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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • I think there are 2 reasons why:

    1. You can see the aura of the survivor healing them when a gen pops. The survivor that was uncaged doesn't have their aura revealed, which was a nice attempt to reduce tunnelling, but when you see someone across the map healing thin air it's pretty obvious what is happening.
    2. There's so many survivors and a lot of overlap in character (there's always like 2-3 Sable's and Lara's every game in my experience) that often you forget who you are even chasing and happen to find them again.

    There's no way to fix the second one but they could easily fix the first one by making it so your aura is hidden when healing a teammate that was uncaged in the last 10 or so seconds. Or just simply hide your aura for a couple seconds after uncaging/being uncaged someone.

  • Unknown also didn’t appear in the trailer for All Things Wicked.

    Probably because they had a ton of teasers, but still funny that they didn’t make an appearance outside of the splash screen at the end in the trailer.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774807#Comment_3774807

    Revealing an IP early can sometimes be a mixed bag.

    If the game is in a rough state, they sometimes reveal things early to draw more hype towards the game, like what happened with Sadako Rising, it can definitely work but kills a lot of the hype once the chapter itself releases.

    I think the only reason why this was revealed an entire year early might be due to contractual obligations forcing them. The game is doing well because of 2v8, and FNAF is a massive IP, so we are not having a repeat of Sadako here.

    FNAF is doing a 10th Anniversary week and announcing a bunch of stuff so I assume this was mentioned to go along with that.

  • It's more so when they DC early rather than late game where it is frustrating. I don't think most complaints about survivor DCs come from games where they are already on death hook or have someone else already dead early, most complaints are when they DC for petty reasons early on or when the game is still winnable for the survivors.

  • @HexHuntressThighs said:

    Huntress needs a mark of negation as she is the only killer in the game who can lose connection to the entity as referenced in her Beast of Prey perk😭

    Barbecue and Chilli mentions that Bubba has a deep bond with the Entity so he should the Mark of the Good Boi.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773777#Comment_3773777

    Putting on any of the perks that remove or minimizes stun makes BP completely useless. Being a little faster than the killer is irrelevant if they can still see you, and therefore follow you, and quickly catch up with you. Plus, if they're a ranged or fast killer, makes BP even easy to counter so long as you can still see the survivor.

    But that's not the issue they or anyone has with it, it's that they are having difficulty dealing with the rescue. Seeing the rescuer run off isn't an issue at all. The speed boost from BP isn't for getting away, it's for making a save from a distance the killer can't play around as easily. No one is complaining about not being able to find the BP player after the save. And even if you have Lightborn you can't catch up anyway because you are slowed down while carrying and have to go for a hook so tracking the BP player isn't even something you should be focusing on.

    Also no perk minimises the stuns from rescues aside from Lightborn removing it.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773108#Comment_3773108

    If you don't want to run Lightborn, you don't get to then claim there is no counter to Flashbang - that's a you problem. Same with not being about to keep LOS on someone just because they're moving faster.

    I don't think BP is an issue any more, but what does having LoS on them have to do with anything? You are locked into an animation, blinded, and locked into another stun animation. How does seeing them do all of this have anything to do with countering it?

    On topic, flashbangs aren't really fun to deal with but they aren't impossible. If you know someone is trying to go for the save the best thing to do is either slug or try and bait them out by faking the pick up. Harder with BP because they can be further away, but usually chasing them away just a small amount can make it so they don't have enough distance to make it in time.

  • @Neaxolotl said:

    Honestly I don't see much reason why people don't play him, he is 4.6 so not exactly worst to play as

    Is he just weak or something

    Honestly aside from him being 115%, there's no real reason to play him over Huntress aside from just liking him.

    Huntress is free, stronger, easier to start playing, and generally just more fun and less frustrating than Trickster is.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773024#Comment_3773024

    Tbf, they've put things on roadmaps in the past that didn't eventuate and they've been drilled by the players about it. I'd say stuff that is tentatively planned doesn't get listed just in case it's not finalised in time.

    That's fair. Tentatively planned not being included makes sense if they aren't 100% certain about it. Although I think the main reasons for the complaints about the last roadmap was the complete silence on why they didn't go through with those changes or even communicating that they had been scrapped in the first place.

    The perk update though has already been confirmed to be coming in the fall though so I don't see why it wouldn't be included on the roadmap at least. Leaving it off just seems like it will be confusing to those who knew about it but don't frequent these forums to see their comment about it.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773071#Comment_3773071

    I don’t believe this change had anything to do with survivors complaining about being slugged in hook dead zones. If the devs really meant to address slugging, they wouldn’t do it for the least common iteration of it.

    It didn’t bother me personally when survivors ran into dead zones and were slugged. I guess other people felt differently about it playing killer.

    Again, it wasn't supposed to address slugging. It was supposed to address the scenario where the killer literally couldn't hook someone.

    Yes some people weren't bothered by this but some were. I personally didn't like being left on the ground for 4 minutes because I just happened to go down in a dead zone and I didn't like having to leave someone on the floor and because they ran to a dead zone.

    As has been said multiple times - this was made to alleviate the issue where a killer simply could not hook someone. It was not fun for the killer having to leave someone on the floor for 4 minutes because they ran into a dead zone and it wasn't fun for survivors who happened to die in a dead zone either.

    The killer side of it was definitely more common and this change does benefit them more, but it was overall a positive for everyone and has next to no impact in 99% of games.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773061#Comment_3773061

    It isn’t though, because complaints from survivors who are slugged in dead zones they have deliberately run into so rare they’re not at all relevant to discussions on slugging. When survivors complain about slugging, they aren’t usually/typically/commonly complaining about how they ran into a known dead zone, were slugged because no hook was available, and bled out.

    Doesn't change that people still complained about it, which is what this change was supposed to fix. And sometimes a survivor didn't know they were in a dead zone and the killer was forced to slug them because of it. That's not fun and not on the survivor at all because they didn't know.

    This change was never supposed to be the fix to slugging, or even help with the bulk of slugging either, it was a fix for this ONE unfun scenario. It has next to no real impact on the majority of games and was just a QoL fix to solve an issue.

    I really don't see what is wrong with this change at all. The main point of this was to help killers when they physically couldn't hook someone, and it solved that well. Complaining that this didn't solve slugging is pointless when this isn't what the change was supposed to do in the first place.

  • I'm so sorry and I know everyone loves her but I really don't like playing against the Pig.

    I'm sorry don't hurt me!

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772290#Comment_3772290

    Sure, it happens. But that isn’t the primary umbrage survivors took with slugging and we all know it. It’s disingenuous to pretend otherwise.

    Yes but saying survivors aren't complaining about being slugged due to dead zones is also disingenuous.

  • @Crowman said:

    The killers on the roadmap are listed as "Tweaks" which a dev said in the thread a tweak is nothing more than just minor adjustments. Would you really be happy if Freddy got a few number adjustments like Doctor or Nemesis on the upcoming patch?

    Honestly I wouldn't be surprised at this point if when we finally see the changes they are still just minor tweaks like this…

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772582#Comment_3772582

    nothing has changed about that, it's still planned…just a lot to add to the roadmap - it's definitely not exhaustive.

    This is a very confusing roadmap honestly. Why not just put everything on the roadmap so we know what to expect and not have everyone spreading misinformation due to confusion.

    Adding ‘Perk Update’ to the roadmap wouldn’t make it that much bigger but still be more clear that it’s still happening.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771945#Comment_3771945

    Believe me… survivors aren’t complaining about being slugged due to hook deadzones. If that’s your understanding of why survivors complain about slugging, it’s really tone deaf.

    I have absolutely had survivors run into a corner of the map and then whine when I slugged them to death.

    I agree that slugging for the 4k is the biggest issue and I would love for that to be addressed in some way, but saying people didn't complain about being slugged due to a dead zone is also wrong. People complained about it frequently in my experience even when it was their own doing.

    This change wasn't made to fix slugging anyway, it's just a QoL fix to solve this one scenario.

  • He’s still loud as hell so I don’t think these buffs will make his anti-loop much better outside of short loops where he already did well. Hold W is still going to be strong against him.

    EDIT: oh whoops I didn’t read the part where they said he is quieter haha. Still don’t think this will change much for him, hold W will still counter him hard.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770816#Comment_3770816

    Freddy was a unique killer because his innate ability to wall-hack survivors across the map. People still would have complained if he was released today. What is my evidence? Weave Attunement. Weave attunement is very close to old freddy power. the ability to wall-hack survivors across the map. With current freddy, when they reworked him, he lost his most unique identity compare other killers. With inevitable upcoming rework to freddy, they need craft new identity for freddy as his previous two identities of being -action speed penalty and wall-hack killer are erased.

    People complain about everything. Even then the DND chapter wasn’t review bombed like NOES was so the community has still changed.

    But the difference if he released today I was referring to was mainly BHVRs attitude to balance. They announced a nerf to Freddy a week after his release. Whereas BHVR hasn’t mentioned anything about Weave. Whether Weave gets nerfed or not is because BHVR knows now NOT to just knee jerk nerf everything based on the initial reaction and then go “oh we failed let’s rework them and leave them like this for years until then”.

    Freddy also never got a PTB and just went straight to live, which is where they could’ve gotten a bunch of feedback from both sides and adjusted him better instead of a bunch of nerfs. Freddy is one of the main reasons we actually get PTBs now because of how bad they screwed him over.

  • It’s kind of sad that the only good part of the DLC is Quentin, the guy that no one really knew before DBD.

    The review bombing is honestly what led to a lot of Freddy’s issues. He was a completely unique killer and rather than learn to play against him people decided he was OP and review bombed the game. So BHVR decided to nerf him (probably because the game was still new and they had never had a massive review bomb before). However rather than fix their mistake, BHVT doubled down and decided to rework him and never even try buffing him first.

    If Freddy released today I think everything would’ve gone differently (or maybe not since you could argue that the way they treated Freddy caused them to actually improve the way they balance the game)

  • The only 'glaring issue' is that survivors just straight up refuse to do gens, or anything besides walking around aimlessly for that matter.

  • The very first comment here being an "actually it's the killers!" comment proves your point perfectly haha.

    You are right, especially the part where some people don't want the other sides issues addressed because their side is "worse". Everything needs an equal chance on the opposite side for some reason. "You can't nerf X unless you nerf Y".

    Unfortunately there's not much that can be done about it and most asymmetrical games tend to be like this. These forums have gotten a lot better recently though and I think that there is a lot of good discussion here now as opposed to a few months ago. As long as you avoid the obvious bait posts then the community here isn't actually too bad overall.

  • 2v8 is a completely different game mode. The faster downs in 2v8 aren't such a big deal because of how many survivors there are and the low number of gens needed to be repaired. In a 1v4 though, it would be way too much. She also can't use add ons in 2v8 anyway so we can't even judge how powerful this actually is.

    Nurse got buffs in 2v8 and yet she isn't dominating every game, that doesn't mean her buffs should go to the main game, she would be broken. Huntress is perfectly fine as she is right now. Not every add-on has to be base-kit.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766335#Comment_3766335

    Then play someone else

    You play Dredge because you like his powers, right?

    I want to play Dredge because of his powers, I don’t play Dredge because he’s too loud.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765780#Comment_3765780

    Maybe if you want to mind game then don't play as him. It's not like he is the only killer capable of mind games in the roster

    He has many other quirks that set him apart from the other killers, including teleporting from one end of a loop to the other

    Except he is pretty much the only killer who can’t mind game, which is not a good thing. He’s already a low tier killer so giving him the ability to perform a basic killer function wouldn’t make him much better anyway.

    There’s no need for him to have this big of a downside when much stronger anti-loop killers don’t.

  • I think they were probably worried that an on demand wall hack that can be used mid chase every 60 seconds with no warning would be too good so they prevented them from working together.

  • I miss when Demo could fly off the balcony of main buildings like Ormond and Saloon.

    Now he's stopped by The Force or something :(

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763488#Comment_3763488

    Im gonna drop some secret to literally destroy this killer. Once a guard starts a hunt on you, just run them around a loop and then go for the banner, if the knight camps the banner just hold shift+w thr guard wont get a hit and the knight will lose his time while gens are done. If he doesnt camp it just get the banner and thats a useless guard hunt that will trigger the 10 s cooldown.

    So regardless of what the killer does its a win-ein for you.

    Also if he chases you along with a guard, do not worry, drop pallets and bait windows that way you dont run into knight and the guard wont hit you.

    Hope this helps, cuz when you have this info playing against knight is oretty much a flowchart where you going down is not an option if you are not on a deadzone or bloodlust came into play.

    You can also just fast vault a single window and then just run anywhere you want and the guard will never catch you due to the slowdown they get when passing through a window. (Without certain add ons, but a second window vault will make up for that)

    So if you have a small window loop nearby, just keep looping around that until the banner spawns.

  • 10 seconds is way too much. Even if they just made it so the guard has a 10 second cooldown but the other 2 only have the original 3 second cool-down I think he would be fine.

    Carnifex though will still be bad simply because of how ridiculously clunky it is to get him to break a pallet. Just make it so the drawing bubble spawns inside the Knight rather than in front of him so that the pallet doesn't block me from placing a guard and I don't need to readjust myself constantly mid chase!

  • It also makes games where killing someone at 2 gens left becomes an instant win for survivors. It's odd that having someone dead at 2 gens is much more beneficial for the survivors at times than only have 1 gen left. And it punishes non-tunnellers more because killing someone off at 4 gens means they still need to repair another 2, so you still are in the lead. Playing fair and killing someone at 2 gens just makes you lose. You're better off slugging and not killing anyone until there is only 1 gen left at that point.

    It is way too punishing and should not be added.

  • If you are the killer, you can hit them mid-scream to silence them.

    Nothing you can do as a survivor about it unfortunately.

  • @pleasedontbetoxic117 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763332#Comment_3763332

    Thanks for helping me out. Just very angry at this stuff, the game, and the developers for allowing this to happen. Do they even play their own game!?

    It's understandable. The game feels bad to play right now because you either have to win so hard that they die at like 4-5 gens left or purposefully avoid killing anyone until it's down to 1 gen left. It's frustrating and I'm probably going to just avoid playing killer until it's fixed.

    As frustrating as this is though, I can actually see how they may have not picked up on this during play testing. It only occurs if someone leaves the tally screen at the end after they die and while testing they probably all spectate once they die to see if they can pick up any bugs in game.

  • It's a bug. Sometimes completing a gen will count as more than one.

    It seems to only happen when a survivor is dead.

    1. Weak but fun - RIP my old main the OG Freddy :(
    2. Forever Freddy. Neither were exactly fun but Freddy couldn't stall the game for over an hour and still had more counter play. Usually in my experience the Freddy still lost it just took an insane amount of time.
    3. P100 squad. Bully's are easier to win against but they aren't fun at all. At least even if I lose to the P100s I would be more likely to find some fun in the game
    4. Trapper with his best build is still bottom tier. I would prefer to play against a stronger killer but I don't enjoy Nurse at all so Trapper wins.
  • He is pretty bad right now but honestly it wouldn't take much to make him decent to play again. I can already see some aspects of kit that are better than before. His guards are a good pressure tool and I've been getting more hits with them lately, but one mistake or misplaced guard and you basically just lose. If Jailor doesn't spot someone you have no power for 34 seconds! That's longer than Ghostface's original cooldown and he was terrible because of it. The cool-down is longer than Nurse and require way more effort to get value from.

    Some suggestions (not necessarily all of them should be added):

    • Reduce the cool-down. This is the main reason he feels awful because the cool-down is so long. Bring it back down to 3 seconds. They could even do it so all guards go on cool-down for 3 seconds but the one you placed goes down for 10 to encourage more variety in guards. Either way, just please reduce it.
    • Fix the spawn collision. Carnifex's main power is to destroy pallets quickly, however you can rarely rely on it when you have to step back to spawn the guard. Either let him place guards no matter what and just bump them back, have them spawn IN the Knight rather than in front, or just simply let them spawn inside pallets - they can already walk through them so why not?
    • Call to Arms base kit. It's still required. Should've been added ages ago.
    • Let him recall Guards from anywhere. Not as necessary as the other changes, but it would make misplaces a guard more forgiving. To balance it you could even use the longer cool-down here!
    • If a guard is stuck in the same spot for more than 3 seconds, it should just instantly disappear to prevent the guard AI getting them stuck on a wall and essentially losing your entire power until the timer runs out (plus 10 second cool down!)

    The cool-down and collision are the main reasons he sucks right now. Fix those and I think he would be stronger than before and less frustrating to play as and against.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763284#Comment_3763284

    It was, but I've (personally) found its gotten worse since. Alot of people suspect that the sudden mix of experience levels in team mates is probably linked to kill rate balancing.

    Australian matchmakings been busted since they began merging us with other servers.

  • I wonder how many of those gg’s come from “gg ez”

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762022#Comment_3762022

    The killer meta just seems billy+wraith. you just drive around with chainsaw, everyone goes exposed, wraith does ding dong. instant down → hook. recloak, ding dong, instant down.

    you get 1 hook every like 10-15 seconds. I want to try this strategy. the dev video showcases bad synergies like trapper+wraith and huntress+m1 killer.

    the survivor meta is probably 2 scout, 6 escapist. chase extension is imbalanced in 2vs8 because every second you extend chase is extra gen time. you pick 2 scouts to follow killer for perma wall-hack and everyone else runs chase. that is also why i think billy+wraith thing will be strong because undetectable block the aura and instant down on wraith is fast downs.

    From the live stream, they said you can only have a max of 4 of every survivors class, so meta will probably be 4 escapists and 4 scouts or 2 scouts and 2 guides

    They also said the Hillbilly’s exposed is in a radius around him. So it really depends how large this radius is to see how powerful it is.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761980#Comment_3761980

    Billy can keep up with Nurse though, but yeah on review, I actually missed Billy can't down with his Chainsaw. Seems like an odd decision that one, top of my head I would have kept his chainsaw instadowns and perhaps had Billy grant Endurance or Pallet break speed to his teammate instead of exposed 🤔

    Wraith is probably better for Nurse... Undetectable and the speed to keep pace.

    I feel like Huntress will be the best killer with Nurse. Just go and down everyone as fast as possible. With the aura and the triple blink, you’ll just go down as soon as the Huntress lands a hatchet. Or split up and just down them fast since your Nurse anyway.

    Wraith might be okay, but it depends on the size of his Undetectable power. Otherwise the Nurse is just going to continue alerting everyone of her location by screeching to keep up with Wraith’s speed or cause the Wraith the wait for her to slowly float everywhere like an NPC escort mission.

    Honestly Nurse just doesn’t seem fun teammate in this mode, especially since she doesn’t give her teammate any cool effects.

  • @TheRealConsent said:

    You all misunderstood.

    Every killer has 2 options (from what I understand).

    You ge to choose which "abilities" you want, and at the bottom right you can see 2/4 perk icons lit up with 2/4 grayed out. So with Hillbilly, you can choose either:

    • Survivors are exposed when you're doing your chainsaw sprint

    or;

    • You get more control, but you don't instadown

    No one is getting nerfed.

    Watching the game play footage, this isn’t how it works. You get all the powers listed. 1 is your Team Power, 1 is just buffs to yourself.

    The Wraith player in the footage gave his teammate Undetectable and had faster uncloaks while the Huntress in the second game had the auras and 10 hatchets, so you get everything listed at all times.

    Also watching the gameplay, Trapper looks completely awful in this mode. Don’t know why Nurse got way more buffs than Trapper did.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761774#Comment_3761774

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761776#Comment_3761776

    I'll have fun with it regardless I'm sure, there is always Hillbilly + Nurse if you wanna get nuts 😅

    But Jaysus... Trapper without anything like STBFL, Corrupt Intervention, Deadlock, Bamboozle, Surge, Tinkerer, Unforseen, Pain Res, Bloody Coil, Trappers Bag, Coffee Grounds, Fastening Tools, Iridescent Stone to help him...

    Sounds rough xD

    I feel like Billy + Nurse would probably be a bad combo honestly. Billy can’t Insta down in this and Nurse can’t use his exposed effect either. Makes no difference for the Nurse, but the Billy would just be handicapping himself.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760612#Comment_3760612

    Well obviously the poster was fake but that doesn't mean the rumors are fake. I really hope they aren't fake because it's the only thing giving me at least a little hope that Freddy will get some kinda cosmetics.

    https://www.snopes.com/fact-check/freddy-series-october-2024/

    Sadly it was fake. It was made up by a satire and fake news Facebook account.

    I hope Freddy gets some cosmetics eventually but right now it doesn't seem likely :(

  • The October rumours were fake last I heard. It was a fan made poster.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760034#Comment_3760034

    Davd released with Huntress in Chapter 2, Lullaby in the Dark. Ace got released in chapter 3, Of Flesh and Mud.

    EDIT: nevermind I forgot that technically Halloween was the second DLC released, and Huntress came in the Anniversary. I knew Hag was chapter 3, oopsie.

    I do agree that Ace definitely has more right to be in the mode than Mikaela does.

    Yeah Huntress was Chapter 5, so the 8th killer overall. Nurse, Myers, Hag, and Doctor came first.

    It should’ve been Ace and then it would have been the first 8 original survivors.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759445#Comment_3759445

    Ace I sort of get, since Hag isn't included so I don't see why he should be. But Doctor isn't included - it's the OG 3 + 2 free chapters - so Feng I don't understand. And then there's Mikaela, who's just there for the vibes I guess?

    My guess for Mikaela is that she is the only original solo survivor so they don't need a killer counter part to go with her.

    Which is why I think it is sad Ace was skipped over since he came first but they obviously just chose Feng because it's Feng.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759469#Comment_3759469

    But hook grabs could be baited or faked or something else could go wrong. Slap on the ring shock addon and boom, impossible to unhook ever. This is not anything new. ESPECIALLY when they reworked him to remove Treatment mode, this became very common for a while, but they simply did nothing about it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759456#Comment_3759456

    Okay but that doesn't change the fact that people have been complaining about this since 2017 when he first dropped. It doesn't matter that it's easier than ever to do so, this has always been an issue to realistically I don't see them fixing it now.

    No that was the thing, you couldn't bait the hook grab in his old version. He did it in his Shock mode so you just stood there and spammed the shock button as close as possible and as soon as they attempted to unhook you would grab. They couldn't bait it because you couldn't hit them.

  • Hag could use some love but she would need some nerfs to go alongside that change. Being able to TP to someone across the map with no cool down is insanely good.

    I also don't see why she would need to be 115% in that scenario. This would make it so she has one of the best map pressures and her already good chase just becomes better.

    She needs a minor rework rather than just massive buffs.

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