BadMrFrosty
BadMrFrosty
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- BadMrFrosty
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There are many people on the forum who would agree with you. On that note, there is also a small minority that seems convinced that he either A. needs more time or B. can only be played by people that have figured out the 'right' way to use him (whatever that means).
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Map dependent and with the same weaknesses as other killers in his category - low map pressure and strong 1v1.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2483692#Comment_2483692
It's just because I have a hard time putting my thoughts out in a readable manner.
It's a struggle.
Oh, I thought you made a joke: "I wish I was a youtuber or streamer because then people might actually read, understand, and consider what I type."
Something like that. Darn.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2483684#Comment_2483684
I wish I was a streamer or youtuber because holy ######### typing out my thoughts is hard.
I won't lie, I laughed at this, lol.
Well done.
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They're scared that people will figure out how to abuse a system with no incentive or rewards outside of MAYBE getting easier games. You can't make this ######### up.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2483605#Comment_2483605
He's pretty weak unless chain hunt is up.
His standard chains are pretty much useless.
^^This
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They got everything right with the character in this chapter, I agree. WELL, except one minor thing, and it's their weakest area as a company - balance. They fail at this consistently and never learn from previous lessons. The level of stubbornness/arrogance is actually astounding from these developers.
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The funny part about this is I don't think BVHR's balancing is going to get any better post SBMM. Prepare to get super pissed, fellas. It's gonna get spicy.
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There's no such thing as too big to fail. We just need to hope BVHR gets their ######### together before they (and we) find out the hard way.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2483215#Comment_2483215
Just reading this makes me want to play him.
If I ever got into balancing or character design, I'd be happier than a pig in doodoo. Sadly, more by-the-numbers, passionless droids get hired for those positions. Makes me sad :(
I would also, you know.. PLAY THE CONTENT I'M SELLING TO PEOPLE. I could never push something out if I felt it was low quality or subpar, I'd never live it down.
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The idea behind my initial changes were to make him more threatening in the 1v1 so that the entire survivor side feels that missing player going for the box a lot more. As he currently stands, having a player down on generators running to the box does very little, since his chasing potential is pathetically bad.
-1 on gens (box), -1 (chased survivor) = 2 on generators max.
I don't know if I'd touch the survivor interactions with the box anymore since the pink add-on becoming base kit would hopefully be good enough. However, I would change how the Lament Configuration functions in this way:
- Lament Configuration now takes 10 seconds to successfully solve (up from 6).
- Chain hunt is no longer disabled for all other survivors when the Lament Configuration is held. It must be solved to disable the chain hunt for all survivors.
- Each time Pinhead successfully hits a survivor with Summons of Pain, the next Chain Hunt occurs 5/15/25/35 seconds faster. Capped at 35 seconds.
With these changes added on top of my prior list, I think he'd be a seriously solid killer. Contender for A tier at the very least.
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The Pinhead Dream Patch:
- Iridescent Box Add-On becomes base kit.
- Chains require an additional .50 seconds each to break.
- Number of chains spawned on successfully hit survivor increases by +1 per 10M the hook travels.
- Pinhead no longer breaks his own chains.
- Chains can no longer spawn in too close to walls/objects that would cause them to instantly break. They will now spawn much closer to the survivor model instead to secure hits.
- Reduced effectiveness of environmental chain break by 75%.
- Survivors that break the chains of other survivors have new chains spawn and target them instead.
Start there.
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King of Being Ineffectual. He can't even meme anymore.
Hardest nerf in DBD history since OG Freddy. Change my mind.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2482840#Comment_2482840
Call me a commie but work is work. Pay should be give equally to all regardless of the quality of the product output. I want worse games made by better paid devs who are allowed to work less and im not kidding
If you live in the west, your value is based on competency, the ability to negotiate, and market averages. Not everyone is worth the same and not everyone is equally valuable. You might not like that idea, but that's how a lot of the developed world functions, regardless of how it makes you feel. BVHR (or any company, really) should not be an exception to this way of doing business.
I don't want to pay market averages for subpar products. If you don't have the drive, talent, will, or desire to give me my money's worth? Find another industry or starve. If I'm paying an agreed upon price for a functional product with minimal defects, I should get that. If I don't? Give me my investment back. If your work is poor but you're charging just as much (if not more) than market average, then no, you shouldn't make any profits.
The fact that you said what you said is mind-blowing. I respectfully disagree.
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Don't. Trust me on this one.
I appreciate that you're trying to give people tips for playing him, though. Dude's frustrating as hell with massively unbalanced risk/reward on his power.
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@Aven_Fallen said:
They dont want to do that. They said that their team is big enough to do both - New Content and revisiting old Content/fixing problems.
And they announced that this year will have 4 Chapters with 4 new Killers as well.
4x the number of new bugs, resurfacing old bugs, and potentially terrible killer designs. Neat!
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2482180#Comment_2482180
Record some videos then. Show us how differently you are playing him. What is your steam name? Let us look up your stats.
Don't ask for proof, you might get called self-important. Just take their word for it. >.>
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Are you actually serious or is this an excellent bait thread?
If bait thread: Well played.
If not: Grow a spine ffs. You bought the skins for yourself, not others.
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@Thytuz said:
I still don't undersant how BHVR can f*ck up every single update they release. How can Freddy be stunned by dream pallets if there's wasn't even a single change to Freddy or pallets (except for their new look)? How bad does your coding has to be to something like this happen? And don't even get me started on shadowborn
I can - no competition in the genre, lax development, and no internal testing as a result of lacking said competition.
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@TacitusKilgore said:
"lack of patience?" He is nearly COMPLETELY unchanged from his PTB iteration. We've had several weeks to get a feel for him, its not like people are formulating these opinions solely off a day 1 release. To imply they are is to be very disingenuous.
Nah, man, it's the same non-sense people tend to push with weak killers. "There's a secret technique with them that takes thousands of hours of dedication and testing to figure out."
I'm sick of the small minority in this community that treats DBD like this hyper complex fighting game that requires new content weeks to breath and work itself into the meta. The reality is that this game isn't complex enough to require months of study before we know which killers/perks are going to be top tier or terrible. As he currently stands, Pinhead is a horrible killer, and that's it. Without quality of life changes, fixes, and some small buffs, he won't ever be good.
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Well, let's look at this objectively - whenever they make changes, are they more harmful or beneficial for the game's health? What is their history like? There's your answer.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2481849#Comment_2481849
Trickster got some buffs in the first hotfix patch from his chapter release. I wouldn't be surprised if Pinhead gets some minor adjustments in a hotfix.
I would be surprised if they changed or fixed anything before the mid-chapter. Such is the price we pay for a monopolized genre. At this point, we're just throwing ourselves upon BVHR's mercy. May god help us all.
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@Rizzo said:
It's been acknowledged and they are working on it:
Can't wait for the mid-chapter fixes.
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I think there's someone (or a small cluster of people) at BVHR that are worth rooting for. Those folks likely deal with the acquisition of licenses and what not, they deserve some love for the characters they've managed to get into the game. The art/animations team should also be commended as they've done some neat stuff, especially with the newer content.
Most of BVHR though? Replaceable by anyone else in the industry with even a little talent (based on their current performance). The people working there should just be thankful they have super relaxed managers/bosses, because where I'm from, people that perform as poorly as they do get a warning, and are then fired if they do not improve.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2480147#Comment_2480147
That is basically what I found to be consistent. It made unsafe loops REALLY unsafe loops. That was about it. I need an advanced guide to demonstrate under what circumstances you save enough time to warrant the risk of landing the chain. Because like, it seems negligible at best in most circumstances unless chain hunt is involved. In which case, all of a sudden the power is really easy to land and much stronger because you have plenty of time to get there as they are tied down by half a dozen chains. Lol.
Chain hunt being active changes the game for him quite a bit, unfortunately, you don't control that. Finding the box is a matter of being in the right place at the right time, and that's about it (it's not something you're meant to interact with at any consistent level, based on how it is designed - that is to say, poorly).
Most of the time I play Pinhead, I'm thinking.. "Did I even gain distance? Was it worth it doing this over walking up for an M1 or forcing an early drop?" He doesn't feel good or rewarding to play at the moment for how tricky his chain can be to hit. This is what we get when they make us their QA department for killer concepts instead of testing it internally (no, they didn't test it internally. There's no way in hell they did. Absolutely no way).
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Thing is, it always just feels like a better play to hold W and M1 over using his power. When you want to use his power, it's typically at loops that are unsafe or that you can already challenge with a mindgame.
Just a terrible feeling all around to play, at least, without his add-ons.
The good news is that if BVHR makes the necessary changes to his ability, he can be an incredibly solid killer. Sadly, that requires them to not only listen (uh-oh) and make the right changes as well (double uh-oh).
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2479662#Comment_2479662
Can't agree. Especially at loops his power has helped me a lot.
What loops is his power helping you at that aren't already unsafe or mindgameable?
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He's pathetically weak without his add-ons. With them, he's maybe serviceable at best. Massive disappointment.
Once again, this proves BVHR doesn't test anything after the design phase. It's concept to paper and ship it.
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He's just.. I dunno, he seems useless. Like everything he does is a net loss save for a few niche scenarios. Who tested this #########?
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Just leave the game, wait 5 minutes, and hopefully roll a different experience. Or try playing a different game that's actually got some variety.
I mean, if you're not having fun seeing the same crap over and over again, just peace out of the game. This is not supposed to be a job or obligation.
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They're features, not issues. If they were issues, they'd be fixed by now. Right? RIGHT?
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I call this build "The Chad Survivor."
Perks: None.
Items: None.
Chest Hair: A lot.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2472601#Comment_2472601
No proof would satisfy everyone except for 700 vods. I did not collect that data, so I can't prove it.
I hope the rest of the information in the post can help people. I am not interested in convincing random users that the streak happened.
For those who want to read about Hag, I hope the info use useful.
I am also here to discuss the Hag and topics related to her.
Here's the thing - I'll give you the benefit of the doubt and assume you're an excellent hag player. Fine, that's not an unreasonable claim.
My question is: why include a streak you cannot prove in the title of your post, rather than naming the thread based on its intention (which seems to be sharing hag knowledge for those interested).
"Played Hag For a Year: Here's What I Learned."
Seems to be a more honest title, no?
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@KY___100 said:
https://forum.deadbydaylight.com/en/discussion/comment/2470978#Comment_2470978
Yes, epic gamer moment. You are a valued contributor who simply needed to comment.
(I am rolling my eyes at you)
Why harass someone for proof on what is an informative and, not only believable, but also pretty mundane post.
You can take your self-important and self-protective "own" and go.
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To others, this is an informative post by someone with clear knowledge and effort put into it. This is perceptible to other knowledgeable and impartial players. For example, Michi, who is in this thread and is also a very knowledgeable hag main.
I asked for proof, got nothing, and decided to leave the thread (that is until, this gem caught my eye - joy!). Of course, I always enjoy these sorts of responses from people trying to make a ton of assumptions about me based on nothing other than asking the op for something tangible to go on. Video proof, specifically.
Outrageous claims, outrageous proof. Winning all your games for a year straight is borderline impossible, and if you were actually embarking on such an ordeal, why not document it? Seems bizarre to go through all that effort just to make a post claiming something you cannot substantiate. But hey, logic and requiring reasonable proof is being self-important I suppose.
Thank you for being an example of why this community is seen the way it is. Much appreciated.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2471725#Comment_2471725
Yeah I dont know how others can trust a company that consistently releases game breaking bugs every patch.
Hope is the most dangerous drug.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2469850#Comment_2469850
The fact that people trust bhvr to make an actually balanced mmr is shocking to me and I have no idea what they've done in the past to give people that trust in their ability.
I pay attention to actions, not words. So I'm with you here.
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He wastes too much time to be good. An extra sprint burst per survivor times three, assuming they get three hooks (and are at full hp) is INSANE. You play him for fun and nothing more.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2471291#Comment_2471291
I read your novella. Unfortunately, it's a story I've already seen released by countless other authors. I have to give it a mere 2-stars. 😘
My hopes, dreams, and asperations. How could you? :'(
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Yes. Have a working mouse button, don't get a map with a lot of high walls, and you'll down someone eventually. Ranged old Legion, that's basically what he is.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2471230#Comment_2471230
Nobody is forcing you to only play S tier killers with full meta loadout though?
Are we both going to sit here and pretend that if this new system works as intended, you'll be able to play whoever you want with whatever perks you want, against the best survivors, and not have your experience be a miserable ordeal? If we're going to play make believe, I'd at least like to know.
The fact of the matter is this: most killers in this game have a very well defined skill ceiling - you'll almost never be able to beat certain teams or players, perks notwithstanding, with a majority of the cast. They have barriers on their efficacy based on the power they're given, and not even the best meta builds can propel them beyond a certain point. This is by design, and you could debate whether or not this is intentional on BVHR's end or just due to ignorance of how the game is played on the killer's end.
Survivors have a much higher skill ceiling than all but the most powerful killer (nurse). That is why she is the most picked killer in tournaments, and that is why competitive players gravitate toward her. There -IS- a point where player's skill with this killer can eclipse that of the survivor, and thus it justifies picking her up, learning her, and mastering her power. Other killers (save maybe Spirit) don't have this benefit, and so you will always be artificially capped on how well you'll do.
If you're only counterpoint to this is "yeah, but you don't have to play X and Y way to win." That already tells me that you're not one of the people that will be affected by these changes. More importantly, this outlook shows a lack of concern for all players that will be at the top end, waiting for longer matches, having longer (arguably less fun but that's subjective) matches, and seeing little variance in killer/perk picks.
But hey, to each their own I suppose. My opinion on this whole SBMM situation is that the game isn't balanced enough to even consider implementing a system like this, nor will it ever be based on BVHR's track record of prior balance changes. DBD doesn't have to become the paragon of game balance, it just has to reach that "close enough" point where people are more satisfied than not with the game's current state. At the moment, firing this system off during this period in the game's life is not only reckless, but shows a massive disconnect (yet again) between the developers and the player base.
TLDR: You will read and love my novella god damnit.
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"We know you paid money for our product and have continued to support it (even if sunk cost fallacy plays a massive part in said support), but in the interest of the greater good, you can now enjoy getting fk'd unless you play one of three accepted killers and styles. For survivors, you can now enjoy never encountering 97% of the killer cast or their respective perks. Oh, and we'll balance better based on D A T A that comes from this new MMR (even though our history of changes suggests, more often than not, that we have no idea what we're doing). Have a nice day!"
Neat.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2470966#Comment_2470966
I mean, I don't have 700 vods to show you and I don't know what 1 would prove. I don't think there is a reasonable way to prove it.
I really don't mind that people are skeptical, I just hope they read the post, as I think I put together a good amount of knowledge.
Due respect, if you don't know what any kind of visible proof in the form of vods would prove, then I have no idea what the point of this post is. That said, good luck to you. This is where I exit stage left.
Bless.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2470954#Comment_2470954
I don't know what proof would look like tbh.
Like I said in the post, I don't mind if people do not believe me, I just want to share what I learned so I hope they read it anyway.
The rules were simple. Get a 4K or 3K+hatch every game for a year.
Recording/video proof is the most trusted, common, and expected. You know the saying, outrageous claims require outrageous proof. Right now, this is a claim with nothing backing it other than your word and thus, nobody can cite or reference it seriously.
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@YearOfTheHag said:
Hi good people of the DBD forums It has been a long year, but it is finally over.
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I have won every killer game I have played since last year, today, and I learned a lot along the way that I would love to share and discuss.
Before we get into an argument, I will define what I called a win:
• 4 kills
• 3 kills + hatch/gate if I was in control and allowed it
I know there is an ongoing debate about hooks vs kills, in which I am pretty firmly in the “kills” camp, but that’s a discussion for a different thread. If there was an obvious hacker (VERY rare), then I did not count a loss. I can remember only two instances of this happening, where people just escaped the trial before gens were done and without hatch being opened. A key escape of 2+ people, had one happened, would have been a loss.
I will try to answer some questions before they are asked:
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How many games did I win?
• About 700, by my estimates
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Why did I do this?
• I know pushing for wins is not all there is in the game, but I felt it would force me to learn as much as possible about The Hag and DBD from the Hag’s perspective.
• Just wanted to see if I could
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Do I have a life outside of DBD?
• Yes. The pandemic gave me time and an excuse to play more games. I am a PhD student (studying games, partially) so the rest of my time is pretty full.
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I only won because I did not play YOU or YOUR SWF!
• If you are in NA East, I probably did
• No, I am not interested in playing you now for your stream or whatever
• Might be true, might not.
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Do win streaks matter?
• I think so, I got to play a ton of games against a wild array of skill levels and got to experience a lot of different game-states. Having won all of them, I think that I learned a lot, at least.
• A win streak, IMO, is just saying that against X number of teams, none were able to beat me. That suggests that the odds of finding a SWF that CAN beat me is 1/X. The bigger X is, the less likely you are to find such a group.
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Which killer did I use? What was my build?
• I played every killer game as The Hag. She just clicked with me and I love her playstyle. She is one of the harder killers to learn and play optimally, IMO, so it was a great challenge.
• I played a lot with my build. I tried all the new perks as I unlocked them. I played a lot of meme-y builds, too, but my favorite has been:
• STBFL: Obvious pick for hag. Excellent.
• Pop or CI: I like CI because it helped me stay calm in the early game, but Pop is probably “better”. I also don’t love kicking gens. I feel like the time is better spent keeping the web set up.
• MYC: My favorite killer perk. This allows the hag to skip hook traps to free up traps for better locations while also increasing her lethality. Very strong.
• Franklins: Keys were risky, but beyond that people tend to lose their minds when they drop items that they like, so trapping them is a pretty solid move
• Add-Ons: I always used a TP range (cicada) and a Phantasm Duration (Egg shell) when I could. Any colour was fine. Never used any purple or pink add-on.
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This win streak is proof that the Hag is OP!
• I am one person playing in one region with one particular playstyle. This streak really does not prove anything about the game or the Hag. This is not data, this is an anecdote and, probably a pretty majorly outlying one.
• That being said, I think that the Hag does have a couple of bigger issues:
- Low skill hags get a TON of value from hook traps with very little input. The skill-in to power-out ratio seems broken to me. I think that a perfect solution could be that rescues break traps in a small radius around the hook. This would force newer hags to get better without really interfering with high skill play.
- Add-ons: OMG her shackles and mint rag need looking at. They should probably be nerfed. Her Scarred hand and Waterlogged Shoe need reworks, too, to make them more viable.
• Hag is not OP. I think that she has plenty of counterplay (see below). I also think that people do not like the counterplay that hag forces, so they do not do it and then complain that they lost. She makes for a very different game on both sides. Whether or not that is healthy or fun is a matter of opinion, I think. I think that there are stronger and weaker killers. Hag is fantastic, but can be beaten.
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Hag has no counterplay!
• I had a lot of close calls vs some very strong SWF (and non SWF) teams along the way.
• I play 50-50 killer and surv, so I also play my fair share of hags and I rarely lose to them, now.
• Some survivors went as far as acknowledging that they could have crouched over traps on the map but preferred not to because they didn’t think that was fun counterplay. I understand not liking a matchup, but if you want every killer to provide a similar survivor experience and allow you to play in a similar way without needing to adapt, I imagine that a lot of matchups feel awful. I promise that if you devote some time to the VS Hag matchup, it will be a lot more enjoyable and winnable than you think.
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How to beat the Hag, by a Hag main:
• Harass her traps:
- Identify quickly that you are playing vs a hag and keep her placed trap count low. If you are a competent runner, take a hit if you have to, just don’t let her set up her whole web.
- As soon as she picks up another survivor, start running around like a maniac to pop traps while she cant punish you for it.
- If a teammate gets injured, you could also try to harass traps and hope she drops that person and teleports to you instead, saving a down/hook, hopefully
• Always ALWAYS look at a trap you expect to go off
- Her camera swing allows the hag to place traps in locations that will force survivors to take one path over another. They can slow vaults, also. This swing does not occur when you look at a trap before it goes off.
- This allows you more freedom to dodge even an instant hit and pick your path
• Abuse loops:
- The Hag is a slow muddy lady. Greed untrapped pallets and loops to extend chase time.
- The longer she is on you, the less time she has to set her traps
• If you are in a chase, always move towards the opposite direction from which the hag came
- There are traps there.
• The game is about prediction and knowledge:
- The Hag wins when her game knowledge and prediction is just better than the survivors. She is not mechanically intense, but she gets the most value from just knowing things like running speeds, safety of pallets, totem spots, etc.
- You have to think like a Hag. Figure out where she WANTS to trap and avoid/harass those places as you go. Places like shack, dropped pallets, lit hexes, are all going to be trapped.
- A good hag will adapt to you, as you adapt to her. Watch for spicier traps in grass, outside of intersections, near unused hooks.
• Map awareness
- If you can, call out trap locations over comms
*Try to figure out where the hag is on the map at all times. When she is in chase and injures a teammate you should get some info. * Keep track of her locations so you can better anticipate traps in those areas
• Perks
- Borrowed time is a very strong counter to hook trapping hags. You already bring it, so keep that up!
- Urban Evasion is not good enough to bring in hopes that you will get value from it vs a hag, though it is a very good perk in certain situation
- Fast healing perks will save you lots of time, which is extra important in this matchup. I like Inner Strength, personally. Resurgence might be great, also.
- Most exhaustion perks really don’t bother the Hag. If you get away just to step in a trap, you still go down. Dead hard is an exception. Incredibly strong perk. It lets you dodge instant TP hits and cover up a mistake or spicy trap.
• Franklins
- Do not ever go back for an item you lost unless the hag is holding another survivor. You can think of it like you are taking one of her traps hostage, if you want to.
• Make your choice
- After a rescue, run back in exactly the way you came towards the rescue. It is the safest way to avoid a down. Bring the rescued surv with you when possible.
• Hooks
- Crouch while rescuing AND while being rescued. If the hag is far away, you are safe.
• Camping hags
- This is the big one for a lot of people.
- Bad hags will sit right near a hook after putting 2+ traps around it. Treat this almost like a leatherface. Do gens and get out.
- If you want to rescue from a heavily trapped hook, you need 2 people. One pops the traps and the other gets the rescue as the hag chases or botches her TPs.
• Scroll wheel hag
- Not really a threat. Good hags never do this, even if you think they do.
- A scroll wheel hag does not pick her TPs, she is basically a bot that instantly loses to any mindgame or successful harassment.
- Better hags will choose when to TP, but may still be faster than you would like them to be, that is part of the skillset.
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Is the game killer-sided?
• I play 50-50 surv and killer.
• I think that solo q players have it the worst, then killers, then SWF, then top tier killers, then optimal SWF.
• I have no doubt that there are plenty of SWFs that would have demolished me. The info and coordination they have access to would be more than enough to deal with a strong Hag.
• I think that top tier killers: Spirit, Nurse, Hag, Blight (In that order, fight me). When played by a good enough player have a pretty easy time against the average red ranked SWF.
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I must have been super sweaty and mean
• I try not to be mean. I try to give hatch after good games and I never tunnel or camp.
• Sweat, though? Big time. I was trying to win every game for a year. Yeah, I slugged early in some games against scarier teams. I brought a very strong build with good add-ons.
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Who is the best Hag player?
• Michi. Please go watch his videos on Hag and Trap guides. Even if you don’t want to play the Hag, it is a great resource in learning to play against her. I only won games because I watched his stuff. Space Coconut gets an honourable mention, too. He has some (older, now) good hag videos and plays with a different style from Michi.
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What is the most important thing for a Hag player?
• Knowledge
- Know the maps, tiles, perks, pallets, escape routes.
- Play survivor a lot.
• Style
- Develop your own playstyle. Be a scary unknowable mud lady. If they can predict your trap placements, they will beat you.
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How is playing the Hag for new players?
• Play a lot of survivor and a lot of other killers before you decide to main Hag. Learn everything you can about the game from both perspectives. This will also prevent you from not being able to ever swap to a more standard killer, as only playing Hag does not teach you some of the basics.
• You are going to lose a lot. Just be fine with it and learn.
• Watch high level Hag gameplay and try to figure out WHY each trap is placed and keep tabs on when each go off and under what circumstances
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What do I think about MMR?
• I don’t really see how an MMR system will be able to compare killers (simple metrics of success) to survivors (vastly more complex measures of success), so I don’t think it will be a very good system
• That being said, my games were a LOT harder during some of the MMR tests, though queue times were unbearable. Recent tests felt pretty much like normal games. Take from that what you will. Personally, given my experiences during testing, I think that good killers can still reasonably get big streaks, though it may be harder. I think it comes down to the odds of finding a good enough team and the point at which queue times will get too long in trying to find them.
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Why did I make a new account / what is my steam name?
• Based on my average end game chat, I think some people have a hard time losing to Hags. I also think some people have a hard time knowing what can and cannot be learned from data. As such, I think I will spare myself the hate mail.
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Did I lose?
• No. The goal was for a year and now that is over. I am not interested in sweating hard for wins anymore. I want to play friendly Demo for a while.
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Do I have any neat tricks?
• Yes! I stumbled across two fun mindgames that I would love to share with you:
• Egg tech:
- You instantly teleport to a trap, but the sneaky survivor was baiting you with sprint burst and ran away before you could slap. Don’t move. Follow them with your eyes, moving ONLY in the X axis, mimicking the phantasm’s movements. A lot of them will come back towards you, thinking you just have phantasm duration add-ons (Eggs). I’ve gotten a ton of hits from this and even some gen grabs.
- I like it because it works against good players’ knowledge and expectations. Nobody would TP just to stare at you, right? Standing still is a mindgame lol.
• Slapping wood:
- You are on the other side of a dropped pallet from a survivor. I typically don’t love trapping very close to some pallets and prefer nearby choke points so this happens sometimes. When the hag breaks a pallet, she is one of the few killers who use their hands and not their feet or some weird animation. That means that if you lunge at the pallet, it will look very close to her breaking animation to a lot of survivors. They will usually run away and right into a trap that you are now free to TP to.
- If the survivor knows what Hag’s animations look like you are going to embarrass yourself and confuse them. Let’s call it being unpredictable. I love this so much.
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That’s what I could imagine people would want to know. I hope we can have a discussion about this stuff and try to learn from each other. Let’s keep it civil.
GL out there in the fog.
TL;DR: I won all my killer games for a year, learned some stuff about the Hag, thought I should share.
Do you have any proof to substantiate your claims? If you do, what were the rules/conditions this experiment was done under?
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What this will show yet again is how killer skill ultimately doesn't matter in about 95% of games. If you cannot chase all survivors at the same time, math dictates you will lose, especially if they're on your skill level. But hey, that's ok for some people I guess.
No matter how good you get, your skill level will plateau with all but a few killers.
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People who willingly play killer in this game are being insanely selfless, change my mind.
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It's because clown is meant to be bad. Unfortunate, but based on the developer's work on him, I'd think they just don't want him to be good. He needs an entire rework.
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@KweenPlease said:
AGREED. I only see killers complaining honestly. Like I'm sorry, YOU'RE GOOD. So you should go against GOOD players who play LIKE YOU DO. So if you don't want to go against survivors who play like you do, DON'T PLAY HOW YOU DO.
They just want to be good and get players who shouldn't be going against them. I'm sorry but my rank 8-15 friends shouldn't be going against you as a red rank!
The payoff in this game for being a good killer versus an equally skilled team is nowhere near the same. Anyone that pretends this isn't the case is willfully ignorant of what the best killers were saying during the initial tests.
If it helps everyone 'feel' better, sure, let's pretend that the best killer is on even footing with a team of people who are their match.
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@Weasdat said:
https://forum.deadbydaylight.com/en/discussion/comment/2468991#Comment_2468991
Your entire argument is named around the falsehood that the game is balanced. Everyone including the devs knows that great survivors beat great killers every time.
So, if we do things your way and assume the developers completely understand the situation regarding game balance, particularly between the best survivors/killers, here's a question I pose (more to the community at large than anyone specific):
Are we ok with the idea that a high level killer will only ever be able to secure an honorable defeat at the hands of the best survivors? At best, they might win 2/10 games, and that seems generous.
Nobody will want to play a role where, at its highest level, it's relegated to "you lost with honor, but played well." For those with a competitive mindset, that alone is enough to vacate this game.
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If you haven't read the first few chapters of this story, what happens next will blow your mind.
