

    So we have 3 games where he potentially could have 4k'd if he either 1> used a better build (his 3rd game was the strongest of the 3 which is why I keep saying Freddy is better at gen lockdown and not an end game), 2> made better decisions (chase non-obsession half the game when you can see everyone and you have RM?!?), and 3> just flat out played better and optimized. If I can point to the exact things he did wrong you can't exactly say it's the killer. Is Freddy a HARD killer to play? Yes. Is he a WEAK killer to play? Eh... depends on some things. I won't deny he has some major drawbacks, but he has potential to be crazy powerful too.

    If panda had BW3 he'd have probably out played them all.

    People aren't willing to put in time to practice so when they do go and play their one off matches with these killers it's obviously the survivors being toxic or lame game mechanics that stops them from pipping.

    Yea not having BW3 really hurt him. Funny how he uses it all the time but doesn't have it tier 3 on the killer whose perk it is. LOL

  • Just to make a point, HybridPanda posted some Freddy games today and he got bodied 1 game, and then a 3k in both other games.

    His first game was a mess, he used Class Photo with no blocks or paint brush to offset it AND he didn't even use it to find his obsession for RM tokens. Had he done that he could have easily got a few kills that game. He also continuously failed at loops, didn't hug walls or optimize at all which you have to do as Freddy if you want to catch people that loop (or at least play proper mindgames, which he didn't do).

    His next game he played smarter and used his CP to catch people, and he played BW really well so he got 3 kills. Had he just gone for Jake first near the gate at the end instead of Bill he could have downed Jake, then went back and got Bill, took Bill's hook first and still be able to grab Jake before he got out (plus the Kate that was down across the map). It would have been a 4k.

    Last game he could have just slugged Meg for a bit to look for Claud. He had the game on lock down, 2 gens left with DL and only 2 survivors. They would play super immersed and just let the other die, so you need to drag it out. Could have still been a 3k, but he could have 4k'd. He also totally could have played the basement part way better by not downing the Meg. He almost could have lost too because he kept trying to go around the loop, but he had paint brush which makes you Hag slow. But his TR is tiny, that's how he snuck up on them so much, if he played THAT mindgame he could have had Dwight dead at 4 gens left easy.

    So we have 3 games where he potentially could have 4k'd if he either 1> used a better build (his 3rd game was the strongest of the 3 which is why I keep saying Freddy is better at gen lockdown and not an end game), 2> made better decisions (chase non-obsession half the game when you can see everyone and you have RM?!?), and 3> just flat out played better and optimized. If I can point to the exact things he did wrong you can't exactly say it's the killer. Is Freddy a HARD killer to play? Yes. Is he a WEAK killer to play? Eh... depends on some things. I won't deny he has some major drawbacks, but he has potential to be crazy powerful too.

  • @SovererignKing said:
    Its the same questions that lead me to feel NOED is OP. Same questions that lead me to say DS is OP. They aren’t “loaded”, just the ones that I ask for every perk. Survival is a reward for playing well, not a reward for basically letting your team mates do all the work for you. 

    The difference between NOED and Adren is that Adren rewards success, while NOED rewards failure. You don't have to do anything to proc NOED, just sit and wait if you really want to. You have to at least do SOMETHING to proc Adren, whether that's not get found until gens are done (which would likely mean it doesn't even do anything anyway since you shouldn't be on a hook or anything if you were successful until this point), or doing gens yourself. Adren is also a one time thing, where NOED lasts as long as the totem is active. That could be 0 hits, that could be 4 hits. NOED is also always useful when it does proc, unlike Adren which will only be useful a fraction of the time where it procs. There are a lot of differences.

  • @SovererignKing said:
    However, what about locker Dwight who hid in the basement and literally did nothing? He gets found right at the end, and Adrenaline saves his butt after he gets unhooked when he got caught for the first time. He escapes... and... he’s at the bottom of the score board with 8k points. Meanwhile the guy who died first, has 11k points.

    He still managed to not die the whole trial, so yea he deserves to have his Adren proc. And you walk out with more points and probably a pip, where he most likely will get a safety, MAYBE a pip if he is lucky. Death as a survivor =/= loss every game. If you pip, that's a win no matter what happens. My NM build is proof of that, I can easily pip and be the first one dead because I play for points and know how to rank up. I even let the killer kill me and still pip. Conversely, you can escape as a survivor and not pip if you play like how this Dwight supposedly did (if he didn't do gens, make saves, or get chased he's not going to pip).

    Your questions are very loaded to make Adren seem broken BTW. Adren isn't something meant to punish failure, it's meant to reward success, you have it backwards. I run the perk a lot and it will proc about 1/4 games, but most of the time I'm not injured nor am I being chased. The rest of the games I don't get to endgame, either because I die or it's a hatch game. Of those games where it does procs, it would be maybe another 1/4 where it saves me during a chase. It sucks to face as killer, because you always see that guy's 1/4 of 1/4 of those games, but it sucks as survivor to get hit by something like Devour Hope in the same way. When you see that Exposed icon, it can totally change the flow of the game and completely shut you down as a survivor especially if you are the unlucky one to get hit first.

    @Master said:
    Check out the official tournament or the marth depip squad experiment :wink:

    Not actually valid because in both cases, survivors are playing to escape and nothing else. If you do that you don't pip, which is what defines a win/loss in this game. If all you ever do is gens and escape, then you need to do 2 whole gens by yourself and a third mostly by yourself, and escape without going down, AND no one can die on a hook. If 1 person gets hooked and dies, like how a lot of Depip Squad games would end (as they would just leave) they lose their bronze Benevolence and won't get a pip. This is besides the fact it is mathematically impossible for you to get that pip in the first place if all the other survivors do gens like you do. At best, 1 player will pip and the rest depip. If they share properly, the best they can all hope for is a safety pip.

  • @MegaWaffle said:
    His power makes you wait 7 seconds to hit a survivor meaning they have a huge chance to escape or heck even wake themselves up while in transition.

    People keep pointing to this 7 seconds thing and say that's why is he bad. But a lot of the time you can be right on top of them at the end of 7 seconds and hit them. Yes it sucks when someone does a gen or totem in your face, I won't deny that, but if you sleep them and they run it's pretty easy to mindgame them (or just follow them) and land the hit as they fall asleep. Compared to other killers that's similar to a survivor seeing you and running before you get there, then you chase them for a few seconds (maybe 7...) and hit them.

    What his power needs is the ability to knock you out of doing actions, like Doc's power. If he could do that then he can keep pressure on you and survivors will treat the transition like the start of a chase, at which point he'd be the same as any other killer as I lay out above.

  • @CoolAKn said:

    @thesuicidefox said:

    Coarse Stone
    Common
    Hit target is prevented from doing fast vaults for 20 seconds.

    20 seconds is a long time for a Common add-on. I would either have it at a higher rarity rarity, or have multiple add-ons with differing rarities (and times). I would probably say no more than 3-5 seconds for a Common add-on. This would be too much of a game changer when seconds matter for everything. This would allow the Huntress to deny vaults like the Doctor can when he hits them with Carter's Spark, which is a neat concept.

    Well 5 seconds is way too short. The idea is to help with loops, and 20 seconds is enough time to do that. It could probably be a tad shorter, like 15 seconds, but if it's really short then it's worthless because you want to hit them with a hatchet and discourage them from using vaults to loop you.

    Berus Toxin
    Common
    Hit target suffers from distorted vision and sound for 8 seconds. (Similar effect to Clown's bottles)

    Again, a bit long for Common, but closer. Perhaps 3-5 seconds again for Common.

    This is a good point, but you also need to remember it doesn't slow them down just mess with their vision/hearing. Like, if Clown hits you with a bottle part of what makes it strong is the slowdown, but then another part that makes it strong is that it's harder to know what's going on around you. This is the latter half of that. 3-5 seconds might be more reasonable but the point is to create moments where the survivor will screw up.

    Pungent Fiale
    Rare
    Allows you to see the trajectory of a Hatchet throw during wind-up. (ie. Gives you a crosshair)

    I think a cross hair should be in her base kit.

    I don't exactly agree. Part of what makes her fun is that throwing hatchets takes skill. The problem I have is that the learning curve is quite steep and the throws are very wonky. Like with Nurse's Plaid Flannel add-on, this would be something to help with the learning curve and teach you exactly how her hatchets work. I feel like a crosshair in her base kit would make her way too easy to use.

    Glowing Concoction
    Very Rare
    Survivors within 8m of a thrown Hatchet will have their auras revealed for 3 seconds. Hit victims' auras are shown to you for 8 seconds.

    Not sure about this one. Might be a bit much for 1 add-on. I think the other killers' proximity-based aura-reading add-ons aren't time based, you just need to be in within range to see them.

    Hit victim's auras revealed for 8 seconds is a bit high, and ought be a separate add-on. I do like the idea, especially if the survivor is trying to break line of sight.

    The add-on currently does 5 seconds, which is too short IMO. It's also quite useless since if you hit them chances are you know where they are anyway. The main draw to this one is the first part, since Huntress is easy to stealth this makes it a bit harder. If she starts tossing hatchets at you, even if she doesn't hit, she would have an easier time tracking you. She could also, potentially, use it to scout out an area by just throwing it at a tree or something. Remember it's purple rarity, so it's meant to be a little strong. But the way it works currently, it's just a waste IMO.

    Begrimed Head
    Very Rare
    Hit target suffers from the Broken Status Effect for 60 seconds. Moderately decreases the repair speed of Survivors injured by the Hatchet until fully healed.

    I hope the Broken effect will be more utilized in more things, it is a very interesting mechanic.

    Yes, I saw someone mention something similar with Billy/LF Begrimed Chains. And by making it inflict Broken it no longer overlaps with Rusty Heads (which are redundant because of this add-on). And since the repair penalty is dependent on being fully healed, you get a guaranteed 60 seconds of slowdown where currently it can be much much shorter (if they use insta-heals or gang up on heals for example).

    Ivory Haft
    Ultra Rare
    Throw hatchets will stick to surfaces and can be reacquired to be added back into inventory. Stuck hatchets will despawn after 20 seconds or upon reload at a locker.

    Very interesting idea, but I'm not sure how practical it would be unless you lose the chase shortly after throwing a hatchet. There would not be much time to recollect hatchets (because there would need to be an animation for it) and expect to keep up the chase, unless the survivor is just that bad.

    Ok, maybe you don't understand, you would just touch the hatchet to collect it. If you ever used something like a throwing knife in COD or BF it's like that. It's meant to allow her to chase for extended periods without needing to reload. And since you generally throw a hatchet at a survivor ahead of you and follow them there is a high chance you would just be able to grab it as you chase. It's an alternative to reloading which is a big weakness. There's no animation, you just walk over close enough to the hatchet and it gets put back in your inventory.

  • @SenzuDuck said:
    Well, killers enjoy playing him so no, not really.
    and comparing me saying iridescent heads aren't fun to use or play against and should be changed to removing an entire killer is the most childish response I've ever seen. Grow up.

    But if you think it's unfun it should be removed? I mean there are people who enjoy using pink hatchets, and there are people that enjoy going against pink hatchets. I personally have no issues with it, so where does that leave us?

    @SenzuDuck said:
    "Let me know what you guys think"

    and i think the iridescent heads should go or be changed.
    Iridescent heads are so easy to use, walk behind survivor, throw.
    If they're so easy do dodge lets make them worth while to use instead of making them unfun to play with or against.

    Maybe I should be more specific. I want to know what people think about stuff I recommended changes for. Not the stuff that I listed as being "unchanged". The topic is about all her add-ons (again the ones that NEED change because they have no value), not just her pink hatchets.

  • @SenzuDuck said:

    @thesuicidefox said:

    @SenzuDuck said:
    Iridescent Heads should go in my opinion.

    They aren't fun to play with, they aren't fun to play against.
    Survivors DC with them, and honestly when I play a huntress match and finish the game within 2 minutes it's just not enjoyable, the BP you earn with them is trash too.

    You must play against bad survivors because they are easy AF to dodge and she only gets 3 so you have to reload all the time. I don't see a problem with them, they aren't really that powerful at high ranks.

    It couldn't possibly be that I'm good at throwing hatchets, lol.
    I also don't run the add-on any more either because I just think it ruins the fun of the game.

    Not saying you aren't, but when you get survivors that know how to break LOS and loop, Iri Heads become borderline useless. At high ranks the only add-ons worth using are wind-up add-ons.

    If you read what I actually wrote before just posting an unasked-for-opinion about pink hatchets you'd see that I'm suggesting a change for the stuff that doesn't ever get used. Add-ons should allow you to alter your powers enough so you can use different tactics. The only current viable tactic for Huntress is to throw faster.

  • @Vankruze said:
    The only huntress buff I would entertain is increasing her base speed to 115% like most killers she doesn't need to be slower. Other than that no because her addons and stuff are already strong especially the speed hatchet throws, hindered and insta hatchets (which are stupidly op imo). "Needing a rework" is such a big stretch to be honest I can't imagine many people agreeing with you on this one.

    This isn't a rework of the killer. It's a rework of her add-ons. You are right that those add-ons are strong, but the rest are utterly worthless. Inflicting a status effect for 30 seconds is weak. Every killer's add-ons should be of some value to use, and right now at least half of her add-ons have no value.

  • @Usui said:
    Huntress is fine she doesn't need ANY kind of a rework.

    Her add-ons totally do though. There is literally no reason to use anything other than Babushka/Braid, Loop/Belt, and Iri Heads. She doesn't need any changes to her base kit, but she does need more useful and varied add-ons to allow for a wider range of tactics.

  • I agree it can be unfair, but it's done that way to not waste time. First, if the survivor gets off the hook I doubt many killers would let them go, they would just down them and put them back on the hook immediately. Second, if they never struggle you will just sit there for 2 minutes while they die, just another way to troll a killer.

    The only thing I think needs to happen is that if you are the last alive and get hooked, and it's your first hook and you die immediately, you should get a bonus 1000 BP in survival. That would make the whole thing more fair to that survivor without just being a waste of time.

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