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LiamEfinNeeson

LiamEfinNeeson

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LiamEfinNeeson
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  • I don’t play Claudette, but mainly Jake. I prefer stealth and a small footprint to make it harder to find me. I’ll usually keep to darker clothing too. I enjoy a good game where I literally walk around a corner away from a killer in say, the meat packing plant, and continually lose that killer through stealth and deception without running. It truly is the same as a chase in those cases and it counts just the same or else you would not get points for stealth. Understanding that type of play is important not just for regular gameplay but for playing against a killer and a griever simultaneously. I just finished a game today in the meat packing plant and dealt with that same situation and walked circles around them both.

    As a killer, I don’t find it all that hard to find Blendettes because I know how that type of stealthy gameplay works and can more easily observe patterns in clothing and crouch positions.

  • Chucky takes the cake. He's both hilarious and would be truly terrifying to play against...you'd never see the little twerp coming. Instead of hooking you, he stakes you to the ground, but only in spots under hooks. He has to drag survivors to those spots, so struggling and getting away from his grasp would still be a thing.

    His perks would be:

    1. Ninja - Allows somersaults over ledges/window seals/ and ability to slide under pallets. "My small, diminutive stature doesn't stop me from putting foot to @#$."
    2. Peek-a-boo - Successfully jump scare survivors within 2 meters of you and receive a token. 1 token - increase speed by 2/3/4%, 2 tokens - increase Ninja Perk speed by 4/5/6%, 3 tokens - put healthy survivors in the dying state with one hit. Once a healthy survivor is put into the dying state all tokens are used, and the build-up starts over. "This cute and adorable game has now turned into a homicidal maniac's favorite pleasure."
    3. Play Dead - works in concert with the Peek-a-boo Perk, works a lot like Insidious, and can be great for deviousness points. Allows Chucky to lay down on the ground anywhere on the map without a heart beat, etc. Perform jump scares manually by jumping up at survivors who get close to you. Survivors who fall for this get the Oblivious Status for 5/10/15 seconds. "And you thought this was just a game? Well, then it's your turn!"
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  • Killer rules:

    Example of fav perks when used with The Trapper - Unrelenting (for the circle runners), Unnerving Presence (increase auditory warnings), BBQ & Chili (let me know when a survivor is close to my food), and one of these three: Iron Maiden (for the #$%^ who know I'm using BBQ & Chili), Insidious (when I feel like hookin me some noobs), or Distressing when I hope to play against an experienced team.

    1. Kill everyone.
    2. If I can't kill everyone, then let the one go who played hardest. Can't stand playing with a #$% teammate when I'm a survivor, so kudos to the one who actually plays the game. Doesn't mean I let up though. If they can't escape, then they can enjoy the hook.
    3. Teabaggers die first.
    4. First priority is flushing out survivors. Second is punishing altruistic actions. Third is punishing straight forward play.
    5. Lastly, if a #$%^ decides to unhook another survivor to use them as a shield, then I put the #$%^ on their hook instead. Only exception is if the previously hooked survivor was a teabagger, or #$%^ teammate (body blocking, etc.).

    Survivor rules:

    The below rules are based on a more defensive and stealthy play and so I use these perks when playing in this manner:

    Iron Will (keep your mouth shut - the killer can hear you), Self-Care (take care of yourself so the other survivors can't #$%^ you over (50% of the time they do)), Calm Spirit (decrease visual and auditory footprint - as a killer I look for crows sparking across the map), and one of these two: Kindred (used most often to increase altruistic playing capability), or Lightweight (further decrease my visual footprint - very useful for quick dashes to cover and slow walks/crouch-walks to another cover). Sometimes I'll used Kindred and change Self-Care for Lightweight when feeling like the altruistic honor-system might be obeyed.

    1. Observation first. Get a lay of the land, escape routes, vantage points, etc., and what killer I'm dealing with, unless they make a hit on a teammate early on - then genny time. When in this mode I do 3-5 second rushes to cover with the rush being a walk. I prefer to see at least half the map and search out totems prior to fixing generators. Black Swamp is prime example, the map normally generates about 2-3 totems on the edges or visible from it, and is easily walked without being seen.
    2. Never stay at a generator for too long. Depending on the type of killer I'm up against, I'll spend anywhere between 10 seconds to 30 seconds on a genny if I'm alone. I'll continue a look out every 20 seconds or so when working with teammates. When alone, movement isn't always to a new genny, but to a vantage point. Follow the first rule with observation, destroy totems, etc. (I've used this as a tactic against grievers (which at least 1/3 of the other survivors are) where the killer and the only other survivor/griever are trying to locate me - allows me to still rack up points before the ultimate betrayal)
    3. Altruistic actions are not performed in the Killer's LOS (line of sight), unless unhooking with the whole team's help, or finishing healing.
    4. I will not heal another survivor immediately after unhooking unless the killer is in the process of picking up or moving with another survivor to hook them. Survivors should WALK away from the hook a decent distance away and break LOS ASAP so the killer can't go right to the hook area and re-hook them, or hear the injured survivor or healing process.
    5. I don't unhook #$%^ teammates who only look out for themselves, unless they are the last teammate with me - even then I may not unhook you if you caused a teammates death (like unhooking them near the killer to act as a shield without having Borrowed Time, etc. you #$%^'s).

    To wrap up, I should say that these aren't all the rules I play by. But, you get the gist.

  • Survivor-

    STEALTH MODE:

    Survivors with this perk have the ability to not have visible auras for 5x seconds whenever not running, not working on a generator, not healing, not unhooking another survivor, not destroying a totem, etc. It is passive, so no need to activate it. Great to combat Barbecue and Chili, Bitter Murmur, etc. But, still weak to A Nurse's Calling, Iron Maiden, etc.

    "Shadow's are your friends...so is keeping your trap shut."

    Killer-

    INSIDIOUS Upgrade:

    Use insidious while moving as an active power for 5x seconds whenever you're away from a survivor on a hook by at least 32 meters, and have no other active power currently in use. Cannot be used while in a chase, with any other stealth power, or while carrying a survivor (though that'd be cool).

    "Now you hear me, now you don't...peek a boo!"