Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Keys? Are you talking about those keys with the 32-meter range wallhack add-on?
Or are you talking about the maps that show you totems, generators, hatch, exit door, traps on the map? Maybe you just don't know how to use them, huh?
It is very useful for the killers who move fast and can quickly injure multiple survivors. However, it is unfortunately not that easy to wound and pressure everyone on killers such as Pig, Nightmare, Clown. I will give it a try now, thanks for the advice.
Killers should just be given basekit agitation at this rate.
No one uses maps and keys because they are all too high of rarity (so its much harder to spam them every match). If the devs found a way to make lower rarity versions of them, they would see way more use. (and of coarse buffs or a rework to them would be nice too.)
I would prefer if sabo was strong because then it incentives more teamwork for survivors and in some cases survivors might waste more time following a chase then the benefit of the sabo. (and if they sabo too early in the carrying you might still be able to hook somewhere else or drop the survivor and chase the sabotaging survivor.)
That is certainly a strategy, but it sounds pretty boring for both sides. What I like to do is go for a aggro heavy build and try to suppress the survivors by downing and hooking survivors so quickly they can't get gens done. If the survivors do well enough then I'll fall back to a 3-4 gen stratagy. This way both sides to get to the most fun part of the game (chases) and I don't have to sacrifice early pressure and risk the survivors somehow finishing the 3 gen.
Bring different perks. You can counter this new strategy that's giving you so much trouble. Just bring mad grit, or the perks to carry faster, or hinder folk nearby when you drop a survivor so you can go take care of the slowed down sabo squad.
Or Fire up (for faster pick-up), Franklins (to drop the tool-box), or Infectious fright (to know where the sabo survivor is), any exhaustion perk to prevent background player. Or play executioner (to avoid hooks all together).