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thesuicidefox

thesuicidefox

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  • @Dwight_Fairfield said:
    Can they also fix when you are running towards a window you don't sometimes slow vault over it.

    Yes I had this happen on the window mid-stairs of Father's Chapel. It's the one where the stairs go halfway then turn 90 degrees and go to the top floor. I ran straight at the window and did a slow vault, which got me killed. Had I mad it I could have escaped most likely. It's really frustrating.

  • Just wanted to add, I played a few more games. One game where they got the exit gates powered I slept and injured everyone before they got to the gate. I swear to you I could see all 4 of them healing frantically all around the gate. And when they woke up I would just sleep them again. Only got a 2k because I got borked early on, but it was damn funny to see 4 survs healing THEMSELVES to no avail. Quite hilarious, I wish I clipped it :cry:

  • Bamboozle can break loops at the shack, pig tree, double L walls, jungle gyms, and some of the main map structures. I would use that.

  • @Grimzy said:

    @Taelance said:

    @Grimzy said:
    they should first fix his sleep, i mean it takes near to no skill to just stand and spam the button to sleep anyone within his radius. He should only be able to do it while looking straight at a survivor, like the shape does.

    but sometimes you can not see the actual survivor. I just do a 360 loop with the power each time I hear a gen has been worked on and I always catch a crouching prestige 3 Claudette hiding behind a tree.

    Exactly....this is simply broken. Its bad enough you are invisible.

    Protip: DO NOT JUST HIDE RIGHT NEXT TO A GEN. Walk away and hide somewhere else. I had a game today with a Claud that was doing a really good job of walking away when I came to the gen. I circled the area a few times and couldn't find her. After maybe 3 times I decided to go to the main boat (Pale Rose) and watched the gen from a distance and saw where she was going each time. But you can totally avoid this if you play smart.

  • 1) Hitting someone with Dream Demon should knock them out of an action for 2 seconds (vaulting/pallets excluded). The biggest problem I have when playing Freddy is that people just do ######### right in your face. If hitting them with my power would push them off the gen/unhook/door/heal for even 2 seconds that would be enough, especially when it comes to healing someone on the ground. That's the most annoying thing is if they swarm the downed guy he will get up and you can't stop it unless you have stacked blocks.

    2) Adjust darkness/fog of DW. This would help both Freddy and survivors.

    3) Skill checks should invert in DW. What I mean by that is that instead of most of the skill check being an empty "fail" zone with a small good/great zones, invert that so that the good zones are huge, almost the whole skill check, and the fail zone is really small. This would mean you have to try to fail the skill check instead of just mashing the button. Great skill check zone should be the same, but good zone should be the same size as the fail zone when awake. Unnerving Presence would make the fail zone even smaller. The only exception should be Overcharge, which should only trigger when you do the gen while awake. Then if you use it as Freddy, they have to fail a skill check to wake up and then immediately face an OC skill check.

    4) His lullaby should be directional from 16m to 24m, and if you've been put to sleep once you should see flashes of him in the real world very seldomly (maybe 1 per 30 seconds or something). This would make it a bit easier for survivors to stealth him as apparently it's too hard (it's not IMO, but if the other stuff happens I'm cool with this as a Freddy player). Pill Bottle would remove the flashes in real world and transition.

    5) Remove the downsides to his lower tier add-ons. Class Photo should only add +1s to transition not +2s. Speed with Red Paint Brush should be 4.5 m/s which is 112.5% (same as Hag with Waterlogged Shoe), not 4.4 m/s (110%) that it is now.

    6) Rake/Claws/Paint Thinner should increase the 'knock out' timer for #1 by 2/3/5 seconds.

  • @BLUE_APE said:

    @thesuicidefox said:
    Spine Chill as survivor. This perk gives you so much information and is sooooo useful in so many situations.

    As killer my fav perk now is probably Bitter Murmur. It's really great on Freddy and makes people scared to finish gens. It also punishes them for rushing by ganging up on a gen.

    Oh nice choice.
    So do you main freddy?

    I did. Now I 'main' Huntress but I still play Freddy and Hag. I've been playing Freddy last few days (from rank 9 to 6) just because he's fun and I have almost all the killer perks for him. It's like night and day though between him and Huntress when it comes to how much harder it is to make plays.

  • Spine Chill as survivor. This perk gives you so much information and is sooooo useful in so many situations.

    As killer my fav perk now is probably Bitter Murmur. It's really great on Freddy and makes people scared to finish gens. It also punishes them for rushing by ganging up on a gen.

  • Nope.

    If they want to do something add a buffer so that you can't complete a gen within 20 seconds of one being completed. That would be the most reasonable option.

  • Dude sitting in a corner with Claud hoping the killer doesn't see you isnt' stealth. You shoulda just walked away when he wouldn't leave, crouch through the corn and you woulda been fine. You sat there the ENTIRE clip and got 2 birds on you. STOP SITTING IN A CORNER. That's not how you play the game.

  • Monstrous Shrine, Surveillance, Unrelenting, Beast of Prey, Overwhelming Presence, and Spies from the Shadows are probably the worst and most useless perks for killers. None of them add anything of value. If I had to pick one though it would be Unrelenting. It's just a waste because it's there for people that miss a lot, and even then it doesn't help that much.

    BoP could be better if it triggered at the start of a chase or maybe when you hit someone. Having it trigger on bloodlust though makes it worthless.

    Thanatophobia is actually a lot better than people give it credit for. Use it with Sloppy Butcher and Coulrophobia to really REALLY slow down heals. Plus it has a psychological effect on survivors, when they see that icon it makes them act more altruistic. I just wish they would adjust the numbers so that each survivors adds 5%. Right now, the first survivor adds 6% but then every one after adds 3%, meaning that in order to double the effect you need to injure 3 people. It should just be a flat increase, and while 5% for 1 injured is weaker than before, everything above that would be significantly better. Injuring 2 would be stronger than injuring 2 before, and injuring 3 is like injuring 4 before.

    Stridor is pretty good too, the only problem I have with it is that it's still too quiet. Pump the numbers a bit and it would be excellent.

  • I see you get hit. What's the problem? Bad jukes?

  • @Sally55 said:
    Lol coming from the person that says Freddy is actually a threat is quite hilarious. Freddy is so garbage that survivors can still loop him for days and get away with it. NOED on Freddy is kinda mandatory for him if he wants any kills at all. You forgot that borrowed time makes him invalid.

    Okay well my 10 games in a row the other night at rank 6 of a 4k/2pip vs SWF groups even when I give someone the hatch, without using NOED or any late-game build at all says otherwise. Maybe you just need to get better at the game and stop relying on a crutch to help you win. No excuses.

  • @Shadoureon said:

    @thesuicidefox said:

    @thesuicidefox said:

    @Milo said:
    How does boil over increase your aura reading tho...?

    @CrtKazz said:
    Open handed/kindred/boil over is a nice combo I’ve seen. 

    I think it increases the range where you can't see hooks as killer.

    I'm thinking if you had a whole team with Boil Over, Open Handed, Sabo, and No Mither, then throw up 4 Pertified Oaks and you can basically make it impossible to hook you.

    But then your build relies on 4 offerings that arent always available for your team.

    Well that's the absolute best build, otherwise just bring toolboxes for extra sabo. The idea is to make it hard if not impossible to get a hook and you can't slug so killer is SOL.

  • @Orion said:
    So to reiterate: NOED is useful for late-game builds, and the Nightmare's perks are late-game. Thank you everyone who went off on a tangent and pretended I was saying something else.

    Doesn't mean that's where he is best. He's actually way better if you slow down the early game, because once you start to snowball it becomes impossible to do gens. He also has free deerstalker meaning you should never get have a hatch game if you don't want it. Just slug the third guy and eventually you will find the last guy, unless he is that patient to let the guy bleed out but that's a long time to hide.

    Case and point, Huntress has a basement perk doesn't mean her best builds are basement builds. She's strong in the basement, even stronger with TI, but that's not the best way to play her.

  • @Sally55 said:
    Remember me can still be countered by leader and prove thyself. Plus using your logic since remember me requires you to keep your obsession alive long enough assuming they don't just suicide on the hook and you as a killer failing to stop gens from being completed. It basically rewards bad gameplay as well. Looks like for someone who hates perks like NOED you are nothing but a hypocrite.

    LOL if they die on the hook that's good for you 1 less survivor, and it doesn't reward bad gameplay it rewards the killer for doing something skillful. Leader/PT only work if others are around you and even then you still have 40 seconds on the gate at least. Nothing hypocritical here. Just a lot of salty killers that can't rank up without a crutch.

  • @powerbats said:
    Yeah a lot of really skillful Freddy's at rank 1-2 lately and not a single one runs NOED, they do use BBQ, Bitter Murmur, and either Remember Me or Object of Obsession. IT's even worse when you get one on Thompson House or any other wide open map.

    Yea I used stacked pictures for 30m range on my power on Coldwind. OMG there is no hiding in the corn against this. I just hit you from like a mile away, half the time I do it and still don't see the guy until he falls asleep. It's beautiful.

    @Orion said:
    Thank you for proving my point: to use that strategy, you have to rely on teachable perks, because his perks actually require the game to go on for a long time.

    Bitter Murmur is a free perk for all killers. Remember Me is Freddy's own perk, which is why I say it's more effective than NOED purely because it makes the game last longer at the end, and if people are asleep with full stacks that door will take a full 100 seconds to open (more than a full gen). You could in theory play gen lockdown with perkless Freddy and do better than playing for endgame tactics. Not sure how any of that proves your point. Not to mention a lot of meta play relies on teachables. BBQ and Ruin are teachables that every killer uses. Make Your Choice, Nurse's, Brutal Strength, Enduring. All teachables, and all used by every killer. Requiring teachables doesn't mean a strat is inferior.

  • @Lowbei said:
    killers can use whatever perks they want. you need to always assume noed is up until shown otherwise.

    They can, but if you use NOED you are a bad killer. FACT.

    Any killer can go stand in their basement all game waiting for someone. Just because you can do it doesn't make it skillful.

  • @Orion said:
    NOED is useful for late-game builds, which the Nightmare's perks are all about.

    I play Freddy and he is much more effective at gen lockdown. Use Ruin and Bitter Murmur then just make sure you sleep people often and you will make them scared to do gens. I literally did this for 10+ games last night. You do not need NOED on Freddy, in fact Remember Me has a lot more potential to help you it's just it takes some skill to use. NOED takes 0 skill.

  • @thesuicidefox said:

    @Milo said:
    How does boil over increase your aura reading tho...?

    @CrtKazz said:
    Open handed/kindred/boil over is a nice combo I’ve seen. 

    I think it increases the range where you can't see hooks as killer.

    I'm thinking if you had a whole team with Boil Over, Open Handed, Sabo, and No Mither, then throw up 4 Pertified Oaks and you can basically make it impossible to hook you.

  • @Milo said:
    How does boil over increase your aura reading tho...?

    @CrtKazz said:
    Open handed/kindred/boil over is a nice combo I’ve seen. 

    I think it increases the range where you can't see hooks as killer.

  • @Sn0wJob said:
    NOED is your punishment for not cleansing totems, this sounds like a failure to me. Go do some secondary objectives if you hate noed so much ;)

    It's not an option if you play solo. You have no way to confirm if other totems were got and you have less control over the pace of gens. Furthermore, most maps have that 1 totem that is actually very well hidden. Why is it I have to destroy EVERY totem to stop NOED, but only 1 to stop Ruin?

    Again if you use this perk as killer you are just a bad killer. You can make any argument you want, no good killer uses NOED because they can win without it. Even popular killer mains on Twitch/YT have said this.

  • @Esheon said:
    Even if you hit normal skill checks, it only adds about 30 seconds on average to a solo gen... and that's assuming you get an average number of skillchecks. Sometimes you only get one or two, or even none.

    Green toolbox pretty much hard counters Ruin because you do the gen so fast you can flat out fail skill checks and still do it in under 80 seconds.

  • I actually have a very good and detailed, let's call it a "werewolf" archtype, I've designed. I'd like to share it someday, I'd debating if I want to make a YT video about it because TBH this killer would be hella fun to play and hella scary to play against. I designed it as a glass canon, the killer is really strong but has some key drawbacks that make him very very hard to play correctly. He also has some hard counters built in on survivor side, though they can be nullified with the right build. Kinda like Nurse but more more extreme in that he is more powerful but it takes far more skill to achieve.

  • @popoles said:
    So, following your logic, a lawnmower and a car are the same, because both have 4 wheels and an engine.
    But I say, they are still different in the core. 

    Lawnmower and a car are not a game. Chess is a game where you have to use strategy to win. That's what he is saying. DBD is like a chess game, one where each player has different pieces (read as 'options') available. He uses chess as an example because it's like the most primary of game designs, as the whole game is designed around strategy. Some games have other factors, like hand-eye coordination and reaction time in the case of video games, but all share that fundamental aspect with chess in that you want to come up with the most optimal strategy that wins. If you look at ANY eSport game and watch the best players you'd notice that their decisions are not based on what they feel like doing, they are based on optimization. When you are Roadhog and a Rein comes onto the point from a certain doorway, there is an optimal way to win that scenario for both players and good players push towards that. Hence why you see repetitive tactics, strategies, and encounters because there is only 1 or 2 BEST things to do in any given situation. Doing anything but the best thing to do will mean you lose when the other player(s) does the best thing in the same situation.

    I'm a Gears of War player, and if you ever watch a competitive match of Gears there are things that everyone does because doing anything else is a loss. Example, Gears 3 Clocktower had 1 optimal opening strategy. "Go to boom". Literally the rest of the map doesn't matter, 3 or 4 of your team should push Boom truck. Why? Because Boomshot in Gears 3 was OP AF (3 shots, huge blast radius with actives, and in MM rules were set to "after use" meaning weapons don't respawn if you don't use them allowing you to grab and hold Boom indefinitely). If you don't win the fight you retreat and try to stall out the game. That's the only thing to do on that map that wins. If you relent Boom at the start of the game that's basically the same as a forfeit. YOU HAVE TO FIGHT FOR IT. This is why for competition Boom was swapped with Digger, because Digger is more balanced so the fights would spread out around the map more (though the main opening strat became "go to snipe, have 1 go frags" it was still a lot more balanced). That's what it means to optimize, and that's what @powerbats is talking about when he compares DBD to chess. You have to make the best move in the moment, if you don't you lose.

  • People comparing NOED and Adrenaline fail to account for the fact that one perk requires you to succeed for it to proc, while the other requires you to fail.

    My Adrenaline won't proc unless all the gens get done, I get rewarded for succeeding in my objective. NOED procs when you failed as killer to stop the gens from being done. You are rewarding for nothing. If NOED required something on the killers end, something they had to do before the gates were powered for it to proc, then it would be a fair perk. As it stands, it's a crutch and OP is completely right. There are too many boosted killers that only got to high ranks because NOED saved them at the end of the game. Killers that can't chase, can't keep map pressure, can't ever find you, these are the ones running NOED to make up for their lack of skill. You can tell because they will barely get a single hook all game, then suddenly kill 2 when the gates power because they hit the guy they were chasing all game with NOED to finally catch them, and usually manage to catch 1 more either going for the save or at a gate.

    I had a game as Freddy last night. I was doing a Hide'n'Seek build (jumpscares with M&A and paint brush), with Devour Hope. It was on Game (I picked it), but they still found my totem early (I had 1 token I think and then it was gone). They also had 3 toolboxes. I struggled SO HARD that game. All 4 were alive when the exit gates powered, and I had no NOED. At this point I was pretty sure I would lose, but I managed to pull out a 2k simply because the guy I caught when the gates were powered was in good spot for me to defend. It wasn't easy, but I pipped. If I had NOED I'm positive I woulda got all 4, but I wouldn't have deserved it.

    Killers need to stop defending this perk. The only killers that claim to "need" NOED are the bad ones.

  • Survivor main, IDGAF about Ruin anymore. If you can hit great skill check at least 3/4 of the time it shouldn't bother you either.

  • There are some glitches that launched you into the air and if the tiles are set up right you can go over the exit gate and escape. I've seen it on Game in a YT video.

  • @EpicFailTryHard said:
    Runiver said:

    A camping killer is supposed to hand a free wins to other survivors.

    But most survivors try to force it their way by refusing to simply let the guy to die. And that's what makes camping powerful.

    Camping is actually rather annoying, but also a necessary part of the game sadly.


    the survivors are punished for the others dying and also for not interacting with the killer.  not good.  i.e.-one will not gain a pip if they just do gens.

    Exactly this. If a killer camps and you just rush gens you will get black pip at best. What's worse is that some campers will use Ruin + NOED, which ensures that they catch at least 1 person and have a good chance to get a second when gates are powered (as the would the when the first guys dies and they finally leave the hook).

    It's obscene how rewarding it is to camp, and disgusting that killer mains defend it. I'm rank 6 killer right now, with Huntress mostly but I played from rank 8 to 6 with Freddy tonight. I got MANY 4k's, some where I gave the last guy hatch for reasons and still double pipped. A few 3k's where the last guy took hatch legit. I had only 2 games where people escaped out the gate both were me using Devour Hope on Freddy and they got the totem before the first chase. One game 2 got out and only 1 on the other.

    I'm convinced at this point that killers that camp, STRICTLY camp, as their only strategy are just completely incompetent and would be better of playing Fortnite or some bullshit where thinking is not required.

  • Welcome to survivor. Pitch a tent you will be here a while.

  • @popoles said:
    How would the collision add-on and the shackles would work? Invisible collision for survivors. 

    It makes an invisible wall basically. It can really mess with survivors, but IMO is a waste of shackles since it's so much better with Mint Rag. WLS is good with Scarred Hand, also the add-ons that increase the time it's active. Grandma's heart is really nice with it.

  • DS is the only perk I have a problem with as killer, and only when a non-obsession uses it. IMO only obs should be able to DS, but increase the skill check zone by 10% for every other instance of DS among the survivors. Then if you have 4 DS's, only obsession can DS but they have a much higher chance of hitting the skill check, which as a non-obsession is what you want to happen.

  • The same thing I've been using. I've used NOED a few times but it's just a cheesey perk. If you feel like you need this as a killer you should probably consider you might not be as good a killer as you think.

    @Vortexas said:
    I've found for Freddy for me personally running Remember is 9 times out ten better.

    Yes exactly this. Remember Me is great on a lot of killers, it's so underrated. I've won games, with obsession still alive, purely because they failed to open one or both gates. if obs is dead when gates are powered then you could definitely get the rest if the gates are close enough.

    @Eninya said:
    Depends on the killer. I currently play Hag/Pig and farm/do dailies with everyone else. The only difference between them is Monitor & Abuse/NOED, respectively. It's not needed for Hag, but Pig relies on it.

    I call bullshit. Pig has RBT which is used properly can help with your endgame. Saying a killer needs NOED is like saying survivors need DS. No only the bad ones do.

  • @WarthogFury said:
    But the guy who called me a f**ker and I reported it didn’t get banned

    That might not be true, there are different types of a ban. If you have a comms ban that doesn't show up in your profile. If you have an online ban that will.

  • I have had my XBL account for 13 years, and I can tell you that if you get reported they do investigate it. This is why I don't send hate mail to other players anymore. I get tons of it, I just report and block them and move on. If you engage with them they can report you for communication and if you said anything mean Xbox will see it and ban you. I've had many friends get banned for doing this sort of dumb thing.

    You can goto enforcement.xbox.com and sign in to see reports against you and your status. I currently have about 25 reports against me, most for "cheating" which I don't do just salty players, some people report my name because they think Xbox will force me to change it (they won't I've had the name for 13 years and I've been told that it is not bannable), and then a few for comms because someone said something salty to me and I just say something like "blocked" or "whatever, gg". Only peiople I send vulgar stuff to are my friends because they won't report me (not hate mail but I will say swear words).

    Point is don't give people a reason to report you, and you won't be punished. I report people that send me that stuff all the time and Xbox sends me messages "A player you have reported has had action taken against them". Just block/report and move on.

  • Lately I have been getting a LOT of instances where the pallet is clearly between me and the killer when it's dropped, they get the hit and I get the stun, but then the killer telleports to my side of the pallet. I've never really had the opposite happen where I (as survivor) go back to the other side of the pallet instead. And I've experienced this same thing as killer, where I swing, get the hit and a stun, then warped through the pallet. Something is definitely buggy about pallets.

    That said, I think that if the killer swings and it would have hit with the tip of the weapon, the pallet should take priority and stun them and they don't get the hit. If it is any other part of the swing then the hit should count even if the pallet drops, because that means they were really close to you. The problem I see right now is you can max lunge the pallet, eat the pallet and get them anyway, when you should only get that if you don't need max lunge. I feel like this would be fair to both sides.

  • Yes. Both need to go. I'm also not a fan of Insidious because all it makes people do is sit by a hook thinking survivors are blind that they can't be seen. It's not OP, but it promotes ######### gameplay. Maybe if standing still reduced your TR to 0 for X seconds, and you could move around in that time with a cooldown it would be better.

  • @MegaWaffle said:
    You can also use this to your advantage as if they expect DH you just don't use it right away. I agree most people find it difficult to use but that's why with the right creative mind it offers the most "tactical" exhaustion experience.

    Well my point is that you can get creative as you want with it, if the killer knows to wait it doesn't matter. Killer can know you have SB and there isn't much they can do to counter it.

  • I think it means that survivor gave up on the hook. Though sometimes it shows up even on last hook so IDK maybe a bug.

  • @MegaWaffle said:
    The thing about Dead Hard is people have no imagination with it. SB gives you your burst right off the start gaining you distance at the start of a chase. Lithe gains you distance at any point in the chase so long as you plan a vault. Balanced landing works just like Lithe provided you plan for a fall. Dead Hard can be used as a surprise dodge, a short distance burst to get to pallets/windows, to counter Nurse blinks 100%, allows you to get out of a body block situation with a killer, allows you to pull off a guaranteed Borrowed time escape by not getting hit yourself (fake grab, get hit, save hooked survivor who gets BT if hit or/and use DH as soon as unhook happens to avoid the attack should they go for you instead). I'm sure I've missed a few other applications also. The problem is most people think DH is a "use it once and it won't work again" perk, yet it provides more opportunities over any other exhaustion perk if used creatively.

    The problem is that all these tactics rely on the killer falling for DH. I feel like it's really hard to pull one over on good killers. You can do it once, but they will remember. That's my main issue with DH is that it's so easily countered by the killer, and yes if can save your butt in the right moment, but those moments are few and far between, where SB is good in almost any moment. Where SB can actually help you escape the killer, DH to me just seems like you are prolonging the chase rather than trying to escape. It can be a good mind freak, but all the killer has to do is remember you have it an wait and 90% of your opportunities go away.

  • I love Territorial. Right now I main Huntress (might go back to Hag now that she's god tier) and that perk is amazing for her. Basement literally becomes a deathtrap for any poor soul that wants to make a save. I used it for a while and out of all my games I think only like 2 people have ever escape my basement, and both times were because I let them because I was just winning that hard anyway.

  • I'm just making a point that the game shouldn't let you remove both blinks. If you equip both add-ons you should only lose 1 blink else you literally have no power and you move slower than survivors. Like what even happens if you try to use it, do you just fatigue instantly?

  • @Dabrownman1812 said:
    thesuicidefox said:
    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.

    It would help with other Exhaustion perks too though. If being able to get multiple speed boosts in a chase relies on using a specific perk then that's a fair trade. There was nothing necessarily wrong about getting multiple bursts in a chase, the problem was that it was so frequent and easy. With Vigil there would be a trade off at least.

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    I thought this until I played with it. Exhaustion change really kinda doesn't affect other perks all that much, just SB as far as I have experienced, so it's doing it's job.

  • Pick up time makes a huge difference in flashlights. Run Lightborn now and you are basically immune to them. Hag and Trapper can now both stop loops pretty well, with the right add-ons almost permanently. We got Bamboozle which helps break loops (especially the shack), and the new STBFL makes looping harder to do over time. They are adding more and more stuff to counter looping. Not sure what else you expect.

  • If aura reading worked on him the same as other killers there would be more options to counter him. Right now they only work if you are in dream world. Also if they gave his lullaby some directionality on the edge (like 18-24m) then it would help people to avoid him better.

    @Mc_Harty You can totally stealth Freddy. Like I have said a million times, run Spine Chill and you can stealth every killer in the game (except EW1 Myers). Throw on Iron Will and Urban Evasion and it's even easier. The trick is to NOT CROUCH IN SOME CORNER LIKE A COMPLETE BOOB RELYING SOLELY ON THE STUPIDITY OF THE KILLER TO NOT BE FOUND. When Spine Chill lights up, walk away. Don't run, don't hide. Just walk away, far away, from where the killer expects you to be. Understanding line of sight helps.

  • Every Clown I see tends to do the same thing; they try to play him like Huntress or Doc by attempting to hit directly or near a survivor in a chase. IMO this is only valuable if you are chasing them through corn or something. Better Clowns have learned to throw the bottles to block paths and force survivors in certain directions.

    You should be using your power to "corral" survivors where you want them to go. Hitting them with the gas definitely helps, but that shouldn't always be your focus.

  • Do Territorial Imperative instead of Tinkerer and you got a build.

  • But you would see the madness icon, so if he knew exactly where you were and you didn't scream it's pretty obvious he has restraint add-ons.

    @FrenziedRoach said:
    Fun fact, the hallucination always apears in front of you and you can cancel them out by running into them.

    I... did not know this. 👍

  • This will make camping/tunneling even better since you need that person to do gens. I'll pass.

  • If the game rewarded killers more for hooking multiple people once over the same person 3 times it would fix camping. Right now the game rewards you too much for just that one guy. I'd even say make BBQ bp bonus a permanent thing and then maybe add something minor to BBQ to make up for it. Maybe a faster hooking animation or +0.25 second aura for each new hook (so you can have 1 more second of aura after 4 hooks).

    If completing a gen locked other gens from being completed for maybe 30 seconds that would fix gen rush. Right now the problem is that 3 gens can potentially pop right at the same time during a chase. That's GG for a killer. There needs to be a minimum time the game will last no matter what. All gens can be done in 2 minutes at the absolute best which is kinda ridiculous. That figure should be somewhere around 4 or 5 minutes to be fair to killer. Less optimized survivors shouldn't be hurt too much by it since they don't do 2 or 3 gens at a time usually.

  • It was probably Adrenaline if it was when the gen popped. If you had hooked one of them before you went to find the other guy I think you coulda 4k'd from the sound of it. Lesson learned, right?

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