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Apple2o

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  • @Monika said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010078#Comment_1010078

    This, is very debatable on corrupt being good, as it can also be completely ignored if you just don't work on gens. WHICH is a strategy I have both and and had done to me.

    Not to mention that, on the trap killers, hag and trapper, it doesn't matter if the survivors just sit around doing nothing. You have already laid your minefield by the time it runs out.

  • @Monika said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010078#Comment_1010078

    This, is very debatable on corrupt being good, as it can also be completely ignored if you just don't work on gens. WHICH is a strategy I have both and and had done to me.

    The overwhelming majority of survivors are way too greedy to just stay put for 2 minutes. I don't ever find it to be a problem. If I did, I would run whispers, which, when used correctly, denies almost any ability for survivors to hide from you.

  • @Colton147 said:

    As the title says...

    Blood Warden:

    Duration increased from 30/40/60 seconds to 60/70/80 seconds

    Corrupt Intervention:

    Duration increased from 80/100/120 to 120/160/200 seconds

    Fire Up (Rework):

    Each generator that is completed, your movement speed is increased by 4/5/6%

    Mindbreaker:

    50% repair progession (or lower) removed; survivors will now be affected by the Exhausted status when working on a generator

    Spies from the Shadows (Rework):

    When survivors scare a crow, their aura is revealed for 3/4/5 seconds. Spies from the Shadows has a cooldown of 20 seconds.

    Surge:

    Cooldown removed

    Unrelenting:

    Reduction increased from 20/25/30% to 40/45/50%

    Corrupt intervention is probably the best killer perk in the game currently. Why anyone thinks it needs a buff is beyond me.

  • Hag needs a buff? Lmao, she is one of the most overpowered characters in the game If you know how to play her.

    Trapper is fine, just most people also don't know how to play him. 3 gen, trap every loop, and camp the basement. Those are all key with trapper.

  • I have people DC against me in maybe 1/4 to 1/3 of my matches, depending on what killer I am playing. I have already shown you enough proof. I am done wasting my time arguing with you.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011780#Comment_1011780

    Yeah so i doubt it did happen. Sorry pic or it didn't happen. You don't need to post me links to badies or a 30second clip idc for that, you stated you made depipsquad dc which i doubt.

    I didn't even start the thread so it is not my wall of text. Maybe you should leave the forums when you are not willing to read, seems to me you do not know why a forum exists in the first place. Perhaps a blog suits you better?

    Yeah, I just linked a rank 1 SWF absolutely raging at my gameplay style because it doesn't make people DC ever.

    Proof.PNG

    Here you go. For the record, I was the guy who originally tombstoned monto to make him make the "tombstoned" video in the first place. Back before anyone even realized how BS play with your food tombstone really even was.

  • @Dr_Loomis said:

    Do you know that if a survivor gets downed against the Blood Warden barrier they just fall through it and escape. Absolute wind-up.

    I am usually just teabagging with ghostface or pig when I get it to work, why even bother hitting them at that point?

  • @BaldursGate2 said:

    I waited to 1/3 of the time and still 2 ppl could escape, because the timer was too slow. One was dead, one was hooked and the other 2 were not in dying state. The endgame collapse should simply not slow down at any means. 2 minutes are way enough to escape.

    You can time it to get all 4 people, it's about when 1/4 of the bar is left. But really good players will leave then anyways. It will mainly 4k on SWF who refuse to leave their buddies behind, and is especially good on pig, who can set a head trap at 1 gen left and make it so that they are running around during the EGC.

    Against really good teams, you will have to open the exit door yourself to get it to work, otherwise they will 99% it.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008751#Comment_1008751

    Nobody is obligated to give you a TL;DR just because you can not be bothered to read a post, if you do not read it, stop commenting on it.

    BTW where is your video where depip squads disconnects against you when you play tombstone myers? Still waiting ๐Ÿค—

    That was like 2 years ago, and it's not like I record my gameplay. I don't even think the marth88 depip squad exists anymore. I have posted plenty of screenshots on this forum to prove I am rank 1. Most of my clips are just me playing against streamers.

    I am not reading your wall of text because I know at the end of the day, it was just a low key ruin nerf complaint. I don't even play with ruin most of the times, so I could care less if it gets nerfed.

    Here's one of me dumpstering a rank 1 SWF. I still play against the ID SWF's and win most of the time, who is the main SWF squad that is worth anything at the moment.

    https://clips.twitch.tv/AbstruseBlazingSpindleKAPOW

  • Death or not, I was looting that chest. It was a skeleton key too :(

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011425#Comment_1011425

    Well, killing the survivor with a RBT is a bonus, but I'm just curious if my combo in my thread title is worth running for stalling purposes.

    There will be 6 Jigsaw Boxes and the RBT timer will be 2:50 ๐Ÿ˜Š

    I think for stalling, 5 boxes and an extra RBT is better. But I usually go for the head trap kills when I play pig, and run agi+iron grasp to run them away from the boxes to be a douche.

    To clarify that, even with 6 boxes, they can just get it off on the first attempt anyways. The extra RBT will probably end up wasting a lot more time overall.

  • @NMCKE said:

    Should I run this combo to decrease the odds of survivors picking the right box and give me more time to sacrifice other survivors? ๐Ÿ˜Š

    What's your thoughts on this combo? Any recommendations besides my typical Last Will + Jigsaw's Annotated Plan combo?

    The best head trap kill build is a 5th box and the tampered timer. I think the crate of gears wastes about as much time as the tampered timer, but fast timer kills them off 30 seconds~ faster whereas a crate of gears makes searching the boxes 30~ seconds longer. So they do about the same, but fast timer the survivor is dead much faster.

    You can try putting on huntress lullaby as well for it, but it won't work against really good players.

  • @FregglesFred said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011227#Comment_1011227

    Gen rush doesn't exist? Apply pressure?

    What about Clown, Trapper, Bubba, Legion, etc.. The list goes on.

    A perk can make the game a little slower, yes. But killer has so little time to run with.

    Honestly, I dare you to play at Rank 1, without perks. I can give you several videos regarding gen speed, and the killer doing just fine.

    You can watch plenty of streamers do ironman challenges at rank 1 and be fine. The games will be sweaty as hell though, because you are typically going to hit 12+ second chance perks each game. You are typically forced to extensively slug, camp, and tunnel. And then the survivors will still complain in the endgame chat. Been there, done that.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011262#Comment_1011262

    Maybe you're right. I don't play him, but just from what I've seen and played he seems unviable to me. But he might not be.

    I do think it would be nice if he could carry two traps at base though.

    He basically can, the brown trapper bags are so common you can always have one on. I usually always can run a yellow bag at least. The dark traps let you put traps in some pretty crazy spots and get away with it.

    Kill traps are just nuts, letting you down people across the map instead of have to camp at your traps all game for them to add value. The fastening tools are similar-ish, because normally people will get out of the traps pretty fast, but with the tools, you can be pretty far away and still get a down with them.

  • @honestlybaffled said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011273#Comment_1011273

    two minutes to even find a gen? #########.

    are we playing the same game? If cor interv is up, you just run across the map to find a gen, and they always spawn in the same areas o_o are you new?

    And what about on a map like Hawkins? Or Lerys? It can take a while to find a gen on maps like those.

    On maps like suffocation pit, or azarovs resting place, it practically locks down a 3 gen while you get a chance to trap every single pallet in whatever area you want to defend.

  • @honestlybaffled said:

    Anyone who says "apply more map pressure" is either a god nurse or billy, or most likely definitely not on red ranks (even if they're a survivor)

    Any red rank survivor with a toolbox will absolutely eat a gen before a killer finishes his first chase.

    With corrupt intervention, all the gens the survivors spawn at will be blocked. They have to spend a minute or two to even find a gen in some cases.

    Someone like trapper should not really even be chasing, unless the survivor appears to be a potato or you are chasing them into a trapped area. You can spend 90~ seconds chasing someone through a ton of god windows and jungle gyms, or 5 seconds chasing them into a trapped loop.

  • @ad19970 said:

    You can locate the problem in multiple areas though. You could argue that objective time of survivors is a problem, but you could also argue that it's bad map design, or the fact that Trapper is just a weak killer. I would say it definitely has something to do with Trapper just not being viable at the moment.

    Trapper is more than viable against anything but a 4 man SWF on comms. You just need to be better with his traps. I see way too many chasing trappers out there.

    I almost always run a trapper bag of some sort. Kill traps are insane, dark traps are insane, fastening tools are like a kill-trap light. Everything else is mediocre for the most part.

  • @Atchoo said:

    Okay, I have a decent amount of hours as every killer. So, you really think every killer can apply map pressure? Yikes.

    Yeah, trapper definitely can. 2 minutes is enough to completely trap whatever side of the map you feel like defending. Find a nice 3 gen next to the basement? Trap it up, you can trap every single pallet and loop in that area.

    You will only lose maybe 1 gen for it, as opposed to the 2-3 if you had ruin instead. But trapper can snowball so insanely hard off a single trap, especially if it is a basement hook.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011157#Comment_1011157

    The teachables I haven't unlocked on Pig have vanished thanks to a bug that has yet to be fixed, so I already have extra space for more add-ons. ;)

    Tell me how it even matters on someone like freddy though. You get the notification, you teleport to the gen, and you can't teleport for another 30 seconds or something.

  • @TAG said:

    Anyone who thinks Tier 1 is not better than Tier 3 thinks Tier 1 Monstrous Shrine is stronger than Ebony Moris.

    If you want to have a wasted spot in your blood webs at all times, maybe.

  • It's also pretty godly on ghostface, letting you get tons of stalk value from your night shrouds. This game-ending stalk was because of discordance.

    https://clips.twitch.tv/AbstruseBlazingSpindleKAPOW

  • I don't even think it matters. You know they are there, that's good enough. I use it on someone like freddy or billy who can almost instantly respond to it. On the high mobility killers, it's usually best to just drop any chase you are in and go to it immediately.

  • @andyollolloll said:

    Killers have already been nerfed with the audio bug that everyone talks about but doesn't seem to be identifed as one by BHVR.

    When everyone was playing spirit iron will was a great perk to use but seems we get it for free depending on if you're the one bugged.

    What is it with nerfing killers aren't they supposed to be difficult?

    What is the audio bug? I have only ever noticed it on downed survivors, who don't make noise on the ground. So it's mostly irrelevant unless you are trying to find a slug.

    Other than that, the sounds have been working fine for me.

  • @PoisonN said:

    I just had one match with Demogorgon against one SWF and you guys don't know how stressful was. Everytime I get closer, they're just throwing super safe pallets, running to infinites, or prolong the chase to another safe pallet using dead hard for distance. Then you need to give up and press other people. Then when you start to press people, you need to deal with other second chance perks who give survivors a little imunity. Then gens are done. No matter what you want to do, they're seeing and they have so much time to react.

    Why this perks is still in this game? What's the benefict to giving SWF even MORE information against killers? Do I really need to use boring stealth killers to stand a chance? Does anyone has good advices how to deal with OoO users?

    Demo is pretty weak, especially against SWF. I would not play him without bamboozle or you are liable to get run pretty hard, unless you try to play him as a control killer and just protect a 3 gen and never chase strong areas.

    Against a good SWF, your best bet is usually to hard tunnel someone right off the bat. You won't have time to 12 hook, not even with ruin and pop. Down them, go straight back to hook when the save happens (I like MYC or monitor on demo for this purpose, MYC because you can portal back to hooks, or monitor so you are less likely to get hit with borrowed), down them, eat the DS, and do it again to make the game a 3v1 as quickly as possible.

    Object is there to get aggro onto yourself usually, so people using it are going to be confident in a chase.

  • I change it up alot, was playing some BRs earlier that day.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010488#Comment_1010488

    Imagine if killers could keep mori offerings under specific circumstances to always have them.

    Like how keys can be protected for multiple games with milky glass/weaved ring.

    Mori add-ons pls :)

    Or just nerf both to hell and back either way works for me.

    If you are running BBQ, and consistently winning games as killer, you will have almost unlimited BP. You can get 96,000 for a single match with a pudding, BBQ, and a perfect game.

    More often than not it's closer to like 70-80,000. But still, that's enough to basically be running mori's all the time if you want.

  • @Vert3x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009685#Comment_1009685

    Oh don't be so negative, new ruin requires killer interaction because old ruin was so good the killer didn't even have to do anything to benefit off of those average 20 seconds of perk usage

    Use other perks. Low mobility killers get corrupt intervention. High mobility killers get discordance. You can find someone in the first 20-30 seconds of the game with good whispers usage. I have been doing fine without ruin for a while now, at rank 1 before you ask.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010405#Comment_1010405

    Yeah, but some figure it out because of enduring and just drop the pallet one lap earlier so i don't get stunned.

    I still respect pallets even when I have enduring because I am so used to playing without it. Ideally you chase someone, get it up, down them, and then move onto someone else and hit them with it instead.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010383#Comment_1010383

    I gave that combo a chance but by the time you get to use it the game is already over.

    It is a borderline free down every time it's up on someone like bubba, billy, myers, etc. it's a free hit on everyone else. 2 pallets really doesn't take that long to burn through.

  • You can just slap on spirit fury + enduring if you don't want to deal with all the pallet looping. I use bamboozle instead though, because I don't have time to deal with looping jungle gyms, the shack, or god-windows in a game that can last 3-4 minutes if you are not quickly downing people.

  • @NuclearBurrito said:

    Anyways as for the topic of Myers vs Plague.

    I personally consider them to be the 2 Killers that are the closest in terms of strength.

    Just looking at their base kit the advantages of each are like this:

    Myers:

    • Tier 1 Stealth
    • Tier 2 Limited stealth with an instant down combo. Also small vaulting boost
    • Tier 3 Instant down. Lunge range. Bigger but still small vaulting boost.

    Plague:

    • Instant down combo at all times
    • Early game objective tracking via infecting other objects
    • Lesser but still present late game objective tracking via infections
    • Hard counters any and all healing perks/items/whatever
    • Also corrupt purge exists I guess (but who really cares if it's never used)

    Just looking at that, while I know I made Plague's list longer it's pretty obvious Myers has more going for him in his base kit.

    However, Plagues strength comes from how her benefits allow for amazing build synergies. And no I don't mean addons though I'd argue that she has better addons too.

    Thanataphobia? Basically permanent

    Infectious/knock out? Plague can slug really well due to everyone being injured at all times. Myers can do it too but it is less reliable due to tiering mechanics.

    TR manipulation perks? Stealth is the #1 best way to capitalize on injured Survivors. They are loud and can be 1 shot without warning. Plague works great with perks like Dark Devotion, Monitor, Tinkerer ect. Myers works with Monitor, but in general he doesn't have both stealth and instant down potential at the same time, so he needs a lot more setup to make use out of whatever perks he's trying to combo for this.

    PWYF? Vile purge doesn't consume stacks and 1 shot Survivors take only 1 token to down.

    Honestly the new PWYF + Nemesis combo is nutty on Plague.

    Deliberately get up to 3 stacks, and then use that speed to just go at people for quick downs, procing Nemesis again to regain stacks.

    Nemesis also applies Oblivious which is extremely dangerous for injured Survivors to have.

    Anyways even with all of this Plague isn't better than Myers, but her superior synergies with the games perks let her keep up with Myers. So both of them are about equal in overall strength.

    I would compare plague to legion, honestly. They see you, you are injured. Then you run around M1ing people because your power does nothing after that.

    She is super strong but also just really boring to play. Legion is way more satisfying to run around stabbing people like crazy.

  • @PigMainClaudette said:

    How about no since there are too many Billies and Leatherfaces ONLY using their saws? You have a mallet. Use it.

    Or what about Plague with her vomit? Does she get the bonus?

    I like that the emblems do currently punish those who rely on what I would describe as cheap tactics. If this worked for Myers, Plague or Ghostface, I'd be fine with it. They have to WORK for their instant downs.

    I always do have to laugh when I face a billy main who just refuses to M1. I had a guy earlier who kept sawing people off the hook even though they had borrowed time, I don't know why I found that so funny.

  • Tons of people run unbreakable at red ranks, it is very risky/greedy thing to do most of the time. Sometimes, it is your only option, especially when you are contesting a 90% gen or it's the endgame.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/121605/i-played-a-game-today-that-woke-me-up

    Just apply more map pressure 4head

    I get 4ks all the time in red ranks without ruin 5head, but I wont show you proof

    if you use ruin you are a bad killer 6head

    Ruin is bad at red ranks anyways. CI has always been better. Ruin usually only lasts a minute or two anyways, unless you get a really good spawn on like Hawkins. It stops people from spawning on top of your generators and immediately starting on them.

    I could spam this thread with all my ruin-less wins at red ranks. Here's one I just played a minute ago.

    Lulw.PNG

    See that rainbow map? That meant a 1 minute ruin, tops.

  • Mindbreaker isn't that bad on a stalking ghostface. When you wasted like 20-30 seconds approaching a gen from a weird angle to get a good stalk off, it stops people sprint bursting directly off of it; which lets them get to a pallet and begin a chase. With it, they are exhausted and you instantly down them.

  • @Slaughterhouse3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010061#Comment_1010061

    I was like you once...I thought it could not happen. Keep playing and dont use ruin at all.

    Corrupt was already the better perk, especially when combined with something like discordance or whispers. Ruin will get you to rank 10 by just equipping it, but red rank survivors will ignore it because you can do entire gens with only 2-3 skillchecks sometimes, and they will hit them anyways.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010023#Comment_1010023

    No, it's not enough to be statistically significant, because even the developers said multiple factors were not accounted for. Therefore, your logic is paper thin when using the stats as a backbone.

    Again - the map isn't a problem. The problem is survivors (lack of) ability to function without being able to run and hide in loops with god windows and safe loops. Hawkins simply evens the playing field. Whoever outplays who, whether that be the survivor or the killer, will come out on top.

    Yeah, a 20% gap between the maps means absolutely nothing. Freddy having the highest kill rate in the game meant absolutely nothing. He got nerfed right after they released the stats, because they meant nothing. You can't even draw the slightest conclusion from any of it.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010011#Comment_1010011

    Oh okay. So you're going to grasp at the stats, that even the developers who released them said should be taken with a grain of salt. AKA - meaning they are inconclusive at best. Remember this as the moment you threw the debate.

    Lol. I think it's enough to be statistically significant. Anyone good can realize why Hawkins is a garbage map, and literally easy mode for the killer. Every pallet is unsafe, and with dedicated servers, unsafe pallets are extremely unreliable to use. There's like 2-3 rooms where you can run the killer for a minute or two at the most, after that, the whole place is a dead zone.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010001#Comment_1010001

    "Maps like thompson house" make up for about 3/4 of all the maps in DBD. Only RECENTLY have balanced maps started becoming a regular occurrence.

    Yes, Hawkins, with an average 70% kill rate, is a very balanced map. Do you think sanctum of wrath, where there's usually about 6-7 pallets total (with 2-3 of them being unsafe) is a good map? They are slaughtering grounds for the most part, unless you have a full team of very good survivors. And with the matchmaking, that almost never happens.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009975#Comment_1009975

    So basically, all you proved is what everyone already says and knows. It's way too easy to rank up as survivor.

    Also - if it's so impossible to loop a Freddy "spamming snares", how do people manage to do it? How do I manage to do it? I'd bet @Mc_Harty manages to do it as well. How do all those Twitch streamers do it?

    Because most killers, along with the survivors, are bad as well. You should never be getting looped as Freddy, unless you are on a map like Thompson house where there is safe pallet every 5 feet.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009982#Comment_1009982

    What else could they do?

    They could NOT be in that postion in the first place.

    That Nea could've made distance if she waited at the pallet and dropped it on your face and that Jane could go for the window in that building while you were busy spamming. They made the choice to run to these structures and got pushed for being greedy.

    They played the loop game and justifiably failed.

    So basically just hide and do gens? Sounds like a balanced killer. You must think someone like spirit is balanced as well. What about if I put on discordance and surveillance? You can't hide from that, and he teleports straight on top of your head.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009975#Comment_1009975

    All rank 1 huh? Thank you for proving that high ranks can have potatoes too.

    Imagine watching a freddy place a trap and still run over it to try to loop him.

    It's ######### hilarious.

    What else could they do? The jane was trapped at the wrong side of the pallet, if she moved off, she would take a hit. If she stepped on the trap, she took a hit.

    The guy at the shack was completely trapped in there, with the direction I was running him. He either had to throw that pallet immediately, or go down like he did.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009961#Comment_1009961

    That wasn't you being good or Freddy being OP. That was the survivors making bad plays. No indication of their rank either.

    It was all at rank 1. There is nothing you can do against a snare spamming freddy if you are asleep, and he has a brain. You can only go tile to tile, which isn't possible on many maps.

    They still knew to go loop the shack, use insta heals, run to the infinite, etc etc. Still rank 1's.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007922#Comment_1007922

    There's like 3 strong killer maps out of ALL the maps in the game. ALL of the other maps are EXTREMELY survivor sided with the way tiles spawn. Even then, the 3 maps that are strong for killers are balanced and aren't exactly weak for survivors.

    You can only put down 10 snares, and they are bright red and easy to avoid. Just stop trying to loop the same pallet and go for stuns. Get distance.

    If a Freddy is "spamming" fake pallets, it makes it RIDICULOUSLY easy to figure out which ones are fake. A good Freddy is strategically placing them, not spamming them.

    Freddy does not instantly teleport. It takes 2-3 seconds and survivors are given visual warning to get a head start, and BBQ is easily countered.

    This is just a case of you needing to adapt, and learn to loop something that isn't a god window or safe pallet.

    Let me link you some "optimal freddy" gameplay, with me as the freddy. I haven't even played him in months, and here is what you do. Spam M2 as you walk, collect your free downs. You can try to be creative with the snares but since it takes about .5 seconds to lay one, it's easier to just spam them at all times.

    https://clips.twitch.tv/StupidEagerSalamanderBudBlast

    https://clips.twitch.tv/SmallScrumptiousGorillaUWot

  • @Number22 said:

    Is it really not accepted by the Devs? I'm honestly asking, I don't know. I always get annoyed when killers camp or tunnel me, but I always thought it was a legit strategy/style of play that is annoying/weak but not against the rules of the game. I figured if it were there would be some sort of preventative measure or at least some sort of penalty or punishment. I'm wondering now, does anyone know for a fact it's condemned behavior and frowned upon? That changes my whole perspective lol

    You can only really complain about facecamping. Getting tunneled means nothing if you are running DS, or are good in a chase. I can usually punish any killer trying to tunnel me off the hook, just by running them around for so long my team can finish a lot of gens.

    If anything, getting chased all game is optimal if you are good at looping, because you will know what areas all the pallets have been used at, and can make sure you use them efficiently.

    It is pretty annoying to run a killer for 4-5 gens, just to get hit once with NOED, and die for it though.

  • This right here is why DBD is trash for solo Q. I ran a huntress on the game for a solid 5 minutes, while absolutely nothing got done because noobs can't do ruin gens. I almost even finished a gen before I got found, which would have been the only one of the game.

    They proceed to get 3 man slugged trying to hook bomb, and complain I left them all to die while the huntress tried to sweat for the 4k. I just stood on a door and got out for free because it was the game map.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009727#Comment_1009727

    Play a smart game and it doesn't even matter if your traps have neon lights showing where they are. There are certain paths survivors have to take when running away. Put traps in those spots and the survivors choice amounts to "run into the trap and get hit" or "run another direction and get hit".

    The bigger problem when playing with a coordinated survivor team is that as soon as you pick up a survivor the remaining survivors will run around and set off as many traps as possible. It eats up a lot of time re-trapping the map. But that isn't insurmountable either.

    Don't get me wrong. I'm not claiming to be god-tier and win every game with hag. But any game I have lost with hag I wouldn't blame on her. She's pretty well balanced and in a pretty good spot now.

    Try playing her without ruin, and the SWF is bringing in commodious boxes or keys. You are going to have a 4~ minute game. And you need the first 2 minutes to set up traps.

    Them knowing where traps are doesn't matter? Except when they have a flashlight, or can just crouch over them. That's the dumbest thing I have heard in a while.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009699#Comment_1009699

    You aren't playing her right then. It's true that coordinated SWF isn't easy. That is true for any killer though. That isn't a reason not to play her. 4 man SWF is actually pretty rare anyway. I don't recall the numbers off the top of my head but it's less than 10% of games. But even if you are playing hag vs coordinated SWF that isn't an automatic loss. Just play a smart game and don't overextend.

    Except when one or two people in the SWF have object on, and they can tell their team where your traps are. That is the roughest time hag will have. She is very, very strong against solo Q players.

  • @Blueberry said:

    Probably once he gets his rework.

    Do you really think leatherface is that bad? With a good build, you can body most players in the game. The beast's marks + carb tuning guide turn him into a monster, especially if you are running spirit fury + enduring or bamboozle. He is the best killer in the game at securing kills.

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