Two simple, non-OP killer perks that end looping, hatch standoffs and taunting
Comments
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What I've been trying to say is they're not untouchable. You can outplay them. If they're that God tier at looping it becomes skill vs skill. Through mindgames and routing you can outplay even skilled loopers.
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@ClogWench except it isn't skill vs skill. Especially when there is a timer until all gens are done and perks like adrenaline, deliverance, bt etc discounting your 'victory' of winning the Chase.
The killer has no mindgame potential if the survivor can clearly see the red stain through obstacles. Survivors can keep killers busy for ages which is why they are often left alone and killer defends objectives instead.
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You can moonwalk, you can route survivors into areas without pallets, you have options. And as said before, a lot of killers have tools to use against looping. I agree it's more of an issue for those that don't but that's a flaw of individual killer design.
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@ClogWench and @AshleyWB you two end it too, just agree to disagree. No point in taking it further.
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None of these are good ideas, because when they learn of the second perk, they will go to vaults and pure jukes
The escape one is terrible, because survivors escape before getting hit
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I disagree with the perk in general, but I imagine it's for the purpose of survivors not being able to just approach the killer at the hatch knowing they essentially have a free win as long as they don't make the first move.
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