Hello_Its_Kai
Hello_Its_Kai
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- Hello_Its_Kai
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I can confirm that this is entirely the new map that is the problem. I played a few games after the map was disabled and see no issues.
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I just got in two games with Nemesis and crashed both times. I hate the fact that I'm getting punished via ban time for something that I can't even control. Idk if it's just because of the new map or just an optimization problem, but it needs to be fixed. It's practically unplayable right now and it's unacceptable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2190472#Comment_2190472
Hex perks offer extremely powerful effects at the cost of them being temporary.
You know the risk, yet you took it anyway
I would disagree with the statement that hex perks offer extremely powerful effects.
Honestly, the only one that is extremely problematic for the survivors is Devour Hope, and that one still gets broken before its worth anything. Really, there's only a handful of hex perks that people tend to say are really good because there are just as many stinkers as there are good ones.
Hex: Retribution is not really that great on its own; yeah, you see the survivors for a few seconds when it's broken, but that's only a one time use and you could get similar benefits with BBQ and Chilli with several times the frequency. Also, the oblivious status effect when cleansing dull totems isn't that great either; unless you're right next to them when they do it and you hear it, it's not worth much. Plus, this totem is only good with other totems like Haunted Grounds, but even then you're sacrificing two perk slots for one or two potential insta-downs so its barely worth it.
I feel like I don't need to explain why Hex: The Third Seal sucks so bad, but in summary, Blindness is not that useful. Next,
Hex: Thrill of the Hunt is only decent with other hex totems, otherwise its useless. Even then, most survivors will run away when they notice you're approaching due to the notification you get and they learn to even catch sneaky killers like ghostface or pig so you'll most likely not catch them in the act a lot of the time and just waste your own time.
Hex: Undying is also highly dependent on whether or not you have other hex totems, because on its super average on its own; sure you see survivors' auras when near a dull totem, but smart survivors will pick up on it sooner or later.
(Honestly, any hexes that depend on other hexes are ones I consider rather mid. You're wasting 2+ perk slots and betting on one outcome, and that's a really huge risk with a decently-high reward.)
Hex: Huntress Lullaby is a toss-up and is completely reliant on whether the survivors know how to do skill checks well. If they're somewhat inexperienced and need the sound cue to do them well, then this is actually pretty decent for the first two or three minutes it does anything. If the survivors know how to do skill checks reliably (especially great skill checks) and have good reflexes, well you're kinda boned. I wouldn't call this one super powerful because of this fact.
Hex: Crowd Control is meh. It's basically Bamboozle, but survivors initiate it instead of killers. This is good against the type of survivors who try to course-correct a bad vault, but that's pretty much it. I haven't had much experience with it, but for now, it's meh.
Hex: Blood Favor is absolute garbage unless maybe if you pair it with STBFL, especially with the cooldown. 'Nuff said.
Hex: Haunted Grounds is inconsistent; sometimes you can get a one or a few downs from it, and other times it does absolutely nothing. And again, this perk is only better with other hex perks.
This leaves NOED, Devour Hope, and Ruin.
NOED is NOED. We all know its a crutch perk. We all know its pretty damn powerful. I feel I don't need to explain why this perk is a little broken.
Devour Hope is pretty good, although I've noticed that once insta-downs start happening, the game grinds to a halt until its broken, so unless you plan on camping the hell out of that hex totem and letting other people do gens, be my guest, but it's gonna only be good for maybe one or two downs before it is broken, if it even gets to that point.
Ruin is pretty damn good, but I feel it isn't super broken. It regresses the gens at a quicker rate, yeah, but it doesn't make gen rush impossible. If it was at 300% or 400% regression, hell even 250%, I would agree with you to some extent, but it's not as crazy as it could be.
Tbh, hex perks aren't crazy strong; these last three are really good, don't get me wrong, but I feel many of them aren't the worst things to go against. Survivors have really strong perks like Decisive Strike or Borrowed Time or Deadhard (even though sprint burst is better in some cases) that can really change the flow of a game; it can decide whether a survivor is going to get hooked a second/third time or whether they pallette loop you for however much longer. The fact that survivors can have really damn good perks while some of these really bad to pretty damn good perks that killers have are locked off into that temporary category can be really annoying, especially when survivors don't have them or something similar. I think that's mainly where the frustration comes from.
I don't have too much of a clear-cut solution. Maybe have multiple hex totems to break, whether it be for all of them or depending on the perk. You could perhaps link it to dull totems and make them important for both survivor and killer, doubling as a way to better incentivize players to cleanse dull totems instead of always needing to slam out gens. Maybe buff them even more to make them even more of a threat to justify a lot of the really bad ones or mid ones being made temporary
I don't know. I just know that the hex perks are subject to exaggeration when it comes to talking about how good they are. When people talk about amazing hex perks, they're usually talking about NOED and Ruin and Devour most of the time, but that's only a small chunk of the perks as a whole.
In short, please don't exaggerate the power of hex perks. It's just an excuse or misinformation if anything.
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@DarKaron said:
Here's the deal, from a Killer main:
When it comes to tunneling and camping, both have their purposes. Survivors who reward camping with altruism just feed into it, so just pound the gens. Sad, but that's the only effective strat, in that case.
Meanwhile, T-Bagging and clicking a flashlight mid-match are pretty darn annoying, but nothing especially new in gaming as a whole. They serve to aggravate the Killer and prompt them to make dumb, simple mistakes.
But when you sit in the exit gate, butt-dancing like a monkey while I watch from across the map via Blood Warden, that's just toxicity. Leave already.
I do agree that it has their purposes, especially in situations where survivors just straight up do unsafe things for no reason. Like, if you unhook right in front of me, I'm not gonna be like "oh yeah I'll just let this survivor on a second or third hook go and go for this other survivor who may or may not have already been hooked." It makes no logical sense.
Even then, survivors usually carry perks like BT or DS, and good ones will probably not bother if one of these pops or, even better in the case of DS, leaves you on the ground to get picked up by someone else while the killer chases someone else. Smart killers will tunnel sparingly; there are some situations (or most, more likely) where sitting on one survivor is the dumbest thing you can do, so you should take it as more of the killer being small-brained than toxic. Don't get me wrong, some will do it because you looped them for half the game, but you should really take that as a compliment if anything; they're scared to let you go again. It doesn't make them any less of a douche, but something to think about.
I will admit that I'm not completely immune to this myself; sometimes I just get frustrated with one specific survivor and just try to secure the 1K when 4 gens have already been done and I haven't gotten a single down when going against rank 1ers, but it's always punishing in some way. Plus, I can understand where survivors come from when things like this happen; it's those types of things that happen that make me just want to do killer rather than survivor at low ranks and suffer, but there has to also be an understanding where it can't always be deemed a toxic thing. Usually it's out of desperation or a small-brained play, if I'm being honest.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2190338#Comment_2190338
and the jacks crying in the background
I mean, I've accepted that an RE7 is probably not going to happen. I'm probably one of the only people who would advocate for Eveline to be put in the game, but since she's not exactly a "fan favorite," it's probably not gonna happen.