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  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905789#Comment_1905789

    I know but OP seems to seek advice that would help against these good survivors specifically

    Right, and what I gave them is their best shot against those good teams.

    Like I said, not a great shot, but it's the best she has for that scenario.

  • @xEcoLog1cDuk3Xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905954#Comment_1905954

    A statement I'll happily disagree with and give my view.

    Yes, I agree on the part that Hag is a noob stomper and is able to snowball quickly but that's just about it. When I look for potentially viable killers, I look for "Are they able to compete at a high level" if yes Nurse, Spirit, and Freddy if no Clown, Wraith, and Trapper. Hag (for me) sits in the middle, between every killer. She does well against bad and average players but does poorly against good and better players.

    Might be just me but I find Hag unfun to play because of her 1-dimensional playstyle.

    You say you disagree but you basically just agreed with everything I said.

  • @xEcoLog1cDuk3Xx said:

    According to Almo's statistics, Hag is the strongest killer.

    I still don't see why Hag is on par with the Nurse. Hag is a good camper and can lock down an area of the map with the web strat but that's about it.

    It's because she's a noob stomper and on average most survivors are pretty bad. She just snowballs unskilled players heavier than many other killers do. That's why she ends up so high.

  • The portal was there the whole time, you just don't see it until it's used at least once.

  • It's honestly already way too forgiving. You get a long time to kick him, even if that time runs out in the middle.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905797#Comment_1905797

    It's because high Killers are leaving the game, so low ranked Killers must be matched with any rank survivors, to prevent their queue times being too long.

    Even as a red rank killer I'm getting grey and green ranks in my lobby. People with literally 50 hours in the game.

  • Most people don't know how to play against Spirit which is which is why they find her frustrating. They try to counter her in the same way as other killers and that just doesn't work. It's like trying to pallet loop a Nurse and then complaining.

    IE lots of people think Spirit is OP because lots of people are bad.

    Spirits probably in my top 3 favorite killers to play against because the game play is different.

  • Yeah I don't know what has been going on with matchmaking lately but the majority of my matches as survivor and killer have been putting literally red and grey ranks together. It is bad.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905734#Comment_1905734

    Problem with that strategy is that competent survivors will see what you are doing and just keep destroying your web.

    You could make this argument as almost any killer though. Bar only a couple exceptions against a "good" team you're losing regardless.

    So whether you do this web strat or not is irrelevant. As far as Hag is concerned this is your best bet to have a chance. I didn't say it was a strong bet, it's just the best one she has.

    It has holes but every other strat she has, has more problems.

  • I don't know if I'd necessarily say that it's licensed chapters instead of game health. I think they genuinely think the game is in a healthier state than it actually is. I would agree that they prioritize very oddly though. We seem to get new things or changes no one asked for (like the new HUD for one example, there are many though) while not doing or changing things the community has pretty much agreed on for a very, very long time (one example being how DS has needed a legitimate rework for ages). Obviously there are different teams though for different things so it's hard to be too critical here. That said, why is the perk team nerfing something like Undying when DS has still been an issue for so long? That is the same team. Weird priorities.

    We obviously don't have the full picture since we don't work there but it does give some negative PR in the consumers perspective from what they do see, whether that be accurate or not.

    A stream where they show the break down of their teams and the change processes involved to help everyone understand would probably go a long way in relaxing the community.

  • Replace BBQ and Distressing for Pop and Surge. Then throw on a Mangled FF addon. NOW we're talking.

  • I detest when the last 2 just give up, both hide, and then waste everyone's time. I will always work on a gen or make saves until the very end.

    If we got to that point and lost the game then I don't deserve the hatch anyway. The killer earned his win.

  • Here's your first big tip. Drop Franklins, it's a noob trap. You'll get a lot more value from other perks.

    It's slightly better on hag for item baits but honestly it's kinda cheesey and there's still better. That's more for the memes.

    Some great perks for her:

    Sloppy Butcher

    Surge

    Monitor and Abuse

    Make your Choice

    Pop Goes the Weasel

    Corrupt Intervention

    Surveillance


    Your plan is to pick your 3 gen right from the start, layer your web there, and then never leave.

    Hit and rotate is your tactic. You are almost never chasing, especially out of your web. If you don't have a trap there, you don't go there.

    Take advantage of the trap camera swing. Put them slightly to the side of choke points so that as they proc it will swing their character into the wall and not only slow them down more but mess up their fast vault or pallet throw.

    You should never have gone longer than 30 or so seconds without having eyes on your 3 gens. That is your win condition.

  • @aEONoHM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905214#Comment_1905214

    What an assumption to make. Your argument is no stronger than theirs.

    There isn't an assumption being made. Grammar and sentence structure can illustrate a hyperbolic tone. His was not.

    If you want to use the word lying instead of hyperbolic or that he simply misused his phrasing or terminology then I could see that as a fair point to make.

  • @EvanSnowWolf said:

    I hate the Lullaby. I can handle it My teammates CAN'T. That makes me the designated Gen Jockey for the rest of the match, which will almost always lower my score cause I can't afford to go get Altruism or Boldness points.

    https://forum.deadbydaylight.com/en/discussion/comment/1905232#Comment_1905232

    This lie persists, I see.

    A Killer gives up a perk slot for the entire game, then still has to land M1 hits, against targets that may very well likely already be injured ANYWAYS, and people say the Kills "are not earned".

    Meanwhile, Bubba and Billy can M2 you instantly without a perk slot. /shrug

    As far as I am concerned if the Killer hunted you down while everyone is racing for the Exit Gates and landed that M1, he earned it.

    It's not a lie. Also, you're misunderstanding my point.

    Even if they're already injured the speed increase from it serves the same point. So saying they still have to m1 is being disingenuous when they have a haste buff.

    Are we really going to compare a NOED 1 hit down to Bubba or Billy chainsaws? Like really? Why you shouldn't be comparing these just seems completely obvious to me and anyone over 50 hours into the game.

    Landing an m1 that is a one shot with a haste buff that you received not for you doing anything, but simply because the survivors were lazy is not earned.

    I want to emphasize that I am not saying NOED is overpowered. I am saying that it's unhealthy design.

  • I dislike NOED as it gives kills that weren't earned. I also dislike it because it single handedly artificially inflates kill statistics.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902646#Comment_1902646

    I was being hyperbolic, to specifically bait out people like you who can't help but point out this crap.

    You're being disingenuous and backpedaling. We both know you weren't being hyperbolic.

  • M1 killers are killers that don’t rely on their power for downs, their powers are just supplementary. M2 killers are forced to use their power to down people, it isn’t just supplementary. IE they are m2 killers.

  • Needs to effect all survivors and have the bonus heal speed removed.

  • If anything I'd be buffing him slightly.

    He has a high skill requirement and honestly quite easy counter play. Too easy from my survivor perspective.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904700#Comment_1904700

    Not majority of games. Devour Hope just needs to last 3 hooks to be worth a slot and 5-6 hooks to basically give you a win most of the time and you can see how long Ruin lasts with Undying these days. It has a potential to be a strong combo, we will have to wait and see.

    Most games I doubt it's lasting 3 hooks bar a few specific maps and that's also for 2 perk slots, not just 1. Not to mention you're only getting that value after 3 hooks if they are full health. If you're properly pressuring the map you're keeping most survivors injured so the chance of your target not being injured at 3 hooks may be a 50/50.

    We see how long Ruin lasts these days because it's running current Undying, not 1 extra cleanse Undying which is very different.

  • Mediocre combo. Majority of games you'll have wasted 2 perk slots for nothing.

  • I've actually found the opposite over these years. I've started dropping all my tracking perks as once you've played the game long enough you know survivor movement and tracking, it's predictable. Without any tracking perks I can typically call out where all the survivors are on the map just through experience and game knowledge. IE they're just convenience and not really needed.

    Also most the games "chase" perks are pretty underwhelming bar like Bamboozle. You'll end up saving way more time through slow down perks than the minuscule amount you save in chases or tracking.

    Against average players and in most games, sure, you will do fine without slow down perks. However against good players you will get rick rolled. You can be downing players in less than 20 seconds back to back and you will still lose without slow down perks. IE you will lose not because of skill but because of time. The objective completion times simply aren't balanced against a good group now matter how well you're doing.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904540#Comment_1904540

    You say this as if "winning" on survivor is only ever determined by your own abilities. Unless you play SWF - then that explains it all.

    But for us solo qs out there, DS is basically an insurance policy to make up for the mistakes of your teammates, not yourself.

    I play almost entirely solo queue. The game is balanced around your teams mistakes.

    I win the majority of my matches without running any of those second chance perks. That's with having potato teammates as you have to learn how to carry.

  • I never run it because it's over powered and I don't need crutches to win on survivor.

    That said there's always at least 2 survivors minimum every game running it.

  • @mistar_z said:

    I don't know about streamers. Fungoose and I think Jae has some videos on them on youtube.

    I play her a lot at rank 1 (no rundying too) and my friends say my leaderboard score is good.. but I don't stream sadly. Don't have the bandwidth.

    I would love getting into youtube if I have the time I saw most of the guides on youtube mostly only just focusing on builds, no one talks about what your gameplan should be and all the little techs she can do.

    Plague is a good killer "when the game decides her power works". But she takes way too much effort to make her work well, and she has a ton of glaring weakness that survivors can hard counter her with and she doesn't always have the best time trying to recover from mistakes. So I can understand why people get so frustrated playing her for long amounts of time. Seeing a survivor scream and play the vommited animation only for the game not to register any of the vomits is super disheartening to watch. She also makes ######### bloodpoints and bhvr has barely given her any good cosmetics in years.

    I have to second this about Fungoose. He's the Plague player you want to watch. He streams and has youtube videos you can watch.

  • Entitled:

    "believing oneself to be inherently deserving of privileges or special treatment."

  • I'm probably in the 1% of play time so this is highly doubtful.

  • She only "seems" easy because the average survivor is a potato that has no idea how to play against her.

    She herself is not easy. It's a placebo from what you're playing against.

    Four "good" even solo survivors will destroy her. That's not even getting into swf metrics.

    She takes a lot of muscle memory for sound pin pointing and having played the game long enough to predict movement.

  • There really isn't that many hackers. I've seen 3 in over 4 years.

  • What if the Oblivious effect was applied when they begin cleansing a totem instead of when it's broken?

    Now that would seem a little more enticing to me as I could get some repeat uses out of it and it would give me a better chance of protecting the totems.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903195#Comment_1903195

    Doesn't obsession benefit the survivor more then hurt them? It would be bad for the killer to have 2 obsession(possibly)

    Generally speaking, it's only bad if you're running certain perks for it. In most cases it wouldn't benefit them.

    This change would make the effect be able to proc more often making it worth it, while also requiring at least one other synergistic perk to trigger the second Obsession to come in (other than forcing a DS proc I suppose).

    Would also have some interesting synergies with other Obsession perks as well on both killer and survivor side.

  • @MadLordJack said:

    Uh... Remove the Hex portion so that it cannot be cleansed, but still allow it to create a totem or two?

    Honestly even if it just kept its current effect but wasn't a hex perk people still wouldn't use it. To me that should tell the devs how bad it is.

  • @MadLordJack said:

    Yeah, this could work if the on-injure blocking actually forced people off gens Corrupt Intervention style (surely we've all had, or at least seen, those trials when the survivor hops on a gen and gets kicked off because suddenly the perk loads in).

    Yes that was my intention. So if they're currently working on a gen within 32meters and I hit the Obsession it would block the gen and kick him off for those 15 seconds.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/222709/dead-mans-switch

    I agree it need something more. It’s okay (just) when it’s paired with Furtive Chase (get more mileage out of DMS). But only if the killer knows which gens to go to.

    And even then we're wasting two perk slots just to make it function at an average level. Furtive Chase won't be doing much else.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903170#Comment_1903170

    Ok I got a new idea

    You become obsessed with one survivor. When you hook your obsession Dead Man's Switch activates for 20/25/30 seconds.

    While Dead Man's Switch is active any generator that has reached or is above 50% repair progress it is automatically blocked by the entitiy for as long as Dead Man's Switch is active.

    You see blocked generators auras in white.

    What about now?

    Throw on one more little unique passive.

    Allows 2 Obsessions to be active at once for the match. However the match will only begin with 1 Obsession.

  • My biggest pet peeve for sure.

    Red rank teammates and they still instantly go straight for the safest gens on the map or simply 3 gen us. So aggravating. So many people have zero map awareness.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903156#Comment_1903156

    Is it really that bad of an idea change? I will think of something better.

    I mean you're looking at best, 3 activates of maybe 40 seconds and that's just if you kick an immediate gen right by the hook. Any other gens will only get like 25 seconds by the time you get there. That's also a lot of wasted time kicking that you aren't pressuring survivors. Base gen regression speed is also god awful. Pop is the only thing that generally makes it worth the time kicking.

    Remember this is the best case scenario.

    That scenario for being even the best looks highly mediocre to me and in most cases you aren't getting that best scenario anyway.

    What if the gen you need to kick is somewhere else on the map and the one next to you isn't even being worked on? By the time you get there and waste time kicking it you blocked it for 15 seconds..one gen..lol

    It's also not just is the perk good, but it's also got a cost attached because that perk slot has a value. You're losing whatever stronger perk could have been there.

    Yeah I think it needs a lot more.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903144#Comment_1903144

    Ok I see your point. Well if its going to be changed then I have a idea of how to change it.

    You become obsessed with one survivor. Whenever you hook your obsession Dead Man's Switch activates for 30/40/50 seconds.

    During that time Whenever you kick a generator the generator is automatically blocked for as long as Dead Man's Switch is active.

    Blocked generator still have a regression effect.

    How is this idea?

    Honestly that seems even weaker than the current version. lol

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903126#Comment_1903126

    wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?

    Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor.

    "wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?"

    Yeah until you equip the other 2 and then realize you've wasted 3/4 perk slots for a memey effect and start wondering what you were thinking. You end up wasting all your perk slots to just make the perk function at an average level to other perks that don't require synergy. For requiring synergy of other perks to function well it needs to be quite impactful and it's just not, even remotely.

    "Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor."

    That's assuming the one guy you're downing while the other 3 are on one gen is in fact the obsession. Even then that's not that impressive. Also, good survivors will be split up all on different gens.

  • @dspaceman20 said:

    Wouldn't a simple fix be to just increase the activation time to 60 seconds? 45 seconds seems lack luster.

    The problem is it would still be terrible.

    It's currently just extremely situational, with a limited amount of activation times, and all for a mediocre effect.

    With this change it gives it a side effect that's not so situational so you'll at least get some more reliable use out of it in between those situation circumstances.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902954#Comment_1902954

    Very interesting. I agree with only single change. that is locker change. I think that lockers for survivor should only be used for Juking purposes and hiding from killer aura-reading perks. I do not think that lockers should hard counter powers. I know it might bias opinion for a survivor main, but this my personal opinion. Either way I do not think it is her biggest problem but rather would be nice Quality of Life change to increase lockers by 5 seconds to discourage locker usage.

    My change list:

    • Reduce Victor switching time between Victor and Charlotte(3->1.5 seconds)
    • When switching from Charlotte to Victor(When Victor is Idle). If a survivor is within Victor Screech radius, Reveal aura of the survivor for 2.5 seconds
    • Make Lockers less effective vs Victor(View reasons above)

    I would be happy with these 2 changes. If they really want to improve Twins a lot. I would recommend these changes.

    • When Victor Latches onto a survivor, Applies Mangled status effect until healed.
    • Release new perk that every time a survivor is injured on the team, The teams healing speed decreases by 4-5% per stack(Tier 3).

    I do not really need last 2 changes but if many people believe she is that bad. Do those two changes. I am not exactly sure I want explain those 2 changes are very strong but I am too honest to not explain it. Victor is very strong when survivors are injured. It is very easy for victor to punish survivors that are not healed as he has Wraith's bloodhound perk. The twin's strategy is to hit all 4 people injured and just slug all 4 people with Victor. This is there playstyle. The only problem is. There is no way for Victor apply Mangled effect and there are no perks that embolden this strategy. This is why theses change will vastly elevate their performance.

    "Victor is very strong when survivors are injured"

    That's the main problem. You're either injuring them one at a time with Victor which would waste a ton of time or you're expecting to injure them all by running them down with Charlotte for an m1...which is simply non viable against even semi decent survivors.

    Everyone injured..sure..Victor is strong then. That scenario just isn't realistically happening though.

    She also has lots of negative synergy with most meta perks too which is another side negative I didn't even mention before.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902782#Comment_1902782

    Well if she is ineffective and everyone agrees that she sucks. they said in pyramid head update that after 3 months, they might revisit a killer to change them. Blight has received no changes for 4 months so I assume everyone is happy with Blight. 3 months from December 1st would be March 1st. So let's see if on Match 1st. Twin receives QOL changes to make get played more.

    What do you think needs changes on Twins for them to not be bottom tier in your eyes?

    I'll copy and paste a list I posted on another page.

    -Victors locker hold needs to be longer

    -Victor shouldn't be kick-able after a successful lunge

    -There shouldn't be a notification to survivors of when they swap between each other. Is asking survivors to have their eyes open really asking too much? I mean honestly.

    -Why is Victor so loud? It defeats the entire point of him not having a TR.

    -Victor should be re-callable immediately, why is he able to be held hostage at all?

    -While a survivor holds Victor, Charlotte should have Undetectable. This actually makes survivors want to get him off.

    -Survivors near Victor when he's idle or on someone should be aura shown, not a location ping

    Boom now she might be close to A tier. This may seem like a lot, but that's just how bad she is.

    Right now play against The Twins as survivor feels like I'm a child having my hand held. I don't have much hopes in her improvement when they look at her again in March because I just can't imagine the devs actually buffing her this much based on their track record.

  • As you referenced, Oblivious for 45 seconds should apply to any totem cleansed for that person and the aura reading for 10 seconds should apply for all totems as well. That would be decent.

    Even then though, I'm still not sure if it would be good enough I'd run it.

  • If they aren't strong enough that the survivors feel the need to find and remove them asap then that defeats their entire point.

    90% of the games current hex perks don't fit that description which is why they're hardly used and the only ones that currently are is because of the bandaid fix that is current Undying. Once Undying is gone they'll be rare again.

    Strong hex perks is good for the game since it gives survivors extra objectives to do.

  • @TruffleTurtle said:

    My main problem with them isnt being trash. Its that it takes alot more work to do what other killers can do. Using victor can be so punishable with 1 wrong move that can set you back alot. I don't think they are the worst killer but I feel like they are too counterable for the little reward you get for playing the Twins

    "Its that it takes alot more work to do what other killers can do."

    That is literally why people are calling them trash. You spend a lot more time than other killers doing things that have a lot more counter play than other killers.

  • I wasn't referencing she was. The Plague reference was rarity to see.

    I do think she's pretty weak though, just not Twins level.

  • Gone to one of the rarest killers to see similar to Plague.

    Why?

    She's trash. Pretty close to the dead bottom if not the bottom.

    You could do more work with Legion and that's just sad.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902667#Comment_1902667

    This would be nuts on a Tier 3 Myers. Imagine if he gets his Tier 3 at 5 gens up and has infectious fright. He would end the game in a minute. I don’t think the Devs would ever do something like this.

    Firstly, if he's getting T3 with 5 gens still up those survivors are playing like complete and utter potatoes. This is almost never happening.

    Second, that early in the game you still have all the pallets up.

    Third, I think you are overestimating how strong that would be.

    And finally those numbers were "to be determined". IE the actually numbers could be much smaller.

  • If you put this in the polls section you can give it a poll.

    Honestly scrap the token consumption entirely and make it a reverse Fired Up.

    Reduce the percent a bit and make it start at max stacks and lose a stack for every gen completed. Now it's just a constant passive without any token consumption's and it starts out strongest at the beginning of the game and gets progressively weaker as the game goes on.

    IE something like gens still to be done 5/4/3/2/1, passive percent lunge increase 40/35/30/25/20%

    Numbers to be determined, but you get the idea.

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