shadowsfall42
shadowsfall42
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The mistake I see Billy players make a lot is revving the chainsaw around areas that don't allow you to pressure with it. Like the majority of loops, sure revving it a little can force pallet drops but if a survivor catches on they will just keep running. So for example on Springwood or Haddonfield, the cars or bushes that are next to a pallet.
If you're going to chainsaw, get right up to their back, because you'll be moving at the same speed they move while revving and while they can circle you, and run in weird patterns to try and confuse you, getting close is the best way to make sure that chainsaw lands. If you can't get chainsaws, don't fret, just hit them like normal.
One of the things that makes Billy so good, is that he has hands down the best map pressure in the game. His ability to chainsaw sprint is just so goddamn good for covering the map. His perks, enduring and tinkerer are fantastic on him, tinkerer can sometimes allow you to get chainsaws straight on someone working on a gen. He's a pretty simple killer, with some good tricks to learn. Just learn when not to chainsaw, as it can extend chases beyond what it should, and learn how to path while chainsaw sprinting.
I do recommend you try and get ruin on him though, unlike the Nurse, I do think he needs ruin to work effectively because he is still vulnerable to looping. -
Honestly that's not a bad idea for a killer.DeadByFlashlight said:@Skrzydlata said:
But Killers can still kick and camp event gens.Id still like to know how you can camp at multiple places at the same time.
Is there a new killer that has several copies of himself? -
Honestly all it needed was a little buff, it was still a great perk imo though.
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"Oh look it's the third patch in all of its lifespan that even slightly favours killers, the devs clearly just hate survivors."
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With the faster pickup time, survivor absolutely don't have the time to walk around you, if your back is to them. If you think a survivor is near and waiting for a flashlight save, turn around and quickly pick them up. Faking the pickup is also an option. You can actually fake it pretty well with Trapper and and Hag because using their power looks similar to pickup.
Facing a wall is 100% the best option and if you're aware of flashlights being in play, it's the only guaranteed option.
Perkwise, Lightborn makes it downright impossible to be blinded and Franklin's Demise gets rid of those nasty flashlights but requires you to actually hit. I find flashlights really rare since the pickup time was decreased. -
It's a crutch that allows bad players to succeed where they should have failed. It's the killers equivalent to DS.
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I don't think fear, as in scary is what they should aim for. More like fear as in, "oh #########, I'm going to die if I'm caught" the killer is really strong Kinda fear. Kinda like what it's like to go against a really good Nurse. Which if they make killers stronger overall, add more places to hide and juke killers (vents/crawlspaces etc) and make it so pallets are more to put distance between you and the killer so you can hide, the game would be better imo. A stronger focus on stealth and less running.
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There's only a few times I feel bad for the other side and all 3 are as killer. When it's a 3v1, when a survivor DC's, and when a survivor farms someone off a hook.
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I don't think you read my post correctly. The only bloodpoints they miss out on is the escape bonus. They still get the BP they earned throughout the game. If they want the escape bonus they should get out before the killer concedes. And concede only comes into effect if there is no hooked or downed survivors for 60-90 seconds, and downing or hooking resets the time before concede is available again and it only starts up again if the conditions are met again. You can't slug someone and wait for the concede, it's only available to prevent situations like survivors not leaving when they are perfectly capable of doing so but arent because they want to spite the killer and hold the game hostage.Dreamnomad said:@shadowsfall42 said:
I think it would just be better to have a concede button that only works if at least one exit gates is open, no one is in the dying state or hooked and it has been at least 60-90 seconds since those conditions have been met. The survivors don't get an escape bonus if the match is conceded because if these conditions are met, it's likely the game is a already won and survivors are prolonging the game intentionally.I would be okay with a concede button for the killer, but obviously if the killer is throwing in the towel then the survivors deserve their bloodpoints. Your idea feels like it could be abused by the killer just hoping to bone the survivors out of their hard won bloodpoints. For example, the killer could down a survivor but refuse to hook hoping to bait the survivors into waiting past the concede time just to screw them over. I like my idea better honestly. It forces a conclusion to the match without unjustly punishing anyone.
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I think it would just be better to have a concede button that only works if at least one exit gates is open, no one is in the dying state or hooked and it has been at least 60-90 seconds since those conditions have been met. The survivors don't get an escape bonus if the match is conceded because if these conditions are met, it's likely the game is a already won and survivors are prolonging the game intentionally.
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It does the animation for me, stops then hits. It's kinda annoying as I've had plenty of times where it should have grabbed but it didn't.
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I agree about woosh sound. I think the recovery speed should be reduced to 10 seconds if she can't use it without needing to wait for it to be fully recharged. If you can use it before it's fully charged then I think 15 seconds is fine. I would also increase the moment speed in phase walk a bit. We should definitely be able to know when the passive phasing occurs, we could then use it to mind game, just like how vaulting a window doesn't look like she's vaulting at first. That would be enough to make her good imo.
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I'm okay with a lot of the changes, (It's really nice to hear they're spreading out hooks better) but the chaser one is annoying. I can already barely leave the hook before they're saved plus camping the hook when the exit gates are opened is now gonna punish me? Are you joking? What else am I supposed to do? Because if I leave the hook, I lose that sac, if I stay I might not pip.
And I'm really disappointed that all they did with the spirit was decrease the CD on her ability. I get being cautious with buffing her, but after an underwhelming initial ptb before release and on release being more underwhelming, I'm a little confused. The CD buff was good, but I don't think it's enough. -
First, non obsessions can still use D-Strike and it's arguably much stronger because there's no way to know if a survivor is using it and it wastes a tremendous amount of time compared to obsession DS.TheShowtime7 said:I feel like the devs should leave the perk as it is. Let me explain all the reasons.
First you have to be the obsession to use the perk properly.
Second the skill check is difficult to hit if it comes early or if you’re facing the Dr. or unnerving presence.
Third reason you only able to use it once plus the killer can still dribble you to the hook!
Every update they make it harder to be a survivor. Remember you need more survivors in this game than killers to keep this game alive.
Secondly, the only people who will find it difficult are people who aren't using sound or have sub 10 hours on survivor.
Third is similar to first, wastes a lot of time to dribble to hook and dribbling can be completely and totally countered by a slight bodyblock. Also it can be saved, it doesn't need to be used on first pickup because hey guess what, survivors clearly need more second chances, don't they?
God forbid they try and make survivor harder to play. Everyone and their extended family knows survivor is easy. It's been nerfed several times now and survivor is still easy. DS literally punishes the killer while rewarding the survivor for failing. But remember kid, the power role isn't the killer. -
Honestly I don't think that the hatch should be able to be closed. I think a better solution might be for it not to open as soon as the third survivor dies and that creates a separate end game where the survivor has to survive a certain amount of time while the killer has some sort of passive tracking that leads them to the survivors location similar to whispers so they can't just hide in a random locker or a dark corner of the map. And then remove the grab when they get in the hatch. They could still complete a gen to open it up immediately.
It probably won't be a popular opinion, but I realised that it doesn't create a very fun or interactive environment with either the current mechanic or closing the hatch. The way it is now, is significantly in the survivors favour, while closing the hatch is significantly in the killers favour. (The killer is much more likely to find the hatch first due to both they move faster at base, and don't need to hide)
I used to think that the solution should be, close the hatch with two ways for survivors to open it back up being, finish a gen or interact with the hatch but that is problematic. If the hatch instead doesn't open immediately, and the killer is given a way to zero in to where the survivors is hiding without it completely giving their exact location away, it will create a cat and mouse style gameplay with the survivor never being able to truly escape the killer while also making it so it isn't impossible to not be found when played right. And if they manage to evade the killer long enough for the hatch to open they earn their escape. It still gives the survivor to earn it by other means, if they get a gen done. (Giving the survivor a boost to repair speed when last alive as well) it probably won't be popular but I think that will be more fun whether I play killer or survivor, tremendously more so than the current state of the last alive, and the popular solutions floating around. -
It's annoying to track there, there's so many obstacles that are above the survivors, plus all the banboo, I can't count how many times I've lost scratch marks from someone still running because of the bamboo. I mean people complain about tracking in corn, but at least in the corn scratch marks stand out.
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The map selection needs to change. Make it select from the realms first. I was a bit disappointed Clowns map is an asylum map. There were a lot of possibilities for a carnival themed map, like a mirror maze, haunted house etc. I also wouldn't mind seeing more maps outside of chapters, they'd probably need to hire more people but it would be nice to get some fresh maps outside of every 3 months.
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On top of what was said above, there are logical reasons for camping, like exit gates being open, meaning it's incredibly stupid to leave a survivor in that situation.
Camping is inefficient against competent survivors. Wanna know why? Because in the time it takes for that hooked person to die, 3 gens, and 2 more are at least partly done if their chase was at least 30 seconds long and if the survivors dont stuff around. The only reason camping works is because survivors let it happen. Instead of leaving and doing gens, they sit around the hook. Camping is a viable strategy, it's not going to be changed. -
You're right, keeping it in the game in general is a bad idea, it should just be straight up removed.
DS is equal to NOED. It's a crutch that rewards you for failure and allows bad players to do better than they should. Both should be removed entirely. -
All of this plus a BP bonus, 50% bonus.Ihatelife said:My change:
-You start the trial full-healed.
-You suffer from the broken status effect pernamently.
-You don't leave pools of blood once you are injured
-Grunts of pain are reduced by 25/50/75%.
-Grants the ability to recover themself from the dying state.
-Killer and the rest of survivors will not be informated about your broken status effect. -
Facing a wall is your best bet, but if you're willing to give up a perk slot, Lightborn from the Hillbilly is great against flashlights. Franklin's demise is good but requires you to hit them. It's become a lot harder to get flashlight saves since they buffed the pickup speed of killers, but how I deal with flashlights is fake a pickup them turn around and hit them. They need to be in position pretty quickly, or the save will miss so do what you can to throw that timing off, if you have an idea of where they're hiding, turn your back to them, virtually impossible to land that save safely. If you're playing a killer like Hag or Trapper that set things on the ground you can also use that bait them out.
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I'm with @Peanits here, it's just not worth worrying about right now.
That said, maybe the hatch shouldn't immediately open once the third survivor dies. Maybe it should be on a two minute timer, (possibly less, but no less than 90 seconds) while giving the killer a way to close in on the last survivor without giving them aura reading so instead of the last guy getting a free escape once they're the only one alive? They've gotta evade the killer in a cat and mouse style endgame where the killer gets a way to home in to the survivors position so they can't just afk in a locker. Plus finishing a gen opens the hatch immediately and disables the grab.
Could fix the issues or it could not. Just an idea. -
With the ever increasing roster of killers/killer perks and survivor perks (in the case of survivors unless you change your main, you only need to get the new survivor to 40) the bloodpoint economy needs to improve. I mean, there's a damn reason we love a bloodhunt event. And even after we get all the perks on killers, we need to continue to pump bp into killers so we always have add-ons. We don't really need to keep putting bp into survivors as items and addons aren't really as needed unlike killers, who more or less are reliant on them and although you don't necessarily need them, or even perks, they are a big help.
Either, lowering the cost in the blood web a bit or increasing the gain in game. Leaving it, the way it is, only makes it so much harder for new folks to get into the game, as it's currently immensely overwhelming to get all the perks you want. And that's just assuming you play one side, playing both sides is an insane time investment, and while I'm usually fine with a grind, there's a point where it just becomes ridiculous.
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Freddy in his current state is a disgrace. A horror icon and look at what he's been reduced to. Weakest killer in the game, with a power that doesn't even represent who he is. It's like they had the sandman idea then slapped that onto Freddy. He needs a complete rework, with a new power, a big time investment but it's a disgrace that he's been in this state for nearly a year.
Leatherface has only one strength... He can down multiple survivors at once. In literally every other way, Billy outclasses him.
Pig could do with some quality of life stuff, add-on changes and the roar not being at the start of the ambush attack.
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It's a legitimate strategy, and is heavily punished if survivors know how to deal with it. Doing gens, because you see, while you're being camped on the hook, killer has zero map presence, meaning survivors get free reign to finish gens without interruption. It sucks to get camped, but it's part of the game. You can sometimes save a survivor being camped with coordination and borrowed time, but it's ultimately much more efficient to just finish gens and get out.
If you're getting caught often and camped, you should try to get better at running the killer around, or juking the killer. In my experience the higher you rank up the less likely you are to run into campers. -
Her power is too restrictive, she needs a decent amount of work to be viable, on top of that, she's probably the hardest killer to play. If they reduce the sound of her using her power that survivors hear, reduce the powers CD, buff the speed in it a bit, allow her to use her power without it being fully charged, she could honestly compete with high tier killers, like Billy, Clown, even Hag. But as she is now, regardless of how many rank 1 killers 4k with her (let's be real this is not a good indicator as they can 4k with even Freddy) she is just okay, fun as hell but just okay, her power doesn't justify being slower than base killer speed yet. Thankfully we know that she is at least getting her powers CD reduced.
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Swamp is awful in both design and gameplay, The Game as survivor is terrible. It looks fantastic and it's aesthetic is good but it's terrible to play, virtually no useful vault spots, pallets are sparce and finding a gen in that place is awful. On the other hand it's probably the best map for most killers for all those reasons plus totems are well hidden. (Except for bathroom/room above bathroom, everyone knows that location has one and a survivor always spawns there.
Springwood, Haddonfield are just unfun maps in general. Haddonfield is at least aesthetically pretty nice but Springwood is so drab and dull. -
I completely agree. It needs to pick from the realms, then if that realm has more than one map in it, it should then pick from that realms pool. I also think current realms with only one map should get another one. I know it's a significant time investment from the devs but some of the single map realms could have interesting concepts that would make excellent maps.
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I get they were trying to avoid her sounding too similar to Nurse, but the Nurse has pained screeches, Spirit should have had ghostly wails. I will say I'm not as annoyed with her sounds now, but it could sound so much better if they just did more of the ghostly wailing survivors hear.
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So essentially quick and quiet but gimmicky and reliant on not being found in which case, why would you ever use it over Q&Q?
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I think if it was pitched up a little, and made more ghostly wailing than scratchy, snarling it would fit a bit better. She sounds like she's from CoD zombies. Ghostly wailing is very different from the Nurses pained screeches and it would suit how Rin-chan looks better imho.
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All she needs to be good, is a faster CD on her power, which was confirmed to be on the list of changes for midseason patch, as well as being able to use her power without needing it to be fully recharged, and for the sound cue in phase walk for the survivors to be quieter. These changes would justify her being 110% MS and she would be quite viable although still difficult to play. She wouldn't quite be on the level of Nurse, Billy, Hag, but with plenty of skill, she'll be a nightmare. As she is now she's passable, barely.
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This. Circular motions are just as effective while also not killing your hand or controller.Digwiid said:Do a circular motion clockwise, problem solved. -
The only problem I have with slugging is when you just slug them, and stay nearby for when they get picked up, just to down them again. Had a game today, where I got downed on my last hook, Pig puts a RBT on me, and just stayed nearby waiting for me to get picked up. I don't mind dying, just let me get to the next game, plus I refuse to DC. (I don't think there's any justified reason to DC, even if I get one hooked, I'll at least get a little bit of BP) Just let me move on to the next goddamn game instead of being forced to wait 4 ######### minutes. That's the only time I'll say it's too far.
The only time I ever slug is when I down a survivor and I immediately see another one, so I chase them a bit, or when everyone is swarming around a hook. Slugging is not fun and although survivors fun isn't my first priority, and I want to win, I will still try to make it as fun and fair as possible while trying to win. -
5 seconds is definitely way too short. 10 seconds per level is more reasonable plus fixing how fast you lose bloodlust and how the game recognises losing a chase because it's stupid how sometimes you lose a chase even if you really shouldn't.Spiritbx said:With the nerf they need to buff the speed it takes to get BL.
5 Secs to BL 1, then 15 to BL 2 then 30 to BL 3.
Or maybe all the same, 1 BL every 10 secs.
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I was lucky enough to get a Yamaoka Estate offering, while I was spending my banked BP on spirit. It's one of my favourite maps in the game in terms of aesthetic. Red forest being the other. But I haven't had it since, which is a shame. They should change it so that the random map selection process considers the realms instead of individual maps, (so when the realms with multiple maps are chosen, it picks a random one of those) so that we see a lot less Macmillan, Autohaven, and Cold wind. I like some of those maps, but it's like most of what I see, and especially now that's it new, I'm afraid I'll rarely see it much like any of the other realms with just one map. (Except Haddonfield and Springwood. ######### that #########)
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Someone made a good suggestion not long ago, that killer add-ons should last for x amount of games. Obviously ultra rares should stay at only game. It's a good idea, because even though killers earn more BP on average, they chew through add-ons very quickly and you're just as likely to get bad add-ons as you are good ones. It's not a terrible system but it's also not that great.
What could also work is giving us the ability to recycle our add-ons/items into bloodpoints. This is a feature that has been requested for a while, and probably wouldn't be all that difficult to code. Set add-ons to half their cost, and items to like two thirds. The only issue I see with it is that they may not want people to store up a butt ton of add-ons they don't want in addition to the 1 mil BP at the max, plus shards and dailies to instantly get a killer all the perks people want. It would be a great system for both sides imo. -
All she needs imo is to be able to use her power without it being fully charged and a quicker recharge time on it. Then I think her having 110% movespeed is justified, much like how Hag, Huntress and Nurse all have powers that justify them being slower. But as she is, her power isn't good enough to warrant it.
I have yet to play against her so that's just from me playing with her. -
You've made me a very happy Spirit main.Janick said:It's going to be mid-chapter yes.
I don't have all the list of fixes in front of me but the Blood appearing while charging and a shorter cooldown for her Power is also planned. I know I just teasing sorry about that but more details will be coming soon, please hold on...Thanks!

Hope we might see her being able to use her ability while it's not fully charged. Or at least requiring only 50%. -
It's a tool for mind games and allowing her to catch up to survivors. It's most effective when they're hurt as you can more accurately track them due to how loud they are. I use it for both tracking and catching up to them. Usually mind games are a bit harder and is more guesswork imo.
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I really like her, and I definitely think people are wrong to say she's weak. She's mid tier but needs some tweaks. I'd suggest allowing her to use her power even it's not fully recharged and reducing the cooldown of her power. I think she would be very good if she had those changes and it would justify her being 110% movespeed. I personally don't think she should be 115% MS, but if they're keeping her power how it is, I'd rather see 115% MS over nothing, because her power doesn't help enough in the chase to justify her being slower. (The only killers that are lower than base 115% all have good reasons for having that, Hag can place traps and teleport to them, Nurse can blink, Huntress has hatchets and technically Doctor and Myers do but it's more related directly to their power than it is because of their power) But we'll see how she goes.
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This. The current hook distribution is pretty bad. It would feel better for both sides if they were spread out a little more evenly.White_Owl said:The number of hook imo is fine, it's their distribution that sometimes sucks. Having a cluster of hooks easily campable while in an area of the map you're forced to slug it's not ok.
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Nope. It would be heavily abused by survivors and the lunge would never be used as all it would take to miss is the survivor changing direction, which if done right can currently cause a lunge to miss at max range. You would never see pallet mind games as it would be impossible for survivors to be hit without being able to lunge around corners. Lunges would be ignored and every killer would have to be right up the survivors butt and just tap attack.
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I don't know why unrelenting too, but with plenty of save the best for last stacks, the blood wipe animation is pretty quick.
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Feng. She's a cutie. Plus she's the only one I've leveled for more than the teachables. (Except for David who was gonna be my original main but Feng grew on me while I leveled her up for her teachables) And I'm still waiting on that damn bunny hoodie.
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I've been saying this for a while. Freddy Krueger doesn't put people to sleep, he waits patiently in his victims dreams, to torment them, torture them. He wants them to be afraid to ever fall asleep again, should they never wake up. He's the dream demon. Not the sandman. I feel like they had a concept of a sandman type killer then gave the power to Freddy.MisterCremaster said:He is a killer, but he plays with his victims in the movies. Where as I feel like most of the other killers, licensed or not, are in-it-to-win-it per say. Freddy just needs people to be afraid of him, so he can continue to exist. Killing doesn't need to happen for Freddy - its more of a bonus.
So my wish list for this would be just make EVERYONE in sleep state at the beginning and for the duration of the match, and ignore the "freddy is invisible" and puts people to sleep. He doesn't do that in the movies, it shouldn't be a thing here. If you're up against Freddy you are already asleep.
I think Freddy should be the "I'm afraid to do this Gen" killer. Because maybe the generator is fake, and causes a hit when you fail a skill check on it, and when its all done, it doesn't count. Maybe "fake freddys" or "fake survivors" can be seen walking around in the distance and just disappear. I want Freddy to be the real "Play with the survivors" killer, and the way I see that happening is by making them legit scared to Gens because you don't know where freddy is and what can hurt - not because you physically can't SEE freddy.
Just my 2 cents.
The dream realm is Freddy's domain, there he's god. He has all the power. (Just building him up a lil bit, as poor fella is a joke in DBD)
Freddy's current kit, not only doesn't represent who he is, it's also not fun for either side. His power should be reworked, and I'll be disappointed if all they do is buff him. Michael Myers kit is imo a good example of capturing who he is. -
What are you on? I've got a ps4 pro and boost mode helps a little but it's not a stable 30fps for me in majority of maps and killers. I get the occasional smooth one but for the most part it's definitely not stable. (Though it's not a huge fluctuation, its just not a consistent 30fps)WarthogFury said:
I usually do have a stable 30 FPS anyways but some maps and the doctor or clown are really bad. Probably will be fixed with the optimisation patch.shadowsfall42 said:60fps is probably asking too much for consoles. They should aim for a steady 30fps minimum. -
I've only seen this twice. The first time all gens finished so I went looking for them and they were in the alcove of the ironworks where the basement would be.
The second time, I found the killer in the middle of rotten fields and after 3 gens popped, he actually started doing stuff. My guess was he had irl stuff pop up that he needed to deal with.
These were 6 months apart and aside from those two I haven't seen it happen. Strange that you've had so many in such a small amount of time. -
60fps is probably asking too much for consoles. They should aim for a steady 30fps minimum.
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I really like Dance with me. It's a criminally underrated perk, that is so effective when paired with Q&Q to just disappear. One of my favourite builds is Lithe, Q&Q and Dance with me with usually self care. Most killers are used to survivors not really juking or trying to actively break the chase so when I vault I count to three then stop running and I've lost so many killers doing this.