Boons123
Boons123
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- Boons123
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It seems that you did not try to enter a tunnel after being burned
I had a miserable match where two flamethrowers were placed and I still managed to knock him out of his power
He simply entered the tunnel and after 3 seconds he regained his strength as if nothing had happened
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What if a survivor is injured in a match, so his voice can be recorded? And place the recording device anywhere to fool the killer
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Zarina and Death Slinger can only be purchased with auric cells
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@Frumpbeard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531993#Comment_3531993
It's pitiful compared to the strength S-tier Killers have, which you seem to be trying to make Xenomorph out to be.
Why are you using the animation and sound cues of Pyramid Head, a Killer who has double the range and hits multiple Survivors in an AoE through walls, as a comparison instead of Nemesis, a Killer who has the same range as Xeno and similar attack time? It's like going, "oh Dredge is stronger than Hag because he can teleport farther away" ignoring all the other factors involved.
https://us.v-cdn.net/6030815/uploads/9WN0I7Z9ZV9G/image.png
Here is the spectrogram of a clip of a video, with 0 being the moment the tail whip button was pressed, and the end being the moment before it hits. You see that bump in the middle? That actually isn't me screaming the battle roar I make before every kill, that's the audio cue the tail makes before preparing to swing.
Doesn't sound good for the hard of hearing and deaf
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@Devil_hit11 said:
how does it screw soloq bad? most maps have center generator. a center generator means that you get center control station. turret can be deploy from any control station. max is 4 turrets. the basic logic is that you can put turrets in center loops. that is why scott argument makes no sense because... your going to center control station, setting up 2 turrets on center pallet. your not going in the corner of a map, picking up a turret and walking entire map with a turret to set it up. your taking nearest control station and walking to nearest pallet to set it up. It is little bit like playing trapper as survivor. After that, you just run to the turret when you get chased. you knock off runner mode with very little time investment. the killer has to deal with double turrets. maybe he breaks a pallet. if he chases as m1 killer, then it is easy to loop.
after he talks about how you can go in tunnels to recharge your power and how your not losing any distance. well here's an idea... just stand between two control stations in the center. if xeno goes out on top location, you run other way. if he goes south, you go north. if he goes to any other control station, then there should be a turret near the gen so you get free distance because your running through turret and xeno has to path around it or break it. you will likely get notification by HUD that another survivor who was on a generator is being chased. in end game, when there are 3 gens... you can just stack all turrets in 1 area.
i think it is more that survivor is not understand how to use turrets to their advantage. you really do not need loop xeno in tail form the entire game. you can mostly just spam turrets. they have 60 second respawn time. it was 45 second in the PTB.
Why should I waste so much time on two flamethrowers?
Just get destroyed and then enter a tunnel and regain his ability?
"But worth it" It's not worth it, a huge waste of time or he keep his power creates a lose-lose situation
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@xEmoGirlxAlexisx said:
Xenomorph is easy couterable if u know how to place the Turrets and how to dodge his M2 if u really Think Xenomorph is strong like Blight than its cleary Skill Issue by you Xenomorph is just a better Demogorgon and a Nemesis whit Mobility He is never the same Level like Blight
u just Show that u want to have the Game Baby Mode for Survivors calls everything busted u cant counter or that is strong on the Killer Sided ( u even ask for a Nerf for the current PR that Killers CAN only use 4 Times in a Match) but the Protect broken Perks like MfT whit ur heart and calls every1 Skill issue WHO complain about this Perk that is already Confirmed to be Game breaking when u watch High Level Survivor and Killer Gameplay 🤷🏻♀️
What is next are u calling Singularity broken because he cant be Stunned while he is in overclock Mode?
Against a beginner or regular player, you may succeed.
Otherwise, no matter what position you place the flamethrower in, it will not be enough to take out his power
"But it buys you some time!" It's useless, he moves 2.0 when Lakda's tail attack misses for 3 seconds
Use two flamethrowers? So I wasted a lot of time
Even if you take his power out, he will enter a tunnel and regain his power in just 3 seconds
You're not giving any advice at all. All you're saying is (just break the 3gens against the skull merchant).
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I think whoever wrote this post wrote it with anger and the sound of a Device crashing can be heard
Remember it is a game, not two parties fighting
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So let's summarize these arguments
1 : You must use a flamethrower and you must place it in a good place!
-No matter where you put it, it will be able to destroy it and chase you very quickly
2 :Place two flamethrowers
-OMG, I wasted so much time on two flamethrowers , and for what? He enters a tunnel and after 3 seconds he regains his power (Seems like a good deal!)
3: Hold W when he misses Tail attack
- It's useless ,he moves at 2.0/s for 3 seconds, so you don't gain a good distance before you get hit
In short, you are put in a lose-lose situation.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532316#Comment_3532316
You see the tail whip backwards, that is the visual cue. And you hear the whip-like sound of the tail shortly before it shoots out, that is the sound cue. He has a 3 second cooldown after using his tail attack, and moves at 2m/s during that time. Survivor can make up to 6m of distance (as much extra distance as you would have received from a Sprint Burst use) during that time.
Xeno WILL be in an M1 state if you set up a turret and run him into it, and he misses hitting the turret (which happens quite frequently because their hitbox is actually broken, I've M1'd them many times at point blank while they were shooting at me and somehow still didn't break them). Otherwise, the turret forces him to hit it and lose distance and vision of you briefly. You can use this time to make distance and run him into another turret. Or, you can set up ambush turrets around corners and run him into them, and essentially force him to pick between chasing you or breaking the turret.
The hitbox being small absolutely means a lot. Bad ping and VPNs don't change the size of the hitbox, they only change the latency of the hit on both ends. If a Xeno whiffs, they whiffed. And a small hitbox makes whiffing much more likely.
This is like saying that when a huntress throws hatchets, this is a visual signal, and when you hear her voice as she throws this, this is an auditory signal.
By then it's too late and you get hit
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It was not intentional, as the developers stated, and it is also worth noting that there is no cooldown period when playing
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@thisislastyearsmodel said:
This is the only play-style that makes Trapper even semi-viable, at least at higher MMR. Blame BHVR for indirectly nerfing him with map sizes and the terrible new grass on it, not the players for doing the one thing that actually works.
It's like you're saying that a the skull merchant and her obnoxious strategy is the only thing that makes her viable and should be kept that way.
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And then reward the killer for his failure? And then use it with Noed?
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@[Deleted User] said:
I don't want this perk sounds kinda useless.
No, balanced with these restrictions, who would have thought that the speed of opening the chest would be so strong
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531956#Comment_3531956
More like this:
Tentacle Strike
- Nemesis no longer has access to the Lunge Attack ability, but still has access to the Basic Attack ability.
- Tentacle Strike replaces the ability to Lunge Attack, now being charge-based (1 second) with more charging increasing its range. Once fully charged, it can be held but slows Nemesis down when being held.
- Tentacle Strike can still hit Survivors over pallets and certain areas, but due to the highly telegraphed start-up this should not be an issue.
- Tentacle Strike still counts as a Special Attack, preventing it from being stacked with perks such as Sloppy Butcher or Save the Best for Last.
- Tentacle Strike still requires the Survivor be Contaminated before being able to injure them.
Contamination
- Contamination now builds up over time upon a Survivor being hit by Tentacle Strike and can be further increased with more hits.
- Contamination now has a negative downside of the Infected Status Effect, which causes Survivors to continuously cough loudly and allows Tentacle Strike to put them into the Dying State in one hit.
- Vaccines can now respawn over a period of 60 seconds per Supply Case.
- Vaccines now stop the progression of Contamination and cause it to decay over time, but if the Survivor is hit by Tentacle Strike or a Zombie again, the progression will resume but they will not receive instant progression.
- Vaccines fully decontaminate any Survivor that is afflicted with the Infected Status Effect.
Mutation
- Mutation is now a progressive system similar to Blood Fury.
- Mutation requires a total of 15 points in order to reach Maximum Mutation.
- Maximum Mutation grants the following effects to Tentacle Strike:
- Increases Tentacle Strike range by 1 meter if held for an additional 0.3 seconds after fully charging.
- Grants Tentacle Strike the ability to break pallets and walls upon fully charging.
- Grants Tentacle Strike the ability to damage and contaminate Generators.
Rocket Launcher
- Rocket Launcher replaces the Tentacle Strike ability as the Power Button attack.
- Rocket Launcher is another charge-based attack that slows Nemesis down by a significant amount (-75%), but allows him to send out a singular projectile towards an unfortunate Survivor.
- Rocket Launcher isn't loaded at the start of the Trial, instead taking 30 seconds for the first one to load.
- Rocket Launcher missiles take 60 seconds to reload after being fired, but this can be shortened using Tentacle Strike.
- Rocket Launcher missile cooldown can be seen on the launcher itself.
- Rocket Launcher has a laser sight that indicates where it is going to fire, allowing for Survivors to possibly counter it.
- Missiles can break pallets and walls, or damage generators, on direct hit with them.
- Survivors and Nemesis can hear Nemesis roaring when he brings up the Rocket Launcher.
- Survivors directly hit by a missile (or within 1 meter of the blast) will be injured by the attack.
- Survivors within the splash zone of the missile will be Hindered (-20%) for 5 seconds and be revealed by Killer Instinct for that duration of time.
Zombies
- Zombies now have a new ability to those that are Infected. When within range of an Infected survivor, the Zombie will dash forward up to two times in order to try grabbing at and biting the vulnerable Survivor, which damages them.
- Zombies can also further increase the contamination progress of a Survivor when they hit them.
- Zombies can be notified to go to a specific location by the explosion sound of the Rocket Launcher.
- Zombies have AI pathing improvements and animation changes to make them feel like they do in the RE games.
Pretty much a change that could redefine how Killers can be made, and gives Nemesis more identity as himself with the addition of the Rocket Launcher. (The Rocket Launcher might be hotly debated, but it's one of his most defining features as a horror antagonist and is very easy to balance in a game like this.)
This is not sarcasm but what if survivors could get a gun in Supply Cases?
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@RubberBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531960#Comment_3531960
Well it’s useless because most loops aren’t long enough to get enough use out of it, also I’m pretty sure the red stain doesn’t get removed, on top of that with it just being over shadowed by other perks, the only thing it would need is an indicator so you can play around it, like when a survivor gets hooked they see a Furgitive chase icon in the corner when you get hooked
I mean surprising the other survivors, like when Jane fixes a generator in a shack while you're chasing Jake, so Jane is supposed to hear the farther terror radius or not.
So you could leave Jake and go to Jane and she thinks you are still chasing Jake
So I guess that's the goal of this perk
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I think its purpose is to surprise the survivors emerging from his chase
What if the range was increased from 4 meters to 6 metres?
Or increase the chase duration for an additional 4 seconds
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What? Make him jump and smash walls?
And give the survivors pistols?
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I agree with everything. I don't know why all this is a lethal defense that I haven't seen in any other killer
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Unfortunately, the killer can stand in the middle of a door and prevent any survivor from passing
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@HugTechLover said:
If you are running shadowborn, it increases the angle at which you can be blinded.
If not, you were either not as close to the wall as you think, or it’s a hacker.
Properly facing the wall makes it impossible to be beam saved, unless they are cheating.
If you have a clip, we would be able to analyze better.
Well, the flash bomb can blind the killer even if he penetrates the face of the wall
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@[Deleted User] said:
The tail attack is fine. The flame turrets aren't weak, there's just a massive difference between survivor teams who use them effectively and survivor teams who barely put them down. Just holding W to the nearest turret will buy you time.
At tiles, drop the pallet. Drop it earlier. Don't wait until you're going to be animation locked in front of the killer to drop it. Don't try to loop something until you're in a lose-lose. And this should go without saying, but don't animation lock yourself in a vault right in front of the killer.
Wow, where will I find the nearest flame turrets placed by my team? In the corner of the map?
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528643#Comment_3528643
... so, you are justifying it with "Survivors would have one less counter when two lockers are side by side", as when one of the two lockers would have it's lock broken, there is no point in teleport to the second one!
So yes, "more". And come on, using them properly is as hard as just locking it, it's not like there is much thought or muscle memory skill behind this "counter".
They are very limited and one time use resources , So destroying both locks would be a huge waste
The killer also has an add-Ons that interacts with locks
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Of course, she's the snoring merchant
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@Skittlesthehusky said:
may i ask what the purpose of this thread is?
a quick chest opening perk sounds fun though!
I mean the weird restrictions that developers place for no reason on some perks under the pretense of being out of their control
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If any survivor had his voice changed, I would choose Yuichi, not Jonah
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Unfortunately I can't purchase the chapter anytime soon
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527839#Comment_3527839
Idk, ask developers lol.
I knew what this perks does now
It hides blood, scratch marks, and grunts of pain right out of the locker
The description was confusing, however, you can watch this video from the link to see how it works
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/389551/good-perks-but-the-limitations-killed-it
Yes, but the funny thing is that with the existence of such perks, they buff my favorite AMN, which was absolutely fine with a 60 second cooldown. Or Hex: Crowd Control which was perfectly fine with 20 seconds too.
Meanwhile, Leverage has a 30 seconds limitation after hook and Grim Embrace only 40 seconds for hard work. Logic is not welcome here, as always.
30 seconds remain active, this is like increasing the opening chest speed for 30 after completing a generator
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@Crowman said:
This has been a trend with BHVR and perk design for a few years now. Most perks will never seen any real use, because they are either too weak or have too many hoops to go through to activate it.
Nic Cage was honestly a breath of fresh air, because all his perks are good with the right amount of work for their effects. But sadly that was an exception not a rule.
So I mentioned in the title that good perks but the "limitations" killed it
And I mean excessive developers in putting restrictions and safe numbers
So I don't mean that perks are weak even without safe numbers or restrictions, just the "good" ones in your opinion.
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Most players didn't like it, so they changed it
There could be other reasons, but that's what I know so far.
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To be honest the chase music in PTB was disappointing (like a broken down car trying to start it)
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527812#Comment_3527812
It hides your blood ONLY while INSIDE the Locker, this effect is completely redundant, because your blood shouldn't be visible while in a Locker by default.
It doesn't hide the blood that you left before entering the Locker, so the Killer can still follow it and deduce that you're in it pretty easily.
What? What's the point? No player, whether the killer or the survivor, sees the blood inside the locker
Where do these ideas come from?
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I don't understand the description, he says he hides your blood when entering locker, based on what you say is this a bug?
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@jmoyano92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527390#Comment_3527390
You won't reach the endgame against any good nurse or blight player. Those to whom you will always finish the generators (the weakest killers) are the ones who will benefit the most from this suggestion.
I also made this exact same proposition long time ago OP so I support the idea. I'm tired of survivors being extremely op (premades above all) so yeah basic changes like this one are totally needed for killers imo.
Do you differentiate between the phrases "much less chance of escape" and "you have no chance of escape"?
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stunned pallet 4s
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@Brokenbones said:
Hey there, I think can offer some decent advice
First and foremost - Pallets. His biggest counter are pallets.
Drop them early if you need to as Clown's whole thing is being able to slow down vaults but pallet vaults are unaffected by this, meaning if you play it well you can force him to break it and move onto the next. Good Clowns know this and will attempt use set up a yellow bottle at the tile, if they do this - hold W elsewhere. Some clowns also run stuff like brutal strength or STBFL so keep an eye out for those
However do not drop pallets mindlessly, good killers are also used to dealing with survivors who predrop pallets. You need to mix it up. Go for fakes or vaccum stuns (Where you pretend to keep running then drop the pallet for the stun last second).
Second big tip - PRE-RUN.
As soon as you hear the terror radius, leave the area. Greeding is what lets Clown get maximum use from his bottles as he can repeatedly pelt you with bottles from medium range and it's basically a guaranteed hit if there's no pallets. Avoid deadzones like the Plague (pun intended)
Third and final tip - Bottle interuptions and camping
Clown has a sort of built in way to make camping easier. He can lob bottles at people unhooking and if it's timed right, it will cancel the unhooking. Average Clowns won't use this, but the good ones certainly will so keep this in mind.
Oh, I was greedy, I don't leave the generator even as it approaches
Excellent advice
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@adaw0ng said:
Both perks are strong on their own and will still have usage after they nerf their interaction more sooner than later, the same way they did with the one FTP had with MFT!
I mean, (for the people) is not a heal action, so any perks that requires a heal action won't work with (for the people)
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What is this strange tree that seems to have a face too?
-Red is the whole face
-Blue this the eyes
-Green is the nose
-Yellow is the mouth
I think the tree encountered the snoring merchant using 3 gens for a full hour
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Teamwork perks and boon perks
I like to combine them too
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I have the best solution to balance
-Remove the survivors and the killers
-Remove all perks
-Remove all maps
-When entering a match, a video about the zoo plays
No need to thank me😌
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526693#Comment_3526693
Finally a reasonable comment probably most would decide to play but is the excuse for some main survivors.
Is it reasonable to kill a game just because you don't like it?
Think rationally and not everyone on your side is sane
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526587#Comment_3526587
Dodging is fine and choose with who I want to play.
Main killer skull merchant chess (no chase) around 8,500hrs 99% kill rate games, in my streamings I won almost all my games thanks to my skill and intelligence.
https://us.v-cdn.net/6030815/uploads/AKV8X25M53VF/7a5f2ce86b37a619b611e6f81cdcca65.jpg
By the way the MMR doesn't work or it's a joke bruh
Well I want to see who the killer will be against me so I can avoid the snoring merchant
I doubt that this killer requires a single mind cells to master it
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526607#Comment_3526607
Punish people for playing killers?
Why do you play the game then?
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You assume that the SWF collection is as follows:
-They all use Discord or another application to communicate
-All of them are highly experienced
-planners
-coordinators
-Their goal is to be evil and to make the poor killer very sad
-They use the most powerful perks to get the killer to crack his screen
-Finally they are punished while some only want to play with their friendss
While some want a good team, some enjoy playing with their friends, and some try to take advantage of some difficult perks with their friends.
While your only reason is that you are very bad at dealing with such situations and rely only on the weak survivors, and instead of developing your skills, you blame them because they only play with their friends.
Playing with your friend has become a crime now
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This perk is actually not supposed to be activated during a chase
It bugs didn't fix for some reason
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Why don't you unlock it yourself if you're playing as killer?
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524418#Comment_3524418
Imagine if this was her in-game mori instead. It would have made it so much better... It's quite gruesome.
I think they wanted it to be more like the manga or anime in the way it kills the survivors in the game
It might be good if you could see the wound penetrating the lung
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The snoring merchant
She is selling snores with discounts
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525127#Comment_3525127
So I went and watched tome 15.
What are you on about? She stabbed that guy through the back of head and lifted him up with the SAME DAMN ARM WHICH SHE IS WEARING A MOTOR ASSISTED CLAW ON! She didn't even lift him that high and to make this point even easier to understand they were on an incline. A child could have lifted this man with those conditions not to mention that guy she lifted wasn't the guy who broke leg who actually looks heavier than her by a fair bit, but the skinny guy who actually looks like he weighs less than her!
https://www.youtube.com/watch?v=eDYOZ7KvwvY
This is a woman who is around the same proportions of Adriana picking up an absolute unit of a man. I have many videos and pictures of women lifting dudes with far heavy bodies in various ways. None of them have the fall back of literal machine assistance.
You don't have to work out a ton to lift an average person if you have things like good technique or machine assistance.
Her mother is a grown woman who can presumably take care of herself and thus doesn't need Adriana to wait on her hand and foot.
She's not the employee of a company she is some who takes her considerable wealth and uses it to strip mine companies for a quick profit and sale them off to first interested party.
Just like any high level capitalist she probably has far more free time then either of us will experience in our entire lives. She was born into money, made her money, and then turned into the sort of business person who just makes even more money at the expense of everyone else around her. That doesn't require a lot of hours at a desk which even if it did you can still get a decent upper body workout if you just buy a set of dumbbells.
Well, that was in the gym
Adriana lore It is not mentioned that she has been trained in this or had physical strength since childhood
Well let's take the huntress as an example
Well, she's a hunter. She and her mom used to hunt animals for a living
Here, the writer does not need to mention where she gained that power from, because she is a human being who lived her entire life in the forests, hunting animals and carrying them on her back to her home throughout her life.
But in the traditions of Adriana, it is mentioned that she is an ordinary person who started with a loving family , It was mentioned that she likes to be superior to everyone and is satisfied only with being the first
The tradition continues until her father reads the manga and decides to become the character in the manga
However, it is only mentioned that she was killing executives with her weapons that she invented, Yes, she invented a semi-automatic weapon, but she still has to bear its weight on her hand, and she is also the one who moves the weapon, not the weapon that moves on its own
Also, she loves her mother and tried to help when the family was in a difficult situation
So, after becoming a self-made millionaire, what prevents her from taking care of her mother, especially since she loves her like her father?



