Limitless_Pondering
Limitless_Pondering
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@weekendguy said:
Background + flashbang doesnt work if you're not close enough before killer picks up survivor and the whole flashbang build can be countered if killer takes a look around before picking up or uses lightborne or ultimate weapon. About pallet save, let 1 perk work ok to save survivor who fell front of pallet since even saboteur not enough to save a survivor anymore.
Ultimate weapon doesn't make survivors scream anymore lol it got gutted and is useless now against survivors running background player. Plus, even if you check around the area, what if the survivor hides well? There are certain maps where that approach is easier said than done. And again, all that time you spend checking around the tiles, rocks, walls, etc., is a lot of time you're wasting against an efficient team, especially a SWF.
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I'm guessing you're kind of new? It's pretty common knowledge that by then the killer can no longer prevent gens from being finished and needs to secure a kill. It would be silly for the killer to just allow a free unhook and get 0 kills because of it. Plus, depending on the killer (e.g. Bubba is nearly impossible), the hooked survivor can still be saved if their teammates know how to properly hook save. You just need one survivor to take the first hit, the other takes that small window to unhook and then it's just body-blocking until everyone reaches the gate. I would, however, not be opposed to another tweak being done to the anti-camp meter during the actual match. I think it fills up too slowly and I've had matches where the killer purposely camps outside of the 16 meters so the bar won't fill and then just waits until someone comes to the hook.
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Agreed. They said they would look into making changes to Michael, but it'll probably be a while. I remember reading somewhere Freddy was on the to-do list too, but there was no official date yet.
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Cool concept bro.
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@DBD78 said:
If you are too good at the game it's not going to be fun for long. The vids I watched him play he was perhaps even better than Otz and also very good as survivor.
He's definitely a better survivor. He used to SWF with Uncharted and the killers they faced would often get wrecked since they both loved to take what he refers to as "unique pathing." For killer, however, I think it's very close. Both of them are top-level, but I think it's sometimes best to watch a streamer on Twitch since it can show good games and bad ones. That said, Fungoose's educational content on Youtube is a hidden gem for both new and old players due to how informative they are. I really hope he's just taking a short break.
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The learning curve is rough for new players and can be frustrating. I bought the game about 1 year ago — a few days before the Silent Hill chapter was released — and what has helped me the most these past couple of months is watching streamers in my free time, as well as guides on Youtube. Although I don't have as many hours as a lot of the veterans on this forum, in my opinion, the most important thing to master in this game is how to properly run tiles. This goes for both survivor and killer (more so for killer since survivors who struggle looping can still escape if their team is efficient on gens). For example, at a jungle gym, as a survivor, you'll want to maximize the tile by utilizing the window before using the pallet to extend the chase and waste as much time as possible. If your the killer, on the other hand, you want to deny the window or at least force a slow or medium vault. You do this by running it counterclockwise. You can also hide your red stain in certain areas to get the survivor to hesitate for a few seconds. It's a little hard to explain unless you see it visually, so I'll just attach some guides that helped me when I was first starting as they provide much better insight.
As far as facing a SWF group, the only advice I can give is to always expect them to run the same perks (e.g., Borrowed Time, Decisive Strike, Unbreakable, Sprint Burst, Dead Hard) and be super altruistic. So two things to keep in mind might be: at the start of the match, if you run into a survivor for the first time and don't see them use an exhaustion perk like Sprint Burst or Balanced Landing, chances are they likely have Dead Hard. Once they've reached the injured state, walk up real close to them and wait it out before swinging. If you down a survivor and they manage to crawl under a pallet, don't instantly pick them up. Bait the pick-up by staring at the ground for about 3 seconds and look around. More often than not, their teammates are hiding nearby to come in for a pallet save. The same idea goes for flashlights: bait the pickup or face the wall. I know it's a lot to take in, but I hope this helps you at least a little bit. Best of luck.
https://www.youtube.com/watch?v=EohLOIG8xYE
https://www.youtube.com/watch?v=t8u0jRxN2kQ https://www.youtube.com/watch?v=crgMmyoDzNQ&list=LL&index=6&t=2s https://www.youtube.com/watch?v=TPExWQ5_UjY -
If survivors split up on gens, gen slowdown perks are really not that effective, in my opinion. Ruin can be cleansed, as someone has already pointed out, and Pop wastes a lot of time (walking over and kicking gen) and can only be used on one gen within a 45-second time frame. For me, that's the most frustrating part about playing killer: survivors can be absolute potatoes at chases, but if everyone is efficient on gens—you'll likely lose since you can't be in multiple places at once. I'm perfectly okay losing to a good team. You can tell based on how they run tiles. But that's just not always the case.
Although this will never happen, a small secondary objective would be nice. If you look at Predator Hunting Grounds, for example, the matches only last 15 minutes but fireteam squads are given two objectives with an optional third one for more points. You would, of course, need to reduce gen times or lower the number of gens needed to be completed to make it more balanced but you get my point.
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Thanks for the tips, guys. I'll keep this in mind for next time.
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I see. Has the corn vision ever given you trouble as well? Because I've noticed that a lot of Huntress mains don't really seem all that phased by it and are still able to land their shots fairly easily by paying attention to where the corn moves.
