>>538630394
flashlights might seem oppressive but they really are a non-issue generally, even with a bunch of beamers
oftentimes them trying to harass you with flashlights ends up working in your favor, as they're not doing gens while doing this and if you don't fluster and instead play smart you'll probably get free hits/downs off of it.
in a chase a flashlight does very little, at best it's a gamble between time lost from blinding and time saved from suboptimal blind pathing. for saves like 95% of the time they're easily avoided with a little paranoia and vigilance. when i eat a flashlight save (or see others eat one for that matter) pretty much all of them are from the killer player disrespecting them or making a mistake.
but like i said use it if you feel the need. i warn against it because perk slots are precious on killer but the quality of life is undeniable. and it's funny.
no holds barred is a good base perk for a bit of extra slowdown, brutal/enduring are good chase perks, agitation is a nice quality of life perk, nurse's calling+sloppy butcher has good synergy if you're on a more hit-and-run style build
alternatively nurse's calling+weeping wounds works really nicely as well
clown/plague/artist are killers purchasable with grindbux which have good regression/defensive perks, artist having the highest density of good gen perks.
demo's perk surge and nemesis's eruption are also specifically good for ghostface's gameplay loop.
unfortunately, unlike for survivors, killer's best perks are overwhelmingly on the non-default killers. on the bright side, 2/3 of those are old-old and the other one is just old so they're well-discounted in the shop. $5 can get you all 3.