Best Of
Re: Why no Ghoul Nerfs???
I think a range nerf on his bite attack would be enough, the vault is unnecessary too and it enables ######### dissolution gameplay.
Now for some "insanely difficult" ghoul counterplay.
S tier killer camps hook till death
This Dracula is a joke, spends the entire game chasing other survivors, gets 5 hooks and one death, I'm over on the other side of the map while this is going on ripping through gens, he finally comes after me after he gets his first kill, hooks me and camps hook until I die, other survivors tried to come save me this time at least but nope, just stays and camps, this is becoming more frequent each and every game. He could've had a 4k if he chased the other survivors but he lost 2k over camping hook, good job.
Re: Why no Ghoul Nerfs???
That first clip they just need to be running the bamboozle add on and your dead 😂
Re: I somewhat understand the tunneling now
The Pallets are a lot more unsafe tho. You cannot just go after the pure numbers. When you had 3 Jungle Gyms back then (very safe Tiles, where the Killer needs to kick the Pallet), you might now have 4-5 weak Pallets, which dont require immediate kicking.
Re: Overly Strong Perks
As I said items for 2 killers perks
Actually, items for one killer perk, the other one just adds zoning.
and you dont need to got directly to the each corner just drop it in some dead end
It's a dead end because the killer has no reason to go there and the reason the killer has no reason to go there is because survivors have no reason to go there. It's a dead end for the survivor, too. You're still wasting time running off to a spot you have no reason to be in order to get rid of something that's supposed to help you out.
And when you do it, the killer gets to see your exact location anyway, too.
Floods arent that busted perk as you claim its kinda mid aura perk it gives long reveal but when survivor who is on scourge hook gets unhooked so killer usualy by this time is doing something already and is busy.
Again, does not fix the problem pointed out.
The reason its in most used is because its very reliable many survivors just do gen, get terror radius proc and go few meters from gen and thats where it gets them
A perk that reliably removes an entire component of gameplay does kind of sound like something that's too strong, don't you think?
but this perk just puts you in chase and doesnt kills you immidetly so its not that bad and its pretty easy to tell killer has it because he kicks every gen even the ones that arent needed or worth to kick.
What kind of arguing is this? Because it's not as bad as a hypothetical super-busted OP perk, it's not a problem? With that argumentation, you can bring back insta-gen BNPs because 'it's not that bad, it doesn't provide an immediate insta-escape'.
Yeah you are required to do something to get something from that perks just like many survivors perks that give survivor some effects if they do their objective
There's a ton of survivor perks that are reliant on you doing things that you aren't required to do at all, or things that you may not get the chance to do. Think of Deliverance when someone else gets the unhook, Solidarity when someone else gets the heals off, Inner Strength, Invocations, etc.
But things like FoR and particularly NTH aren't comparable to those because their requirements are just completed passively as you play the game. They're on the level of Sprint Burst and Lithe in terms of 'requirements', not Deliverance.
 its like post BBQ with longer reveal and no range cap but happens when that survivor is unhooked
I don't think you're paying attention.
BBQ's range cap is a -minimum- range. This means that the perk ONLY works to do what was initially said: It gives the killer info to lead them to the next target. It doesn't take their hand and just auto-starts the chase for them, like FoR, Weave and NTH do.
That's why NTH especially is a problem perk.
Additionally, BBQ has a clear indicator of when it is about to fire. Survivors get no such heads-up for FoR unless they're in a swiffer with comms, meaning BBQ has much better counterplay.
And nowhere to hide just works in certain distance (24 meters)
And that radius is pretty huge and it's focused on an area where survivors are pretty much required to go. It's big enough that a survivor cannot escape it without running, which defeats the point of countering NTH since then you'd just be leaving scratch marks.
They have restrictions
To quote: "Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction."
I'm not talking about these perks having no restrictions, I'm talking about these perks not being restrained from simply taking the killer's hand and starting the chase for them.
Thats dump comparison because perks give you special effects after you did something in the game which is mostly part of your gameplay objective thats like saying you wont get away from killer without activating sprintburst or lythe because running and vaulting arent your main things to do when you ran from the killer.
Yes, Sprint Burst and Lithe are also perks whose 'activation requirements' are negligible. That's why 'they have activation requirements' is not an argument in NTH's defense and a very slim one for FoR.
Re: Windows is both my favorite and least favorite perk.
Amen. I'm just the worst as bait so I use this perk for every1 to have a good time. You're welcome! ;)
Re: New perk ideas for breakable doors
Well i would make sense to have some breakable door perks too. Your suggestion might work too. Still I have always been saying that keys should be able to open breakable doors but should take like two charges. Still this perk might be totally useless in certain maps as there is not that many breakable doors in some if any.
Re: Game chat for survivors
If you go to the search bar in the general discussions and type in stuff like "Voice chat" you will see many discussions on the topic, and might get a better idea of the communities viewpoint on it. Most don't want it for many reasons.
Re: Batteries included is laughably terrible.
the killer has almost no reason to be around completed gens
If survivors are trying to take their chase toward gens in progress, they're objectively doing it wrong.
If you can lead the killer away, more time for your team. And the best place for that is where gens are already finished.
Rethinking Ribbon & Cake Offerings
During periods with bonus bloodpoints, it seems like everyone would benefit the most if all players chose ribbons or cakes as offerings. However, what I often see instead is a situation where all four survivors bring event-specific offerings, while only the killer brings a ribbon or cake.
Survivors, after all, can coordinate in the pre-match chat, whereas killers don’t have that option. That imbalance feels a bit unfair. (Though I don't want survivors and killer to chat before the match)
So I was thinking: what if the ribbon and cake mechanics were changed so that they increase only your own bloodpoints by 100%, but if multiple players bring them, the bonus stacks only for those players?
For example, if only one player brings a ribbon, only that player gets +100% with no effect on others. If two players bring them, those two players each get +200%, while the remaining players receive no bonus.
I feel like a system like this could reduce the current frustration—what do you think?





