gatsby
gatsby
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Because of the queues, BHVR made the (correct) decision to make the matchmaking almost non-existent for the 2v8 game mode test. Unfortunately, this has lead to the Killers basically having 20 second "test chases" and if a Survivor doesn't immediately go down they just avoid them and find someone easier because there will be an easier survivor just by chance since there's no matchmaking. I think10 comments 291 views last activity
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I had an unfortunate game on Haddonfield where I became stuck in a wall on the top floor of the main building. The other Survivors couldn't interact with me and the Killer could damage me but couldn't pick me up. I couldn't move and was locked in place. I eventually bled out. Platform-PC Steps-Healing a downed Survivor on the bed in the top floor corne0 comments 51 views last activity
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I've been running Bite the Bullet with Strength in Shadows to help lower my chances of being caught in the basement. Unfortunately, Bite the Bullet hasn't been activating when I self-heal with a medkit with this build. I'm unsure why that's the case. Its not a sound effect glitch either, the Killer can hear me healing with my medkit and I make sound effects when I miss skillchecks. As far as I a0 comments 32 views last activity
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I will start this by saying this. My experience is not the same as everyone else’s and I do play at higher MMR. I do play Killer and Survivor and will approach this from both perspectives. From Killer perspective, tunneling is only optimal if you find the “weak link” early on in the match. Trying to tunnel an above average Survivor early in the match will cause them to run to the strongest port181 comments 5,664 views last activity
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New Perk Idea-Noise Cancellation You are inflicted with the Oblivious Status Effect for the duration of the match. The Killer cannot inflict Status Effects upon you and will always be revealed by your Aura perks regardless of Undetectable. When you block everything out, you can really tune in .16 comments 321 views last activity
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An unnatural tingle warns you of impending doom. Whenever the Killer is Undetectable or you are afflicted with the Oblivious Status Effect, you will retain the ability to hear the Killer's Terror Radius. Whenever the Killer is within 16 metres of your location, your action speed in Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, and Unlocking increases by 15/20/25 %.15 comments 282 views last activity
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Quick Gambit is a perk I always thought would be undertuned but I was wrong it got a last minute buff when it hit live. The generator repair speed to people working in generators within 36 meters could be genuinely useful especially on smaller maps. But the thing that really makes sure it will be decent is the extra aura reading they added. Now you can see which generators to AVOID in chase bec16 comments 1,032 views last activity
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I always thought the secondary effect of Boon Illumination "Increases your Action speeds for Blessing and Cleansing by 6/8/10 % while you have a lit Boon Totem" was strange until I realized why it was like that. Boon Illumination was nerfed prior to PTB and used to reveal totem spawns like Detective's Hunch, which is why the perk has an additional effect that incentivizes cleansing/booning9 comments 441 views last activity
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Plot Twist is a perk I use on a regular basis mainly as a way to heal back to full health. Its very time efficient with the speed boost after especially if the Killer is running sloppy butcher so normal self healing is slowed anyway. Combined with a med-kit and the second charge of Plot Twist at endgame, its usually enough that I don't need teammate healing for the entire game. What I hate more15 comments 521 views last activity
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Ultimate Weapon is an amazing tracking perk for Killers, however, most Killers probably don't even think much about the blindness it inflicts as well. Most Aura perks have some benefit in chase such as using Bond/Empathy to avoid sandbagging teammates or Troubleshooter/Alert to see what the Killer does after throwing a pallet or Windows to find the nearby pallets and vaults. This all goes out t9 comments 231 views last activity
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I didn't remember the perk working like this. Hex:Ruin is cleansed but Hex:Undying is still lit up.3 comments 81 views last activity
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Dark Theory, nuked COH and Exponential would barely be strong enough to justify the perk slot if they were map wide. Only Shadow Step might need a nerf but that’s an easy one. Just make it so it only hides auras while injured and only hides scratches while healthy instead of hiding both all the time. Pretty sure there are still only four Boons if there’s a fifth one its so bad I can’t remember15 comments 351 views last activity
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There’s a difference between nerfing a perk and deleting it. People use Circle of Healing for self healing. It doesn’t do that anymore so everyone will immediately drop it. People use Pain Resonance for consistent slowdown all match. Now that it can only be used four times people will immediately drop it. People use Dead Hard to compliment a more aggressive chase-oriented playstyle. Now it17 comments 572 views last activity
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The main building on Haddonfield usually has two generators. It's also very common for a generator to be in the dead zone nearby the house. When I lose this map as Survivor, its almost always because of this three gen. The generator, totem and pallet distribution on Haddonfield is just a mess. Sometimes the houses are completely empty with no generators, totems or chests. Sometimes half the map1 comments 131 views last activity
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With self pickup becoming base-kit and Unbreakable’s rework, I don’t see Exponential getting enough value to justify a perk slot anymore. Here’s my idea to rework exponential to make it something worth bringing into games. Boon Exponential - Whenever a Survivor heals a full health state within the range of the totem, all injured Survivors with in range gain a health state. This perk would foll18 comments 641 views last activity
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To me at least, it seems like the Mori Update is tailored to making 3v1 and 2v1 games end quicker. The Killer can't stall out the game forever or slug for the 4k. It basically just forces the Killer to end it if they have a big advantage. Its a big nerf to slugging, but it seems like the goal is similar to the endgame collapse: making the game end when its basically over by removing stalling.2 comments 141 views last activity
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Wesker, Nurse, Blight, Huntress, Legion and maybe Bubba are the only Killers I see on a regular basis. Everyone else feels kind of rare. I might see some of the other 23 Killers but they feel like one-offs and I'll rarely see them again in the same play session.4 comments 151 views last activity
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The high amount of RE characters in the game via legendary cosmetics has made me realize that licensed content is starting to overtake some of the original content created by behavior for this game. It's not as if the original Survivors don't have additional characters mentioned in their lore; some of the original Survivors have other supporting characters that could become potential ultra rare s13 comments 521 views last activity
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The perk is meant to help Survivors counter gen regression perks and we're in a gen kicking meta. It's still not worth a slot. Also, it has an activation requirement too, which means it doesn't even have 100% uptime.10 comments 271 views last activity
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It's frustrating when the entire team is injured with no way to heal because some stupid Jill counterforced the entire map. Save a few of the totems and please for gods sake don't cleanse the totem that was used for the boon if the killer snuffs it. The Killer won't even need to use No ED it if the entire team is injured and dropping like flies at 4 gens. Whose side are you on?13 comments 321 views last activity
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Just hard tunnel until they're out the game. https://clips.twitch.tv/ThirstyFaithfulButterflyBigBrother-I4KrFGhEpE6vZCk212 comments 392 views last activity
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Wesker, Artist, Blight and Pyramid Head. All these Killers rely on their power more than an M1 anyway. All you'd have to do is remove any movement speed penalty while charging/setting up their power so they don't lose momentum and they'd be very similar power levels in chase. I feel like if a Killer has a really strong power (especially a power that has a high skill ceiling) their kit should35 comments 961 views last activity
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Pre-nerf, Blast Mine had high uptime once it was charged (66% of your first gen) because it would get fully refunded if it wasn’t used. This made it a solid information perk to tell teammates which generator was being worked on. Post nerf, Blast Mine has much less uptime so its more important to save it for its stun effect than use it for info. Now Wiretap fills the information perk role because3 comments 131 views last activity
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Fixed the perk. It goes from being one of the weakest exhaustion perks to being at the power level of all the other exhaustion perks. Still fits the theme of the perk. Makes it more useful. Combo Smash Hit with Decisive, Blast Mine, Flashbang or any Flashlight for some crazy results. No need to nerf the 4 second duration either cause all the blinds and stun requirements have setup time or a ski11 comments 261 views last activity
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I am a very high MMR Survivor player that has been really appreciating the 20 second queues and constant 100% bloodpoint bonus. My teammates are usually competent and I have a 40-50% escape rate. It honestly feels like MMR only works for Survivor teammates and just gives me random average joes for Killer.26 comments 381 views last activity
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Whenever you’re working on a gen or going for a save, pay attention and identify the map tiles/loops nearby. Think about how long it will take to get where you want to be so you know how early/late you can leave. You should create a game plan in your head of which structures you want to use and how you might chain together resources. When the Killer comes to interrupt, you don’t want to make la3 comments 71 views last activity
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Right now Dark Theory's haste boost is too low impact to be tied to a boon. 2% haste within a 24m radius that can be snuffed just isn't worth the slot its too niche. I think the correct way to buff this perk is to keep the haste at 2% and increase the lingering effect when leaving the boon from 4 seconds to a lot more like as high as 60 seconds. That way you only have to dip into the boon range8 comments 191 views last activity
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In high level matches, there are only three types of viable perks. Type 1 (red) - Generator perks . They speed up, slow down or give valuable information on generators. Type 2 (blue)- Chase Perks . For Survivors, its purely exhaustion perks or perks meant to combo with them. For Killers, its perks meant to limit options in chase and shut down loops quicker. Type 3 (green) - Health State0 comments 51 views last activity
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Reassurance doesn’t get value every game, but when it does its game changing similar to what an unbreakable can be. Forcing a hook state or an early kill can drastically change the outcome of a match and denying it is a massive uno reverse card. Similar to how snowballing with slugging can be game changing and denying that with a perk can single handedly win the match.22 comments 371 views last activity
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Perk Slot 1 - Exhaustion Perk (Dead Hard, Sprint Burst, Overcome, Lithe...) Perk Slot 2 - Gen Speed Perk (Prove Thyself, Fast Track, Hyperfocus, Built to Last...) Perk Slot 3 - Information Perk (Kindred, Bond, Alert, Aftercare...) Perk Slot 4 - Self Preservation Perk (Off the Record, Distortion, Circle of Healing, Resilience...)1 comments 51 views last activity
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Plaything really isn't that strong of a Hex and its perfectly possible to play the entire match without cleansing it. The perk is almost always run with Pentimento, which is a much stronger Hex perk. If you don't have a boon, just don't bother.13 comments 341 views last activity
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I've been running Hyperfocus (with Stakeout usually) for the last few days and I've found it usually saves around 12-18 seconds per generator if you're uninterrupted for the entire duration of the generator. That being said, perks like Surge and Pain Resonance completely destroy this perk and prevent you from accumulating high stacks as well as Killers with good map pressure that will patrol ge38 comments 1,744 views last activity
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I tried running Open Handed with some Adas that were running Wire Tap and I didn't notice the extra effects at all. Wire Tap should be increasing the Aura reading range to 30 meters, but it definitely wasn't doing that46 comments 4,052 views last activity
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I was really excited for matchmaking incentives to come back, but so far I haven't seen any indication that they're working in-game aside from the patch notes.3 comments 91 views last activity
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Aura Perks are the way to buff solo queue without making SWFs crazy overtuned. Just add +16m to the range of every Aura perk in the game (making current Open Handed basekit). And rework Open Handed so that it shares Aura reading with any Survivors within 32 meters. Making information perks hard meta will do nothing but increase the quality of life for all players. Make these perks crazy good.18 comments 491 views last activity
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Inner Focus shows the Killer's aura whenever another Survivor loses a health state with 32 meters of you. This includes the death of a Survivor. So if a Survivor dies on hook and you're within 32 meters when the skull appears on the screen at the end of the death animation you get the aura reading.1 comments 121 views last activity
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If Survivors can entity block gens, why stop there? Might have to be an exhaustion perk or something but it could probably be a thing.33 comments 231 views last activity
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I think there should be a base game mechanic where each hook gives +5% slowdown that stacks until the end of the match. This would incentivize Killers prioritizing hooks and reward them for trying to hook as many people as possible. Less slugging and less camping because Killers are rewarded for their progress. If the Killer hooks everyone twice (eight hooks), that would equate to 40% slowdow33 comments 561 views last activity
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Having a way for teammates to extend the hook timer if a Survivor is being camped will essentially eliminate the camping play-style. Reassurance will essentially fill the role that BT used to fill prior to the mid-chapter update. A perk that can get big value if at least one to two Survivors bring and use it well to the point where it changes the flow of the match.32 comments 91 views last activity
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I know, I know. It sucks that the Killer picked you to focus out of the match, but its a super common playstyle right now. If you're playing Survivor, just expect tunneling to happen. That doesn't mean hook suicide or DC. It means waste the Killers time as much as physically possible so your teammates have a better chance to escape. Looping is a pretty critical part of the game like it or not26 comments 81 views last activity
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Before MMR, Survivors had less expectation to survive and getting 4k’d was relatively common. After MMR, kill rates went way down and Killers had a meltdown until they finally adapted their expectations. This patch is boosting kill rates again. And Survivors are having a meltdown because they’re not used to dying this much. The Devs WANT kill rates to be higher, which is what I’m getting. T1 comments 51 views last activity
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First of all, I notice that tunneling is easiest most when I play Nurse and Legion this patch. I hit a Survivor as soon as they're unhooked so they get deep wounded to take Dead Hard off the table and its pretty easy to chase the down. Decisive Strike is the basically the same amount of time as Blink/Frenzy fatigue even if in the rare case someone has it. With Nurse, I can down someone pick the31 comments 1,081 views last activity
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I know everyone wants the update to come out this week (including me), but does it have an officially confirmed date yet?13 comments 541 views last activity
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Generally, I don’t use Dead Hard. But if its a rough night of Nurses and Blights, I end up putting it on. Dead Hard was too strong and it really did lack counterplay. It was easy to use with very few drawbacks and even the strongest Killers would get in scenarios where baiting it out was impossible. We’ve all seen the end of match perk screens and behaviors stats. 3 out of 4 Survivors use it40 comments 921 views last activity
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Does anyone know if the 32m range requirement for Haddie's perk Inner Focus being removed only for the scratch marks or for the aura reading as well? If it's just the scratch marks, the perk is basically the same. If it's also the aura reading, the perk will be slightly better than Feng's perk Alert.7 comments 171 views last activity
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Endurance Stacking was going to be a real issue, so I for one am glad the Devs realized this ahead of time. Off the Record and Dead Hard was gonna be hard meta and lead to a lot of frustrating games. Also, the subtle buff to Legion and Deathslinger with the deep wound mechanic is cool. Both of those Killers are average at best, so its not game breaking they have a way to deal with Endurance.16 comments 171 views last activity
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Borrowed Time has this sentence in its description "Taking any damage during or reaching the end of the Bleed-Out timer will put the Survivor into the Dying State." Mettle of Man has this sentence in its description "Any damage taken that would put you into the Dying State from the Injured State is blocked." Soul Guard has this sentence in its description "Taking any damage while under0 comments 61 views last activity
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Both Killers are way too strong with their pink addons. And everyone runs the crazy addons. They're weak Killers at base kit, but that's why no one ever runs them base kit.50 comments 1,131 views last activity
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Just in case anyone was curious its 271, 846. Had Five Flans, maximum Anniversary Hooks, found a Mask and it was during the bloodhunt. I was hoping the bloodhunt would double points but it seems to act like a sixth Flan.10 comments 111 views last activity
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Coordinated top level meta perk Survivors are nerfed, while uncoordinated solo queue Survivors that weren't running full meta are buffed. Basic M1 Killers without meta perks are buffed, while strong power based Killers that were running high slowdown are basically the same because the buffs/nerfs cancel out.15 comments 441 views last activity