AVoiceOfReason
AVoiceOfReason
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2647827#Comment_2647827
Most maps started out with that same intention, and the ones that got brightened are better for it, setting aside their balance.
Removing the filter would be fine but they absolutely should not make it darker.
I'm not talking midnight dark. Just Lampkin Lane dark. Could be bright for all I care. Just remove the green filter. Play Blight or Billy on that map enough times and you'll get nauseous.
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@jesterkind said:
Removing the filter is one thing but good lord, don't make the maps darker. A lot of maps in this game need to be brightened up, even.
That map is supposed to be dark. Instead of being dark, it's just a gross green filter that blends all color together.
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@Krimbar said:
How does a colour give you motion sickness?
Dark green filter with dark objects slightly darker while moving. That's how.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2647719#Comment_2647719
#1 is going to happen regardless and it's better to get those hits in early when you don't actively need specific pressure. Again, getting an infection on a vault when you need that survivor down/injured right now is way worse.
#2 is just saying "don't get good at the killer and only ever play it safe". And what happens if your obsession is always out in the open and you only ever go for safe hits, meaning you'll only have a few STBFL stacks if you've been using your tentacle/M1 50/50?
I still do use STBFL on Nemesis but that's because I really hate stacking regression perks but nothing else really suits him. If Endfury did I'd use that but everyone just pre-throws or holds W so...
Why are you saying only the obsession? You think you won't lose stacks as the game progresses or something? Limited amount of vaccines and it's better to be efficient then hoping you land a hit with a tentacle. You gain a lot less distance if vaulting a pallet or window after a hit compared to doing so in the open. You can play as you like. I know the way I play has great results and there is a reason why I rarely say killer is weak on here. You will end up with everyone infected by the time the game ends but having more guaranteed hits/downs rather than struggling to even hit someone for awhile because you want those tentacle hits in the open.
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Having Nurse's Calling on Billy while on PS4 was broken, OP and wasn't fair xD
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Rapidly grabbing the hooked player but not unhooking them without the killer nearby. Blocking a fellow survivor until they get crows just because you think it's funny. Suiciding because you got hooked early on by a bad play on your own part.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2647719#Comment_2647719
#1 is going to happen regardless and it's better to get those hits in early when you don't actively need specific pressure. Again, getting an infection on a vault when you need that survivor down/injured right now is way worse.
#2 is just saying "don't get good at the killer and only ever play it safe". And what happens if your obsession is always out in the open and you only ever go for safe hits, meaning you'll only have a few STBFL stacks if you've been using your tentacle/M1 50/50?
I still do use STBFL on Nemesis but that's because I really hate stacking regression perks but nothing else really suits him. If Endfury did I'd use that but everyone just pre-throws or holds W so...
It's the most efficient way to play. Regardless if it's safe or not and getting a miss on a finicky attack from a tentacle doesn't mean you're getting better. You can miss if your controller doesn't turn fast enough or a survivor confuses you before the attack lands. If you want to win, you wait. That's like playing PH and using his range attack in the open because you want to get good. That literally makes no sense. Huntress, yes. Her attack goes far. Deathslinger too. Even Trickster but a killer with a thin attack that is like 4 meters only? You're just asking to get rushed out of the game.
You STBFL as much as possible in the open while using the tentacle at loops and pallets. It's meant for that, not for open field slings. STBFL reduces the distance they can get so they get stuck at pallets and window loops awhile. Then tentacle them to death until they either go down or run.
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Lol no.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2647716#Comment_2647716
So what is the point of playing like that when there are better M1 killers to use STBFL ?
You asked how to play Nemesis really good. I never said nor was I asked who was a better M1 killer. I only stated the best way to play Nemesis. I play random killers and each killer, I play differently with different perks to fit their power and playstyle without relying on camping or tunneling. Best M1 is Blight by a longshot. Best M1 with range is Trickster.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2647672#Comment_2647672
I really feel like this playstyle just doesn't work reliably against good teams. First problem being that you want to reach T2 as fast as possible, which conflicts with getting STBFL stacks, and second problem being that the amount of time someone can waste by giving them an infection speed boost on a vault is nasty. Works against endgame altruism though.
If you use your tentacle in the open, 2 things can happen and both are negative. 1: You land the hit and now they sprint off for another, what? 30 seconds or more before you can attempt to hit then again and it's not even a health state of damage.
2: You miss and get no progress while they get distance on you, free of charge. Don't use tentacles in the open.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2647672#Comment_2647672
Do I want to play like that ? Only M1 ? I would go for another killer, but maybe I will give a try to STBFL
That's the only way to play him. You get a hit in the open with a tentacle and they Sprint off and you lose a ton of time. They get less distance at pallets and windows and sometimes they get cocky and stay. STBFL since you're mainly an M1 killer and the less distance they get to, the more they have to go to the next loop and that gives you another chance for a tentacle attack.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2646819#Comment_2646819
I feel pretty much the same, I have so much more trouble in the survivor role because I feel so powerless a lot of the time, and I get way more stressed out because there's 3 other people I can let down. Whereas with killer, I can unclench my anus because the only person I can mess the game up for is me so I get to have fun and not worry about accidentally sandbagging teammates lol
THAT! THAT is how I see it. I get super tilted when someone screws me but when it's my own mistakes, I don't get bent out of shape. As Survivor, I get tilted a lot when I go to second stage without the killer camping because of stupid teammates or how I get face camped at 5 gens with a 4 minute chase while I'm recording then once I'm down, I'll see everyone crab walking around the map. That makes my blood boil lmao.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2646791#Comment_2646791
I play both sides. Lately i play survivor more because of how frustrating killer has become. The last 5 years ive found myself almost always siding with killers because i genuinely feel they are getting shafted the most.
I'll be streaming this weekend, probably. I'll share my link for YouTube when I do. I play random killers about 2-3 times then switch and I play 4-6 hours straight with no cuts so you can see my wins vs. losses.
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@asirirsprime said:
https://forum.deadbydaylight.com/en/discussion/comment/2646791#Comment_2646791
I like killer role more and experienced both sides. So I can say, that the game as is favors tunneling (what survivors hate the most) because otherwise you most likely gonna lose.
When I play killer its usually high concentration and think ahead. As a survivor I can watch youtube during chilling game. The only thing that ruins my experience as surv is that you can't find games at all, while killer gets them every 5 seconds. It means that people move to play survivors side due how easy it is with decent perks (you just need specific 4 for soloQ)
I'm ADHD and ADD out of the ass in real life. I drop sentences if I'm doing something because it's really bad. This doesn't take a lot of concentration. I guess the reason it's relaxing to me is due to the fact that I don't take Adderall anymore for it and I can zone in the game instead of losing focus a lot. I'm like a dog. I see a tire. I want to chase the tire. Nothing else goes through my mind until something happens that affects me at that very moment. What I mean is, no gens popping? Then I'm not dreading it. I only tunnel at 2 gens and only if I can't find someone else first. This game isn't life or death. I play it to enjoy myself and I usually get Merciless as an Iri killer. I'm going to be streaming again now that I have an Elgato HD60 and I'll start posting links from my games to help others' with my playstyle. You'll see my ADD brain going nuts in chases lol. I just don't think killer is that hard.
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The fact that at high rank, anything can happen, whether you play killer or survivor means it's pretty close to balanced.
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STBFL and only use tentacles when they're throwing down pallets or pre-vaulting a window for a guaranteed hit.
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@Crowman said:
I wish perks like Surge or Oppression would set up Eruption
That's one of the best things I've heard. That would make it synergize with many perks.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646883#Comment_2646883
Ok well now we're arguing my presentation of objective mathematical fact about how they actually work with the time dynamic vs your subjective "but I don't feel that way." And the clear presentation of how they work in a full meta squad, vs "there's only one way to win and that's commodious toolboxes."
I'm gonna go have an argument with a brick wall, because it seems more productive.
Time is the main factor for DBD. Why do killers use Pop, Ruin and Thana? Slowdown for TIME. The more time survivor's do other things, the more time you have to finish your job. That is a universal fact. If time isn't the most important fact then play games without any type of slowdown or regression perks. See how tha affects your win rate. Now add survivor gen perks to decrease gen time and continue to notice a pattern. TIME is the winner in DBD. You spend too much time off of gens while pallets are being used to relight totems and you WILL lose after awhile if your main focus is those booms and running there to heal then running back is still a time wasted.
If you do a boon near a gen that you are working on, a killer will smack you then snuff it out on the way to chase you afterwards. You put a boon across the map and then you waste time to go to it to heal then run back. I don't see how you don't understand that. You use boons, you don't have all the "OP" perks that people like to throw out. Never comment on the time it takes to run there and back or how survivor's who put boons next to gens will be snuffed and have to find another totem unless they want to risk the killer seeing them. Since you keep saying only 1 person has a boon, then no boons exist while the person is being chased, nor after the person is unhooked because they still have to get healed normally or bless a totem after they find one AGAIN then get healed before running back to a gen. Boons screw survivor's. Time is always wasted. If the whole team as boons, only 2 meta perks then. Still a win for the killer.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646868#Comment_2646868
So much that's incorrect to unpack in such a short paragraph.
- Time is not the punishment. As any second the survivor uses is only 1/4 as valuable as the killers, if it takes you 14 seconds to set up a boon totem, the killer has to find, get to and snuff the totem in 3.5 seconds before it's a net gain for survivors. Every time you boon a totem, you either win time for your team when the killer snuffs it, or you win a super powerful perk. You essentially cannot lose time by putting up a boon unless you're also dumb enough to get downed directly on top of it.
- "The more boons they have, the less gen perks they have. You can't carry DH, BT, 3 boons plus DS." That is literally the entire design of boons, perks that only one person has to bring for the entire team to have them. EVERY SINGLE SWF these days has one player with boons. That gives you 3 players with DH, BT, DS, their choice of another meta perk, COH and Shadow Step. It doesn't take 3 boon perks to have a major impact. Either of COH or SS alone have a significant impact on the game, and fit in with three other meta perks easily. Even when you aren't in a 4 man SWF, they're popular enough that you can bring a full meta perk build and assume at least some of the randoms will have the boons and you still benefit from them fully.
My win rate of double pips says otherwise. Seriously, Boons are the best. Now if all the survivors run Prove Thyself, DH, Streetwise and Built To Last with a Commodious Toolbox, BNP then Socket Swivels.. then you might be screwed because I've come across that twice so far and gens flew faster than even I could do much about with just Pop. That's the true gen rush. The more time you spend relighting #########, the longer I have to down and hook then resnuff to make you waste more time to go back and relight. The whole team could have boons. It won't stop me but you pack a bunch of commodious toolboxes with Built To Last and stack them with other gen perks and you're looking at a bad day.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646769#Comment_2646769
A perk takes 25% of a killer's build to counter 6.25% of the survivors' perks which acts as a 5th perk for 3 other survivors. It is in no way equivalent and would almost certainly provide no benefit outside of affecting boons, and let's be honest here, not even effectively countering them.
This attitude has given us garbage perks like Hangman's Trick because people hate saboutage, Forced Penance because people hate bodyblocking, Mad Grit because people hate bodyblocking, and about 5 different hex perks all designed to protect hex perks because hex perks suck as a mechanic and even then, none of them really do a heap because they're all hexes themselves and suffer the same issues.
Just whacking in a perk that has a negative effect on boons doesn't even come close to solving their issue of being extremely strong, applying to the whole team, wasting the killers time remove them, and then being infinitely restored.
The base mechanic of boons needs a realistic risk to them, whether it be breaking the totem when it's stomped out, only being applied once, or something else completely different. There's no realistic downside to them when they're completely gamechanging as perks.
Time is the punishment. Since boons have come out and a ton of people run them, I'm guaranteed to have extra time to stop gen progression. The amount of times that I've snuffed out the same totem then hear it relight after I get a hit and about to down someone is pretty great. I get a hook and go snuff it out afterwards so they can waste even more time. The more boons they have, the less gen perks they have. You can't carry DH, BT, 3 boons plus DS.
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@Pig_Is_Pog said:
please stop putting this dog ######### challenge in the archive, there is no challenge that is as frustrating as this. no one enjoys doing this, it’s not challenging, just annoying.
YES! I just finished this challenge after a month of trying. I purposefully had to go down so many games to do this. I hated it.
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@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2646769#Comment_2646769
Hex pentimento can do that if they can make it affect boons
With the amount of stuff it does, affecting Boons would be the definition of overpowered.
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@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2646819#Comment_2646819
How is playing killer relaxing one mistake in high level gameplay and you lose the game survivors can screw up a few times and still escape. The only time I focus on survivor is in a chase that’s it
I just don't understand how the game is stressful as killer? I'm always Rank 1 before and now I'm always Iri 1 now. I play all killers randomly and I don't have a "Main" but I use to love Billy before the changes but now I LOVE Blight. My baby bouncy boy. I don't sweat during matches even when I'm recording. I just chill during and I usually always 4k and double pip without tunneling or camping until I'm down to 2 gens. I just don't see the big issue most of the time. I rarely feel like I'm losing horribly. I can say the opposite when I play survivor. I get very tilted lmao.
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@Drag0n100 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646791#Comment_2646791
As I stated in the original post, I actually play Survivor and Killer 50/50. The observation we made stems from playing both sides actually, and feeling that Killer is way more punishing that Survivor.
See, I would have to disagree. I feel killer is much easier and relaxing than survivor. The amount of times where we are about to win and the entire team decides to jerk off for no reason until everyone is 2 hooked is enough to pull my hair out. I enjoy playing killer and causing the survivors to make mistakes then to capitalize on them. I hate feeling like I got punished by others, and not by my own mistakes. That leads me to get tilted hardcore.
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This game is pretty close to balance-wise but I don't believe they're out to get killer mains. The problem with being a MAIN is that you don't experience both sides. You don't get to experience of being dominated by a killer who you can't do much against. The frustration of having to worry about others' giving a killer a free win. You should really play both sides and see how one affects the other. You might get some appreciation from it.
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Just create a killer perk for it and call it a day.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2646671#Comment_2646671
Exept when riot redo the code they were not a triple A compagnie yet. Now they are im not denying it but what push them to be better i believe is the competition with dota 2 and the competitve scene 2 thing dbd dont have so they have nothing to push them to do better.
Ps. What was the point of the whole argument again. I forgot in my rant XD
Pretty sure it's parent company is Tencent and isn't a small company or indie dev by any means. Tencent owns a pretty good chunk of the Chinese Gaming market.
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I have used it and had it used against me in the basement. Trust me, neither person is getting out of their alive if the Trickster is remotely accurate. Worst feeling in the world. The timer is there to prevent you from keeping a survivor from rescues like Bubba. That's mainly it.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2646648#Comment_2646648
They need to do the same thing riot did with league of legend. You recode the entire game while working on your product. Riot did that after season 3 or during season 3 i dont remember the exact time but that approach work for the best for the compagnie. They just need to put the rescource in their game and stop lazing around.
You're comparing an indie dev team with a triple A team. I do wish they would make a DBD 2 with brand new code and carry everything over and allow cross-progression but I doubt that will happen for a long time, if ever. Wishful thinking, Man.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2646549#Comment_2646549
Exept the dev never completly fix the sound bug you can still have them from time to time. Its happening less often but its still happening. So i dont think DH validation will get fix
Anything can break something else. When you have so many things reliant on others', one change can make something else go nuts. It's not super easy going through 5 years worth of code to fix one bug and not even sure if any of what they are doing is actually the initial cause then that fix could break other things.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2646585#Comment_2646585
Yes.
But consider this.
Before the 'fix', DH had it's quirks - in that sometimes you'd get a wonky moment where it should have worked, but didn't.
It was still one of the most powerful, most meta perks in the game. I'd guess that it was the most popular survivor perk.
Now, that quirk has been fixed. DH is guaranteed to work 100% of the time.
This amounts to a buff to an already very strong perk.
The big problem comes in when this 'invulnerability' is validated not on the killers end, and provides fake hits/incorrect power cooldowns/failures (Nemmy failing to break pallets on DH use is a 'tech' I'm seeing more and more often now from survivors). It's just the old problem in reverse - except that now, a strong perk has been buffed, and buffed again.
There is probably *no way* to fix this, anymore than the original problem could be 'fixed' at BHVRs end without changing the validation.
DH is probably going to have to be nerfed.
The wonks are just failures of the game not registering DH. Previously, you got screwed out of your perk activation even though you definitely used it at the right time. All this does it fix that. It's not survivor sided. It's server-sided. The server is what makes the final decision on a hit or not. If they didn't do it in time, you get downed. If you do it before the hit actually goes through, you get denied the hit. No matter how we feel on the matter, this is balance for a perk that was worthless for a long time due to bad ping killers who you don't know have bad ping.
(Edit: Replaced registered with registering to make it correct)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2646584#Comment_2646584
Yeah, i don't actually leave survivors on the ground, i hook all of them, sometimes even multiple times, i am sorry, but i just cannot help it.
Ah, you're alright. I rarely slug or tunnel but if there is 1-2 gens left and no one is dead, someone has to go lol.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2646565#Comment_2646565
Tomato tomahto.
It functions much the same.
I honestly believe that the bug is what happens when you validate DH on a different end, and thus cannot be fixed.
DH is going to have to get adjusted.
DH is behaving as it should. You click DH and you shouldn't be hurt while its active. That's its only job. It will never be changed farther.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2646560#Comment_2646560
Oh no, hooking a survivor is extremely toxic. This is why i have resorted to leaving survivors to automatically die in the dying state and using add-ons such as "Judith's Tombstone".
I'm not sure if you're joking or...?
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For some reason, my quote tag didn't work since it was loading when I clicked post so ignore this.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/295472/dead-hard-is-so-stupid-right-now
Yeah.
Whatever 'fix' was introduced for DH, it amounted to a buff. It was a meta perk before this 'fix'. Now it's pure, deep fried hell.
https://forum.deadbydaylight.com/en/discussion/comment/2646447#Comment_2646447
No, it isn't. When it constantly lets people auto-escape from chases because it told you you'd downed them, it's bugged.
When it puts killer powers on cooldown without them going off, it's bugged.
That said:
https://forum.deadbydaylight.com/en/discussion/comment/2646549#Comment_2646549
The 'silent survivor' bug has been here since...honestly before I can remember. This fake hit bug is so annoying that if they could fix it, they probably would have.
When bugs that can outright change the outcome of the game exist, without being fixed, for any length of time - then the game needs to be balanced accordingly.
DH used to make you have invulnerability frames. I believe its now just a normal dash but validation is there to make sure to sort it out. It would be hard for the server to check invulnerability frames with server desync, lag and just bad internet as factors. This was a much easier fix and the sound bug was a bug with the sound. Not something that they did on purpose. You cannot compare a bug to something that they added in on purpose. They'll figure a way to make the sound match but it'll take a bit. Maybe next patch. Invulnerability frames use to be you became hollow. Now it just ignores the damage.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2646078#Comment_2646078
Implying looping isnt toxic?
Looping isn't toxic? Just like hooking a survivor isn't toxic.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2646430#Comment_2646430
So devs will likely fix it like the sound bug?
Definitely will. They just have to find a way to do it without screwing it up. They can't just activate the scream at the end of the hit for DH because it would make it sound weird with normal hits sounding delayed for the server to catch up but its very possible. Just might take a little bit.
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I don't play Hag anymore because I always won with her. Just a slaughtering. Very easy to use. Just insta-port when a trap activates and make sure when you place them down, they're facing towards the loops so when they trigger them, they get pulled AWAY from the loops/windows. Trap the hook with 2 traps. 1 at the base and 1 about 5 meters away. Gives you a chance to whack then whack again before the unhook or guarantee 2 hits on someone if they crab-walk to unhook. She's pretty much unstoppable if you know where to place traps at.
(Edit: I also use STBFL with her so she recovers faster per hit and can teleport quicker and quicker until she's unstoppable.)
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They are definitely loud and its pretty easy to tell where totems are if you play survivor enough then switch to killer since there is not many places where they can spawn.
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I would disagree with the exit gate because that doesn't mean you're not being tunneled. The gate might be 99'd and you have to open it yourself. Blessing, I do agree with. If you have 16 seconds to bless a totem, you are not being tunneled.
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No one plays Hag because people cry too much. I still remember the hate posts on her. If we saw an uptick of Hag, the forums would grab the pitchforks again like they do with most killers who are considered good.
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Just give it infinite tokens. It just corrects missed skill checks on others. That's literally it. I don't think unlimited tokens that can stack is too much.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2630487#Comment_2630487
If you watched that video you'd know i tested a 99% Sprint Burst as well and Overcome still granted more W distance. Again I do not understand how the math isn't accurate but in multiple tests Overcome always gave more straight line distance.
@ScottJund An injured SB is only 2 seconds, I thought? 4 seconds total of a SB with Overcome. Normal SB is 3 seconds plus the 2 seconds of injured SB would make 5 seconds of SB, which would make it so that 99% SB activating as soon as the injured SB wears off should give 1 second more distance. I'll check your video again but I was positive that you activated SB while being hit.
Edit: I rewatched the video. I think it's due to the new momentum system. With Overcome, you don't have to restart your speed increase. It just keeps it going but with SB, there is a speed up time where you get less initial distance. That's the only thing that I can see that is causing a difference. Final thing, thank you for doing comparisons in your video. It really helps a lot.
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I get mad when the game screws me.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2630587#Comment_2630587
No i mean haunted, as in you pop it and are permanently exposed
Nope.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2628961#Comment_2628961
I agree with you.
There is a segment of this community that loves to use very specific scenarios to fit their own biased opinions.
Shhhh, I love those teams! Makes my life easier XD I wonder if that Meg is on a Gen? *click, click, click* Ah, yes. Perfection. XD
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2630562#Comment_2630562
Map wide boons would be stronger than an infinite haunted grounds exposed timer
You mean NOED. Devour Hope. I would love to see those as only 24 meters. See what I mean? Boons are not a problem but I do agree that killers should be able to break them with a cost of their own. I play both sides and I have had this conversation with someone else, too. I have a much easier time as killer as Rank 1 and I don't even camp or tunnel. I believe in giving everyone a fair shake.
You can't tell me NOED and Devour are fine but a healing boon isn't? I still have to find a totem, bless it then heal. Just blessing and healing together is 32 seconds. That's not including, finding the totem and also NOT a HEX, which is even longer. Then afterwards, a killer can snuff it out instantly then I have to spend more time going back then blessing it again but the killer knows where it is still from last time.
It's more of a waste for a survivor to do than killer. If I do all of that then a killer just instantly breaks my boon permanently, that wouldn't even be worth my time since OTHER PERKS also rely on totems for effects. Now there is a perk that rewards a killer for broken totems and if you BLESS them, they just break and disappear still. A lot of people might not like it but it's balanced as it is.
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@raze_ said:
i dont know why but i have a obsession with bubba.. he is so cute man
everyone hates him and is like ehwww but i could play all game long against him
not sure why, maybe because he looks silly or bubba players are mostly 4heads but he is ma boi seriously
and the moment he facecampes me oh gosh, thats the best feeling.
am i really the only one getting butterflies in the stomach when you see him from the distance?
and thats not a troll post, seriously.
stop hating my bubi
Nothing scares me more than a Bubba in his business suit, waiting for tax season while I'm on the hook. By the way, the Entity is tax season and Bubba is getting a big payout.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2630542#Comment_2630542
Killers only get their hexes once, survivors can infinitely relight their boons
Wasting time to do so. I wouldn't care if they BROKE the totem afterwards as long as they reduced blessing time to 5 seconds, made it map wide and made it take 5 seconds to break as killer while the killer has to set their own hexes up with a 5 second timer. You have to have balance in all things. Hexes are map-wide, also.