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thesuicidefox

thesuicidefox

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  • @FrenziedRoach said:
    Killer's speed only comes into play when you are running in a straight line. It's less impactful on repeated corners due to their slightly larger collision capsule and the way first person navigates.

    This I think it only true on PC. On console, we have analog sticks for movement meaning you can just press the stick against a wall and keep up against that wall without explicitly aiming your camera in that direction, or being exactly perpendicular to the wall for strafes with A/D keys.

    A prime example of this is body blocking hooks. On PC it appears quite easy, as the killer has less ways to make minor adjustments to movement to "fit" into the hooking position. With an analog stick though you can move 10 degrees left from forward with ease, allowing you to squeeze into the spots WASD simply can't do because it's a digital input. It is honestly very hard to successfully body block a hook on console. You have to be in the exact right position to block, if you are even a little too far off the killer can just press against you and sort of hug the perimeter of your hitbox until the prompt triggers. Not saying it can't be done, but when I watch people body block hooks on PC they aren't even standing in the right spot most of the time and the killer is doing this weird strafing slide (that I never see on console) and they can't get a hook prompt. I've tried doing exactly that on Xbox and killers just slide around me almost and get the hook anyway.

    It's also easier to counter 360 with a controller to the extent that if you expect it you can just make a circle with left stick (movement) and they run right into you. You can't do a perfect circle strafe with WASD. It would be super janky looking and not smooth at all. That's not to say that 360's don't work on console, I just find that if you expect it you can counter it pretty easy with simple circle strafes. On PC you counter it by expecting it then aiming your camera while holding W. It's a totally different tactic, one that's less effective on console simply because you can't move your camera at different speeds like you can with a mouse.

    PS. Once mouse/KB support officially comes to Xbox I'm switching to a controller/mouse set up so I can have analog movement and mouse aim. It is... the new master race.

  • @FrenziedRoach said:
    All these perks must always be a "once per chase" perk, PERIOD

    I could count on 1 hand the number of times I've seen DH, Lithe, or BL used twice in a chase. It's extremely rare for that to happen. SB on the other hand can easily EASILY trigger multiple times in a chase. Two SB in a chase is very common, and I've even seen 3 SB in a chase if they run vigil. The difference between SB and other exhaustion perks purely in terms of how often you do it in a single chase is staggering. As killer I've never NEVER had an instance where I'm like "oh man Lithe again?!". It's always something used once, and either you escape or the chase continues and you eventually get caught. The fact these 3 perks require a specific trigger while SB doesn't is the reason for this.

    IMO a better solution to this problem would just be to add a stipulation to SB that reads "If you equip this perk you cannot recover Exhaustion while running." That's it, now SB won't trigger multiple times in a chase and other exhaustion perks remain unaffected. Even though they could potentially trigger multiple times in a chase too, the potential is so abysmally low that it's not really an issue. If you are killer and someone gets DH on you twice in one chase then chances are you are just a bad killer, not that the perk is too good.

    I mean DH especially is easy to counter once you know someone has it. Just get really close and they use it. Also any sort of insta-down is a total hard counter to DH. DH is no where near the same level as SB. Only reason people even use DH is because most killers fall for it every time. Against a killer with any sort of brains though, DH is pretty useless.

  • @FayeZahara Or what if Chucky could jump on a survivor, put a knife to their throat and basically take control of their character for like 8 seconds?

    Blow a gen. Throw down a pallet. Jump in a locker? FORCE A HOOK SAVE?! Point at Dwight and laugh.

    Then maybe his pink add-on he starts to do that voodoo chant and if he does it long enough maybe it mori's you or something.

  • I have been using Small Game so your totem placement is irrelevant to me.

    As killer I think that some tiles need more totem spots. Structures in particular need multiple spots where totems spawn, not just 1. The hill totem needs to be moved, I'd say put it behind the large rock at the base.

  • Only survivors I hate as survivors are rats. The ones trying to farm with the killer and come point you out or body block. They are cancer.

  • I actually had someone use tier 1 to good effect. I caught him near my basement (shack) but there was one coming to help. I picked him up and tried to get through the door and TWICE he forced me to hit the door frame, enough time for the Jake to run up and body block, plus I saw a second one coming. I decided at that point I had to go to another hook and saw one on the next tile by the hill. I got SOOOOOO close, if I didn't attempt to go for the basement I would have easily got it. But her Boiled Over totally saved her by stalling me just enough for her team to force me to another hook.

    They all still died at by the end. But it was one time BO was actually useful for someone. As survivor it never seems to help me though :(

  • If someone DC's early in my game as survivor I just focus on getting hatch. If the other survivors are good we can get to the gates, but I will get super selfish in those games because I have to.

    If someone DC's early in my game as killer I usually go easy on the others. Sometimes they still put up a good game. Depending on the situation I might just give up my Ruin if someone DC's.

  • Dude I have games that are basically 4k's but then I give the last guy the hatch and STILL 2 pip. You don't need that kill just let it go. Not worth your time. If you had a solid game, had at least 1 hook on the guy escaping, and killed everyone else, you will 100% 2 pip I've done this many times now.

  • IMO, SC and SB are almost necessary at high ranks. Personally as killer I just expect people to use SC/SB as I expect killers to always have BBQ/Ruin.

    I know SB is broken when it activates multiple times in a chase, it saved my ass so many times, but you really do kind of need it against the best killer because you need a way to avoid the first potential hit. If you get hit and that's the start of a chase against a good killer, you are basically dead. SB helps you avoid this.

    SC is the best perk to ensure your survival. Being able to heal on your own is huge sometimes. I do think it should be limited, like you should only be able to heal yourself for 12/24/36 charges (1/2/3 full self heals) unless you have a medkit equipped in which case you could SC infinitely like you can now. That's really the problem with SC is that you can heal yourself as much as you want. If I had limits to that I would more often try to find someone else to heal me, and only use SC if I had to. Or I would start carrying a medkit with me just for infinite self heals.

    DS on the other hand is a bull ######### perk, mainly because players other than the obsession can use it. I honestly don't mind when survivors run DS, I use Remember Me as killer which punishes DS pretty nicely, but I do mind when I get hit by a DS carrying non-obsessions. IMO the perk should only work for the obsession, and if you don't get picked as the obsession then you don't get anything. It's just a wasted perk slot. Surv mains will cry about it, but it's the only way to make it balanced. Now if you want to use DS you should run OoO and/or SS to ensure you become the obsession. If not you will just be going in with 3 perks. If you want to add some effect to non-obsession you could make it so that for every instance of the perk, the DS skill check area gets 10% bigger or something. Then if I run DS but don't become the obsession, I know that whoever is the obsession will more likely hit their skill check at least, because that's what you want as the non-obsession anyway is to see someone DS the killer and keep a chase going so you can get more gen time.

  • @whyareyoutunnelingme said:
    See, I pictured Chucky dragging survivors by their feet to the hook and kind of just stab impaling them to the post lol

    I imagine that the REAL Chucky (not the doll the person) sort of appears as an dark apparition standing right behind the doll. He would be a normal height, prolly a bit taller than Freddy, and he would be the one carrying the survivor. This would also be how he breaks pallets and grabs survivors out of actions.

    As far as Chucky doll, I would like to see that. A super short killer, 110% movement speed, 16m TR but his power called "Murder Doll" let's him do this crazy sprint sort of thing where he moves at 125% speed and his TR boosts to 40m and he laughs maniacally like Chucky does. The catch is that he can only move forward and can't strafe or backpedal, and if he stops/bumps into something the power deactivates and has a short cooldown before he can do it again. Then he can do some sort of specialized attack out of it with a long cooldown. Think Pig crouch but instead of stealthy and slow, it's loud and fast. Either he's like Myer's/Hag normally and is slower but more stealthy, or he is crazy fast and completely unstealthy like an more controlled version of Billy's chainsaw.

  • I run Remember Me. It punishes DS because it lets you get an extra token on the first hook, meaning if you let them heal and kill them that's 5 tokens (or 25 seconds on the gate). RM rewards you for going after the obsession, where normally that's a loss. And I've 4k'd some games purely because RM kept the gates closed just long enough for me to catch the last guy or 2. Even had one game where I hooked a guy right by a closed gate and was able to just leave because I knew that gate would take at least 40 seconds to open. In fact the guy that came for the save didn't realize I had RM, saved the guy and went for the door. I'm sure he was screaming at his TV when I came back 10 seconds later and the gate isn't even half open.

    IMO it's the best counter to DS or OoO because you want to go after that person. Though I usually play with the rule that if the person does not hit me with DS and wiggle every time (meaning they don't have DS or obs perks) then I will get 4-5 tokens and 2 hooks, then give them a chance to get away and go for someone else, so long as I'm in a strong enough position to do it. If my Ruin is gone and 2 gens are left and I haven't found you yet, bet that you will get tunnelled/camped before the last gen pops.

    It's also fun to chase the person not using DS. They spawn into the game and are the obsession, that means Remember Me or Dying Light, both of which mean you are gonna die if you get caught. The look of terror on their faces as I just abandon a guy mid chase and injured to go DIRECTLY for them. IDGAF what else is happening when I see my obs that is my priority.

  • @popoles said:
    But if he came out of the Dreamworld... he would be a Trapper with all saboed traps. It's not something I would call Really Good.

    He could still sleep you, which means slower heals and gate opening, plus he can see your aura.

    And if we assume that his TR carries over to real world, if he is using paintbrush + M&A then he will have 0 TR out of a chase. A short killer with no TR that could slow you and see your aura is pretty strong IMO.

  • To be completely blunt, when I catch people with BBQ it's almost always because they didn't do anything to counter it. I would see them crouched behind a wall somewhere or running to a gen or another survivor, or something and then I would go there and they would still be there!

    Like really I had a guy as p3 Claud, Pale Horse purple myst, hide in a random bush on the FAR FAR side of where I hooked this guy. I saw another close-ish to him so I went in that direction. Then I saw him stand up at a distance, went up to the bush AND HE JUST STAYED THERE. Even though it was obvious I knew he was there because as killer there is no reason for me to go to this part of the map. Walk right up to him and smack him in the face. Caught him quick and hooked him, and it was death hook. I sent him a GG after like I do everyone and he got super salty, called me a try hard (when he was p3 Claud LOL) and all this stuff. I told him maybe next time don't hide in a bush when BBQ goes off then stay there expecting me to just not see you. That only works on idiots.

    You can counter BBQ very easily. I do it all the time at rank 1 surv. I've had people completely juke me as killer. It can be done. Just don't play like a moron.

    @Jack11803 said:

    @IronWolf115 said:
    Won't be long now before survivors start calling Make you Choice cheap

    With hag buffs MYC is OP and should be nerfed. Have it require 100m distance. Make hat spend 10 minutes setting a trap

    Urban Evasion. Flashlight. Small Game. Hag has been countered.

  • If you combo new Tinkerer with Thanatophobia you get more time. It goes by percent not charges. 90% of a gen done by a solo surv with no buffs/debuffs is 8 seconds. With TP and 1 person injured that adds 6 seconds, so now you get the notification 14 seconds before it pops. With all 4 injured it can go up to 20.

    If it's now 85% that's 12 seconds heads up, and 18 with TP and 1 person injured, 24 if everyone is injured.

    Expect TP to make a comeback and when you see it the killer probably has Tinkerer 2.

  • @Doom_Punk said:
    Sounds cool. Anything to make her an actual threat would be fantastic. :)

    IMO she is an actual threat unlike most killers, the problem is that she just feels very clunky to play without fast hatchet add-ons. These are more QoL tweaks than outright buffs.

  • I run Remember Me just to punish DS players and their teams. You can always tell the ones the have DS because they get all excited when you tunnel them. Normal survivors that end up being obsession panic a lot more when they see you. I usually play with a rule that if you are obs and don't hit me with DS I take it easy on you. You still gonna die by the end of the game if I catch you again, but I'm giving you a chance to escape so you better make it count.

  • 1) Make aura reading work on him when survivors are awake. I know this is a "buff" thread but this is something that should happen on survivor side. Stuff like OoO and Alert, and new Dark Sense. Also see there rest before you comment.
    2) Dream Demon can knock survivors out of actions similar to Doc's shock. It shouldn't be the entire transition, just something like 1.5 seconds to give Freddy a way to knock you off a totem or gen, or stop healing the guy he just downed so he can pick him up (last one especially). Vaulting and pallets should be unaffected.
    3) Boost his movement speed when casting Dream Demon (something like claw+rake) and make those add-on inflict Exhaustion on survivors for a certain amount of time after starting transition based on tier.
    4) Increase his TR and Lullaby radius to 30m, but as a trade-off allow his Lullaby to be affected by perks/add-ons TO A MINIMUM of 24m like it currently is. This would let you do stuff like use Distressing to make people think you are close, or M&A to mess with people in both real and dream worlds. His lullaby should have a minimum though only because it would be unfair if it could shrink very small. Also new Tinkerer's should not affect it.
    5) In addition to 4, perks that proc in TR should work with lullaby. Stuff like Unnerving and Overwhelming. This would make them useful for Freddy.

    If DW is 0% progress that's a good one too. Also someone else had suggested that when the exit gates are powered he comes out of DW into the real world. That would be really interesting, especially if he could still put you to sleep and track you and stuff. Plus imagine endgame Freddy IN THE REAL WORLD with paint brush and M&A. Sure if you are awake he can't see you but the fact he has 0 TR and can just hit you outright makes that super good tactic for Freddy, and flows with his endgame design.

  • I had a guy bring a BNP into a game and I gave him hatch LOL. I had 4k/2 pipped anyway and I could tell this guy was new. He showed some balls though going for a save when I was close above him (The Game). I fell down the hole and got them both. I saw he had a toolbox in his hand when I picked him up (I already hooked him once) so I figured he was new and that was like a white TB. Turned out he had BNP, but he was green as grass playing with another guy in the game. I told him respect for not using the BNP (even though I think he didn't understand how to use it?) and was cool, gave him some tips and stuff.

    This is a message to all killer mains. If you have a solid game against non-toxic survivors, show some sportsmanship and give out freebies now and then. I've had several games over the past few days where I give hatch to someone, even though I had the person dead to rights I still got a 2 pip. I bet I made this guys day, that type of experience will stick with you. And that's 1 less toxic survivor you have to deal with in the future. You don't ALWAYS have to do it, but if the survs played well and you still got the 4k/2 pip then it's honestly a small sacrifice to make.

  • @JinxReaper said:
    @thesuicidefox I Like your Idea but they can then still limit out the items survs and killers can use Like no bnp's or mori's and the double shards and devotion is a great idea so alot more people would then be playing it

    But then what if you need to test BNP, like it is now on PTB? That's why you have to allow them to some extent.

  • I think when it comes to insta-downs, no hatchets should not be affected. Only because Huntress has an add-on that makes them that way.

  • Infinite BP no. But give them access to every perk and add-on for free? Yes. Survivors too, but disable or limit items. It should be rank independent and not give BP but give double Devotion and extra shards per game played.

    I think PTB should be set up more like KYF where survs and killers can chat and swap places, and how at the end of the game it brings everyone to the same lobby. It would let groups form that want to test stuff and will solve the problem of not having enough killers/survs. It would be more like "I'll play surv this game with this new perk, and this guy is killer, but then next game I'll be killer." It'd also reduce the amount of toxicity on PTB specifically. It's one thing to be toxic in the normal game, it's another to be toxic in a play test. You're goal should be to evaluate the game build, not ruin the experience for someone else.

    @FrenziedRoach said:
    There is an inherant problem with giving infinite bloodpoints

    It means there will be more rares in play... which will mess up the data collection on the affect the changes have on balance.

    Rares should be taken out of play in PTB IMO

    This is a good point. I would say though if lobbies were set up as KYF like I suggest above then players could agree not to use certain add-ons for the sake of testing. Granted some people will cheese and use said item anyway, it would at the very least provide a way to avoid using rares without explicitly limiting the game (which is important for testing).

  • @AsePlayer said:
    So remove the downsides put in place to counteract her ability to use ranged attacks.

    No make her more intuitive to use. The wind-up time especially is what ultimately hurts her because it's so slow. I could take that or the speed buff while charging, it doesn't need to be both, but she needs something that makes throwing hatchets feel good without add-ons. Right now they only feel good when you use fast hatchet add-ons. Without Bubushka throwing hatchets feels like #########. It shouldn't, it should feel good for the killer player.

    I'd be willing to let up on some things. I know the PTB has nerfed her fast hatchet add-ons, I'd be okay with that but only if they buff the base wind up speed. Right now they are only seeking to nerf her and she's in a good spot she just needs a way to break some extreme loops. Where Hag and Nurse can teleport, she can't and expecting someone to break the loop with base hatchets is unreasonable.

  • @SnakeSound222 said:
    Is this a Nea the Killer joke?

    🤫

  • Noob3 was already a rank 1 killer what are you on? Literally all of his YT is killer.

  • @despised7 said:

    @thesuicidefox said:
    @Someissues If you actually listen to True in the first video he says "Why do you keep chasing me?" That whole first chase he was just wasting time. He should have switched targets and then he wouldn't have lost as badly as he did. The killer forced themselves into that situation by chasing him for way WAY too long.

    So you break off and let the next player if you actually find one loop you for 5 more minutes? Are you not trolling? You have to be or just a complete noob.

    I... don't chase people for 5 minutes straight. The times I did I lost. The times I decide to break off the chase because I saw tastier meat or the guy was wasting my time I won. If you chase a guy for 5 minutes and never catch them there is no winning that game.

  • @Khroalthemadbomber said:
    To be fair, if the survivors leave three gens up right next to each other there's only a few killers that can't capitalize on that. It's not JUST a Doctor thing lol. If survivors goof up the last three gens it's their own fault. Myself included have made that mistake. The new Deja Vu will help fix that so if you consistently run into this for an issue, run that.

    You don't understand. The problem is with the strategy itself because there is POTENTIAL for the killer to hold the game hostage. It doesn't matter if the survivors let it happen or not. It is the reason the devs are looking at the hatch standoff. When people jump in and the killer grabs, or when the killer swings and the survivors escapes, there is no problem. But when both sit there, not doing anything because doing something will result in a loss, that's called a stalemate. It doesn't have to happen but the POTENTIAL is there, and when games reach that POTENTIAL they go on for way longer than they need to.

    If you want to run 3 gen that's fine, but it should be done knowing that it is a battle of attrition meaning that killer should slowly lose over time. It can be a long time, but that pressure needs to be there to force the killer to act and take chances. You shouldn't be ABLE to hold the game hostage.

  • @FrenziedRoach said:

    @thesuicidefox said:

    I get that but when you have something that is buggy like that it just shouldn't be in the game, PERIOD. Doesn't matter if it nerfs the character or not, it's broken and needs a fix.

    Like I said I'm fine with it at pallets. That shouldn't change. Vaults need to change though. If getting shocked makes you slow vault, I'm totally fine with that. Or if getting shocked while going through a window closed it off for a short time (like Bamboozle) I'm fine with that too. But making it through the window only to teleport back AND get shocked AND get hit is bogus.

    Also expecting a player to predict latency is not good game design. I shouldn't have to jump through a window 3 seconds earlier (which is probably impossible BTW) to avoid this bug. That's like saying I should avoid the killer hitting me 3 seconds ago because of the lag. Yea, no, it doesn't work that way.

    I play plenty of both and I have never seen this bug. I'm also a doc main who has not only triple prestiged, but have played him enough to have every single perk in the game on him now. I have NEVER seen the window animation get interrupted. If I hit them while they are in the animation, the animation goes through even as they scream. As a survivor, at the most, I've been yanked off the sill by a doctor zap, but never teleported. If this is happening a lot to you, you might need to be more aware of the ping of the killer's you are connecting to because that there sounds like a latency issue, especially if your saying a 3 second head start is needed.

    Yea.... because you are host as killer. What you see is not what the client sees. It has definitely happened to me and many people I know many times. I know because I was there, or they scream at me "BULL ######### I just teleported back".

    And ping is variable. It can change, maybe the dudes GF started streaming Netflix and it caused a spike. Maybe a squirrel rubbed his nuts on the wire connected to the house. It can happen, and it does happen. I've even seen it happen to streamers/YTer's though I can't quote you a specific video.

    PS. Just to add I have not literally seen a squirrel rub its nuts on the wire to my house, but there is a strange substance up there and IDK whose else it could be.

  • @Outland said:
    They are not cheating as all players can buy the exact same products and therefore have the same advantage.

    The killer however cannot ever gain the same advantage that you have by using your comms. So there again you are cheating.

    Just like all players can set up a Discord and/or put the info in their steam profile. Or are you going to to some mental gymnastics to tell me no now LOL.

    @Lowbei LOL complaining about something, guess you need this...

  • @Someissues said:
    I watched all of it, that argument don't work. What Tru is implying is that, on that groaning storehouse spot, that spot is extremely loopable and will waste alot of killer's time. it is more or less similar to an infinite. Back then survivors mains tells people not to chase someone in an infinite and focus on other survivors

    It is loopable, which is why he kept saying "why do you keep chasing me here?" Because True is aware that the best thing he could do once he started to loop was go find someone else. At least stop after he was in Madness 3, because then he could leave him know True would have to spend time to snap out. It's the killer's mistake for following him there and then chasing him for as long as he did.

    One thing I personally find very effect as killer is to just slug random people. It forces others off gens to help them, and as it is not a hook they more often take the bait. Then I will chase/down that person, hook them and notice another person healing this guy up. Okay that's 3 not doing gens. You can't apply pressure by chasing 1 person all game. That was a ######### killer making ######### choices. No other way around it.

    PS. Does that mean the loops should stay? No they should be fixed, what it means is that killers need to own up to their mistakes.

  • Chances are that Teacher was reworked into the Nurse. Underperform sounds like Thanatophobia. It's common in game dev to 'recycle' aspects of one character into a new concept.

  • @Outland said:

    @thesuicidefox said:

    @Lowbei said:
    ”the reason its not blacklisted is because its undetectable, which is the same reason that MLGA isnt blacklisted either.”

    blacklisting something they cant detect would just make them look stupid. thus, they were forced to state that its not cheating, despite the fact that its a non-whitelisted 3rd party app that gives an advantage, which is literally the definition of cheating.

    by your logic, hacks that are not detectable are “not cheating”

    The difference is that, if you can prove someone was hacking they will get banned, but if you can prove someone was on discord they don't get banned.

    I don't care what you say, voice comms is not cheating. It gives you an advantage yes, but that's as far as it goes.

    We'll just agree to disagree, I see any advantage over another player as cheating, and you see it as the other guy just needing to get gud and counter the advantage you are somehow getting without cheating

    I play on Xbox. I own a Astro a50's and an Elite. I can hear better and perform better than ANY other player that doesn't have those. In Halo 5, for example, I can do any action without taking my thumbs off the sticks. In Gears of War 4, I can hear the most minute noises all around me. These 2 things give me a HUGE advantage in online games.

    Are Astro's or an Elite controller cheating? No. Voice comms is in the same category. An advantage is not always cheating.

  • @Someissues If you actually listen to True in the first video he says "Why do you keep chasing me?" That whole first chase he was just wasting time. He should have switched targets and then he wouldn't have lost as badly as he did. The killer forced themselves into that situation by chasing him for way WAY too long.

  • @FrenziedRoach said:

    @thesuicidefox said:

    Right but this doesn't happen with pallets. He can hit you through the pallet but if the pallet drops it drops. There's never a situation where you drop a pallet and the game undrops it. But with vaulting that's basically what happens. It's already bad enough when a killer hits you after you vaulted and are 3m clear of the window because of bad connection, it shouldn't be made worse by the killers power.

    It likely has happened, but the pallet drop animation is so short that if you got sent back in time, you won't notice it. The window of opportunity is much shorter

    Without the ability to stop pallet drops and windows, the Doctor becomes a low tier killer. We know this because this is how he was at launch - his shock did literally nothing except create madness and give away people hiding behind walls. He was so bad the devs reworked him a couple months after he was released

    .Killer should not be nerfed due to shortcomings in the net code. What should be happening is you need to take that stuff into account and try to give yourself more cushion to make those vaults.

    I get that but when you have something that is buggy like that it just shouldn't be in the game, PERIOD. Doesn't matter if it nerfs the character or not, it's broken and needs a fix.

    Like I said I'm fine with it at pallets. That shouldn't change. Vaults need to change though. If getting shocked makes you slow vault, I'm totally fine with that. Or if getting shocked while going through a window closed it off for a short time (like Bamboozle) I'm fine with that too. But making it through the window only to teleport back AND get shocked AND get hit is bogus.

    Also expecting a player to predict latency is not good game design. I shouldn't have to jump through a window 3 seconds earlier (which is probably impossible BTW) to avoid this bug. That's like saying I should avoid the killer hitting me 3 seconds ago because of the lag. Yea, no, it doesn't work that way.

  • @Jack11803 said:
    Steath by definition is ANYTHING that causes you to avoid detection. It’s not walking away, it’s literally anything that involves plan A) not starting a chase, or plan B) a chase started but juking the killer

    This is only valid if such a tactic actually works. Sitting in a bush hoping the killer doesn't see you only works against dumb killers. Therefore the only REAL stealth in this game is the kind that works more consistently than not. Walking away works 99.9% of the time, only time it doesn't is..... drum roll.... WHEN YOU GET SPOTTED. If you never get spotted the killer has no idea you are there. IDGAF about Whispers, that's a huge area to search.

  • @Jack11803 said:
    Okay, I’m rank 1 killer, stealth needs a few small buff, but mainly QOL changes. 1) BBQ 3 seconds. Basically same strength on normal killers, you ping their general area. However it greatly weakens Billy’s cheese with it. Goo. 2) Male characters, make them actually crouch like they’re trying to hide. Currently they spread their arms, and just hunch really hard. Meanwhile meg and claudette actually go down low. Yes, the male characters are taller, but they don’t even TRY to crouch. 3) Make breathing quieter. I hear it all the time, when someone’s immersed near me. “Headphones OP PLS NERF” aside, this isn’t about what you said, hiding at a predictable spot, I mean I’m just walking across to patrol, a hear a super heavy sigh from a survivor. And for some reason, heavy breathing from running stays with you the whole game. Healthy breathing should honestly only be heard with strider, or after a big sprint. For injured, it should be a BIT quieter, but not by much. Currently iron will is mandatory for injured hiding, and not everyone has self care. Just make it a smidge quieter, maybe strider will ACTUALLY HAVE A USE.

    No no and no.

    4 seconds on BBQ is just fine. The only thing I agree is that Billy/Nurse can cheese it slightly because they move so fast, which is why the aura should disappear if you move X distance from the hook, something no other killer but Billy/Nurse can do (and any potential future fast killers). That solves that specific issue without ruining BBQ.

    I play Jake, almost exclusively, and I have no problem hiding from the killer. Again I'm not attempting to crouch in some bush near him, I stay out of line of sight. You are making a mountain out of a molehill here.

    Hearing them breathe is a legit way to find people. If you are so close to the killer that they can hear you breathe then you are, again, doing stealth wrong. And good killers that pay attention to the sounds should be rewarded. As a rank 1 killer I'm sure you are aware of how ######### the sounds are currently for killer. Footsteps barely make noise when running, breathing is quiet AF unless you are like 2m away, even stuff like trying to hear a totem or a gen is a PITA because you don't hear stuff until you are super close.

    Stridor should get a buff anyway. It shouldn't be required if you want the basic ability to hear.

    Like really playing stealthy is not hard. If you have a Billy with BBQ that loves to cross map, then either be REALLY far away, or within BBQ then leave.

  • @FrenziedRoach said:
    As for the window thing - welcome to peer to peer networking. Killer is always a game state or 2 ahead of you. What he saw? You were clearly on HIS side of the window when you got zapped, you just got the update late.

    Right but this doesn't happen with pallets. He can hit you through the pallet but if the pallet drops it drops. There's never a situation where you drop a pallet and the game undrops it. But with vaulting that's basically what happens. It's already bad enough when a killer hits you after you vaulted and are 3m clear of the window because of bad connection, it shouldn't be made worse by the killers power.

  • @Lowbei said:
    ”the reason its not blacklisted is because its undetectable, which is the same reason that MLGA isnt blacklisted either.”

    blacklisting something they cant detect would just make them look stupid. thus, they were forced to state that its not cheating, despite the fact that its a non-whitelisted 3rd party app that gives an advantage, which is literally the definition of cheating.

    by your logic, hacks that are not detectable are “not cheating”

    The difference is that, if you can prove someone was hacking they will get banned, but if you can prove someone was on discord they don't get banned.

    I don't care what you say, voice comms is not cheating. It gives you an advantage yes, but that's as far as it goes.

  • This is truth. I also love to watch them get hit and fall down. Either they fall flat on their face like a failed attempt at 'the worm' or they do this gnarly backflip that would probably break a real person's neck. It's hilarious.

  • @Darckshado9 said:
    @thesuicidefox no, i 100% get that person should have died, but my request in that you take 4 people, and group them together, and they all go either stealth builds or High Agro builds (all stealth one match and All agro another) against killers of equal skill, they should come out with a similar result. Im not saying that they should be equal, again because there are just so many killers its hard to stealth against but easy to loop, but when I tell everyone I'm running a stealth build in a rank 1 lobby, I shouldn't feel their eyes rolling into their heads. Taking the situation I described, I would say the average in those matches would be 3 alive in the agro match with 3-4 hookings between them, and 1 alive with 5 hookings. After-all, This is a horror game, an currently, its not exactly scary, and I play these interestingly bad ways in an attempt to return that tense feeling I loved so much back to this game

    It's only a horror game in the context that it shares horror themes. Only new players will feel scared in this game, because any veteran player will look at is at that, a game.

    And as I keep telling you, going stealth is viable even against a killer of your skill level. It doesn't matter what my team runs, 99% of the time I run the same build; SB, SC, Spine Chill, and Small Game (last one I swap around, using this now because it makes finding totems easy and every killer runs Ruin at rank 1). When the killer comes close I hide BY BREAKING LINE OF SIGHT. I don't sit in a dark corner, or a bush. I walk around an object, a tree, tire pile, a car, the hill, anything that will hide my silhouette from the killer. I will flat out walk around something and be 5m behind a killer where they just walked and most of the time they keep walking one way and I just go the other way. No idea I was even there, and then I leave. That's how you stealth in this game.

  • @Dabrownman1812 said:
    How often did you play as killer in high rank? Game can end in less than 8 minutes. A pro survivor can easily be chased from most killers for 3-4 minutes. Guess how many gens get done? Then the pick up time, time to go to hook, and forget about it if you get hit by a d strike without being nurse or clown. Noed isn't guaranteed like sprint burst and d strike. Sprint burst gurantees safety for a competent survivor, pro players hit d strike skill checks like it's nothing. If you understand how time is stacked heavily against killers at the moment, you would understand. I'm a survivor main saying this. In my rank, before emblems made it where more people got to rank 1, if the killer was not a nurse and chased survivors, at least two gens would get down per down often. If you do the math of all the actions and average chase time, killers are at a disadvatage. Noed peeps usually still get pallet looped unless survivors are caught in bad area. Ruin and noed helps the killer with kills and time. Billy still gets looped even with his saw, nurse can still be mindgamed. Swf also ups the difficulty since game was made not with the affects of it in mind, swf was put in later. It was supposed to be all randoms to keep the fear up and uncertainty there.

    I'm rank 1 survivor, was as high as rank 7 killer (currently 10 because I started to main Huntress and have not played much killer this season until I got good perks for her recently). I'm fully aware of how fast a game can go. 99% of the time when I face a GOOD killer they do not have NOED and still manage a 3k most of the time. Only when the game goes south early on do killers like that lose (eg. surv spawns by Ruin, Entity picks ######### map for killer no offering, etc.). 99% of the time when I face a BAD killer they have NOED, and you can tell they are bad because they don't catch anyone the entire game until NOED procs. That is often their first and only kill. The good killers don't need NOED, even for those games that go south they can still get legit kills if you don't keep the pressure on them. Bad killers it doesn't matter, I can take my sweet ass time doing gens, and I try to do all the totems but when you are solo it's hard to stop other survs from doing gens before totems are gone.

    You can give me whatever nonsense you want about how killers get looped, NOED is still a crutch. No matter how you slice it, how much you butter it up, IT IS A CRUTCH BECAUSE IT IS THERE FOR BAD KILLERS. NOED might not be guaranteed, but it is still a comeback mechanic which by virtue of what they do make them crutches.

    Also PS, I have NOED on my killers I do play and I don't use it because I'm not going to rely on a crutch. I take my L's, sometimes I wish I did have a NOED at the end, but if I did then I wouldn't become a better killer. I'd just stay where I'm at because I'm constantly relying on NOED to make up the difference for me. I use Remember Me instead, because 1) it's more reliable than NOED, and 2) it actually takes some skill and effort on the part of the killer. The game doesn't just give you 30 seconds on the gate, you have to earn it.

  • Jake in a speedo?

  • If it says it will trump other add-ons, it just means it will make them great again. Also it means you a colluding with Russians.

  • @Dabrownman1812 said:
    You said freddy, he is end game strong so yeh. Insidious I use at random on freddy only for fun to see all auras. But it is mostly a dead perk, freddy does not have time go waste standing still. Certain maps you can maybe end game sweep without over altruism and noed, but when the doors are far from each other, billy or not that door is getting open, and peeps are leaving

    IMO Freddy has more potential as gen stalling early game. Do Ruin, Thanatophobia, Dying Light with Black Box and green/pink mori, kill obs in the first 60 seconds of the game, and then you basically ensure the game will last at least another 10 minutes, which with only 3 survivors is pretty much a guaranteed 4k. DL is insanely powerful on Freddy because of Black Box, as he is literally the only killer than can go right to the obsession when the game starts. I personally find playing endgame strat with Freddy to be high risk since he has to wait 7 seconds for anything. The only way it works is if you have 6 tokens of Remember Me and everyone is asleep when the gates are powered. If someone is awake or you don't have full tokens it will prolly be GG for you. Maybe if they buffed Blood Warden to always block the exit when you hook someone after they are open, or if they extend the time to like 90s for tier 3, but right now all Freddy can rely on is Remember Me for endgame. Early game is a lot safer and IMO easier to do, it's just most costly (since you have to use both a pink add-on and a mori).

  • @Zarathos said:
    This is fine as billy or someone with an instadown but some killers are borderline unplayable without it characters like wraith and freddy simply cannot exert enough map pressure if survivors rush gens and don't do totems. If the game slowed down I'd agree with you. However unless survivors make mistakes these killers will not stand a chance of winning as they simply are too immobile. Some add-ons can help these killer but those add-ons tend to be finite.

    Tldr a large portion of the killers in the game aren't proactive enough to be viable and need need noed to punish survivors who rush gens and don't get totems.

    Dude I see Billy's and Nurse's run NOED all the time, and it's always because they are pure ass at being killer. It's a crutch. Buff those killers and people will STILL use NOED because they are bad. It's almost like clockwork, bad killer barely gets 2 hooks all game and then suddenly NOED. I've played against good killers, any killer, and they don't use NOED let alone need it. The perk is there exclusively to help bad killers, just like DS is there to help bad survivors.

    Sorry it doesn't matter how low tier your character is or how bad of a killer you are, the game should not give you insta-down hits for failing. It's a comeback mechanic, pure and simple, and all comeback mechanics are designed to make bad players win when they shouldn't.

  • @Zarathos said:
    Too much maps with vault spots and jungle gyms is a hell no to nerf. You might hate the killer but that's not an excuse to make an m1 killer horrendously weak at jungle gyms. As for countering him as survivor I put my ass on the line going for these gens early on. If ever we end up 3 gen strated I will put myself in harms way to get the last gen. This almost guarantees an additional kill for the killer but bad plays have consequences. This strat often heavily relies on overcharge which with practise can be dealt with. 

    Except that leaping through a window while getting shocked is extremely buggy. Most times you make it through the window and teleport back. If the opposite were to happen I'm sure you would be crying foul and asking for a fix. It's broken, it's buggy. If they want to make it so that shocks cause slow vault I'm totally fine with that, but I'm tired of being teleported back to the other side of the window. And no you can't avoid it because it's connection based. Sometimes I can jump through a window and run for a full second and still teleport back. On rare occasions I get shocked while going through the window which stops me on my screen but then I teleport to the other side as if I went through. While this is admittedly good for me, it's still buggy AF. Make it a slow vault if you want but it shouldn't fully STOP you from going through the window, because then the killer gets a shock AND hit. You should have to choose one, not get both because your connection sucks.

  • @Darckshado9 Bro, listen. Stealth is viable. I have been doing it for a long time now against every killer at every rank. It doesn't ALWAYS work which is what I think you expect it to do, and it shouldn't be the case. Stealth is only as good as the player executing it.

    Case and point; I'm Huntress (rank 10 currently) on Haddonfield. I go to Myers house knowing someone was working on the gen (because it was always running when I would go by). Low and behold, the gen is running. I kick it and take a look around. I search the top and bottom floors, even look around outside a smidge. Decide to go upstairs and look down the street from the porch. Look around, nothing, okay. I go back through the window inside just to make sure the gen was still off when I see it. Across at the other window, a Claudette's hair. I walk over and climb out, look to my left. She is sitting right there. Now I have been by this gen for a solid 20 seconds looking around. I was about to give up when I saw her. And it was pretty obvious I saw her because it was a double take. I hit her, she runs inside and out the next over window which is the one that falls to the ground. I follow through the window expect to get loop or for her to go to a pallet. I look around, she's not in sight but I hear her. Guess where she was? P3 injured Claudette sitting in the bush right where she jumped out of the window. I hit her again and hook her in the basement. GG Claud now you are dead.

    This guy thought he was being stealthy. You would probably think what he did was stealthy. But no this is not stealth, it's stupidity. Let me break down everything wrong she did and how she could have easily survived the encounter.
    1) She should have left the moment she heard me coming. 1 survivor was already dead, the Claud was my obs (Remember Me) but had no DS or OOO. If you are a survivor and end up as obs that means with RM or Dying Light, therefore you want to be EXTRA CAUTIOUS and take EXTRA STEPS to avoid being found, because the ability for EVERYONE including the obs to escape hinges on me finding the obs. When she heard my TR she should have just left. Basement is there, she's obs, she should have left. Doesn't matter to where, walk to the other side of the map even. Instead she stayed.
    2) When she noticed I saw her (again it was quite obvious I did) she should have started running. Doesn't matter where she would have easily had a good 10 second head start on me. Nope, thought I would be stupid and just not see her ass sitting there next to the window.
    3) After I hit her she went inside, which is an okay move. Jumps out the window where you fall to the ground, okay another good move to get out of the Myers house. But then what does she do? HIDES IN A BUSH. Dude this isn't stealth. I'm not a great killer but I pay attention to what's going on around me. If I chase you out a window and don't see you anywhere near but still hear you I will use my $300 headset to figure out where you are. I even half circled the house a tad, giving her YET ANOTHER opportunity to run.

    In short this Claudette was trying to be "stealthy" but was clearly not good at it. She had ample opportunities to stealth me PROPERLY and did not. You are basically asking for this player's tactics to be viable when the truth is such tactics are only viable against idiot killers. Again I stealth killers all the time just by walking away. THAT IS ALL YOU NEED TO DO TO SUCCEED AT BEING STEALTHY. Literally it's that easy but most survivors are not smart enough to do that. You can go on all day about how killers are finding you, and I'm telling you that they find you because you are PREDICTABLE, and likely also because you don't know when to just WALK AWAY.

  • This is actually a really good idea.

  • I agree slightly with Brady that if the intent was to nerf SB all the Exhaustion change will do is just make SB the only viable Exhaustion perk.

    If they want to nerf SB specifically they should just put a stipulation in the description that reads "You cannot recover from exhaustion while running if you equip this perk." That nerfs SB in the way most people want (where you don't get multiple SB in a chase) but leaves other Exhaustion perks alone.

  • Offered it 3 more times as Huntress in a row, got Ward every time. I'm fairly positive the offering at least is bugged.

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