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Exerlin

Exerlin

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Exerlin
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  • You aren't making any "logical" sense.

    A: Complete gens as soon as possible is the counter to killers trying to kill people as fast as possible. Not doing gens only makes the killer more successful.

    B: People do have a right to judge others AND to prevent others from having fun. There is no punishment from playing in a scummy way, such as the way you are wanting to play in.

    C: If survivors do nothing but hide for a very long period of time (like 30+ minutes), then they are taking the game hostage. Without perks like Whispers, most killers will not be able to find people that are dedicated to only hiding. If the EGC can not become active, then there is no way for the killer to progress towards the end of the game in a reasonable amount of time.

    You just seem like a bitter person that wants to play the game in such a way that you irritate all 4 other players in the game at once. 

  • You basically have to be in a bubble to enjoy Twitter at all, and even then, corporate/business Twitter is terrible. You have the businesses and/or the commenters acting like 15 year olds or entitled #########. In this case, it is the latter

  • idk about you, but I love that there's a mask that changes the character. It opens up so many new customization options!

  • Hello! I've been (or at least was) a hag main for a very long time, so I hope that I can help you out a bit

    There is only one perk that I think you have to use to play her well against great teams, and that's Corrupt Intervention. I suggest that you get that on her as soon as possible as you will suffer without it.

    Here are some perk suggestions assuming you don't have any other teachables unlocked:

    Sloppy Butcher: Hag can easily catch moving survivors in one of her traps. This makes being injured especially dangerous against her, possibly more than any other killer. Running this perk will make healing take 20 seconds instead of 16, making people stay injured longer and buying you time to place more traps should they heal. If they don't heal, you have a bunch of easy targets running around.

    Devour Hope: Her own teachable is pretty good on her. Being able to instantly down a survivor is incredibly valuable, making this a very solid pick if you don't mind risking one of your perks.

    No One Escapes Death: Same reasons and dangers as Devour Hope. I do not suggest running both, however, as that puts all of your eggs into the basket of "hope survivors don't cleanse my totems!"

    Spies From the Shadows: This is a fairly weak perk, but I do not think that Whispers or Bitter Murmur are good on Hag at all. This will give you some more situational awareness and info, which may help you in a trial.

    Ruin: Another one of her teachables. Don't run this with Devour Hope since both are likely to be destroyed if survivors know a hex perk is in play. This perk is not particularly strong on her, but it is still an excellent pressure amplifier. It also gets value sooner than Devour Hope does, so you wouldn't be risking too much if you ran it with NOED.

    Iron Grasp: The basement is a very scary when facing a Hag, and getting a hook in there might just win you the game if you play your cards right. This perk will help that happen.

    So with this information, two decent builds for a vanilla Hag are:

    Sloppy Butcher, NOED, Ruin, Spies From the Shadows OR Iron Grasp

    Sloppy Butcher, Devour Hope, Spies From the Shadows, Iron Grasp


    Alright! Now I will give you some advice on the teachable perks that are good on her:

    Agitation: Similar use to Iron Grasp, but it makes you go faster when carrying someone. This not only helps you get to an advantageous hook, but it also reduces the downtime you endure when you are carrying someone. You may also get some hits in on survivors that are a little too close to you while you carry someone.

    Save the Best for Last: This reduces your downtime when you hit someone, allowing you to teleport to a trap sooner than normal.

    Monitor & Abuse: This reduces your 24m terror radius to a tiny 16m terror radius. It makes you much stealthier and gives the survivor less information about where your traps are.

    Franklin's Demise: While this isn't the best perk, it has a unique use on Hag. You can trap the item or around the item if you think the survivor will return for the item, which they often do.

    Make Your Choice: This allows you to instantly down an unhooker for the next 60 seconds if you are far enough away. Since that exposed survivor may trigger a trap while they are exposed, Hag is one of the killers that are likely to get a lot of use out of the perk.

    Pop Goes the Weasel: Hag is generally played defensively, and this perk will help you protect your most important generators.

    Corrupt Intervention: The most important perk to get. This will buy you some time during the early game to prepare your traps. Without it, a couple gens are likely to be finished by the time you have everything prepared.

    Surge: Since Hag is a territorial killer that only uses basic attacks, you will get some good value out of this perk.

    Blood Echo: Good survivors will make excellent use out of perks like Dead Hard and Sprint Burst. This denies them of those perks for at least 45 seconds, allowing you to punish survivors that don't heal fast enough and get a guaranteed down or pallet drop on those affected. If you run this, you should also run Sloppy Butcher.

    With this information, you can make quite a few builds. Depending on your skill level as Hag (which you should be the judge of), you may want to run different builds.

    Beginners:

    Corrupt Intervention, Monitor and Abuse, Make Your Choice, Sloppy Butcher: This build lets you play Hag fairly normally and simply enhances her strengths. Play with these perks if you want to learn or get better at Hag.

    Intermediate:

    Corrupt Intervention, Save the Best for Last, Surge, Make Your Choice: This build enhances Hag's power in a way that allows you to place your traps closely together. As long as you keep your Save the Best for Last tokens, you should be able to down people much quicker. Surge will help you slow down gen repair speed without the need to spend any time regressing them.

    Corrupt Intervention, Agitation, Save the Best for Last, Make Your Choice: This build covers a lot of the Hag's downsides by reducing the time survivors have to disarm her traps without her being able to teleport to them.

    Expert:

    Corrupt Intervention, Sloppy Butcher, Blood Echo, Surge: This build is all about snowballing pressure. A random hit on a survivor will be more valuable because of Sloppy Butcher. A hook will be more valuable because of the exhausted, injured survivors. Surge will make downing a survivor more viable because of the passive regression it causes. If you are not confident in your ability to play Hag effectively, you will not get the full potential out of this build.

    Corrupt Intervention, Save the Best for Last, Make Your Choice, Pop Goes the Weasel: This build will give you massive value out of non-obsession hits and hooks in general. This is very similar to a build I listed earlier, but it uses Pop instead of Surge. I put this build here because Hag already has a lot of prep to do, and if you are always trying to get value out of Pop, you will probably end up wasting a lot of time you should have spent placing traps. That being said, Pop allows you to defend specific gens much better than surge, and it has no cooldown. The faster you can down survivors, the more potential Pop will get. If you find that Surge is still on cooldown when you down someone a lot of the time, I suggest running Pop.

    My personal favorites:

    Corrupt Intervention, Sloppy Butcher, Blood Echo, 4th perk: I have a very good time with this build, and I seem to get a lot of value out of all the perks here. I tend to mix the 4th perk up just so that the game doesn't get too stale.

    Corrupt Intervention, Agitation, Mad Grit, 4th perk: Now, I don't think this is a fantastic build on Hag, but it sure as hell is fun! Basements are extremely dangerous with this build as it becomes unsafe to save someone in the basement even when the Hag picks someone up. You will get that hook, and there's nothing they can do about it!


    That's everything! Hope this helped!

  • I'm against running NOED on Huntress since it isn't particularly good on her. It's only useful if you use a basic attack (which you should be avoiding as Huntress) and it requires that you almost lose the game. If you are new to the game or Huntress, I suggest you run Bitter Murmur, Iron Grasp, Whispers, and either Spies From the Shadows or Huntress' Lullaby. Deerstalker is not particularly good unless you intend on slugging and returning to slugs a lot.

  • As someone who does not watch horror movies, I would be disappointed. I didn't know who the guy was until I looked him up just now, and he just looks like a dude with bees. All the other licensed characters are people from movies I've at least heard of long before their chapter release.

  • I really can't say that I agree with you. Why you put LF and wraith below legion and clown is beyond me

  • I'd like to see Flip Flop convert the recover bar to the wiggle bar at a 1:1 ratio, but keep its cap at 50%. It'd make it much more viable for when you get slugged for a short period of time.

  • I have vaulted directly into the killer multiple times.

    Haven't seen anyone else do that before

  • Hope the project goes well! I'm interested to see the final result. My hypothesis is that the more proud and confident players tend to lean towards the killer role because of its lack of reliance on others. I don't expect gender or age to have much to do with anything, but I may be wrong.

  • This would kill DS about as much as the Ruin change killed Ruin. It would still be a powerful perk; It would just require more effort to get value out of it. Wiggling out 20% faster is a very valuable advantage to have, especially combined with decent teammates that can help extend the time you have to wiggle.

    Plus, killers that tunnel will tunnel through the current DS if they have to, and sometimes they tunnel just to make sure they have one DS exhausted. I don't really see many games becoming a tunnel fest just because DS got changed.

  • Completely change DS. Again. An instant wiggle out is not going to be balanced in any way.

    Instead, have it so that once you reach 80% wiggle progress, you can hit a skillcheck and finish progressing the wiggle bar. This would have the perk synergize with stuff like Flip Flop, Boil Over, Breakout (on others), and sabotaging in general. This would promote the use of these other perks and strategies, change the perk from the oppressive mess it's been since release, and provide that "I wiggle out faster" perk that has been suggested multiple times in the past.

  • I'd like to see him e slowed down a bit while placing a snare and for him to be able to use dream pallets alongside snares.

  • Not sure. I even made a thread about it during the PTB with a good bit of upvotes and a dev response saying that they'd pass it by the design team. The fact that they haven't touched the perk since the start of the PTB, especially considering the parallels it has with old Urban Evasion, completely bewilders me.

  • Remove the cooldown and make it activate on down, just like Infectious Fright. The perk can only be used on certain killers because of the basic attack requirement, and the cooldown caps the amount of value someone can get out of Surge. It is also important to note that Surge does not affect generators that are already regressing, so removing the cooldown won't allow two surges to affect it unless a survivor is working on it.

  • There are so many perks now that the shrine feels like an outdated feature. I think it should either have more perks in it or refresh every day

  • No, because as someone who owns a lot of auric cells only items (specifically for Nea), I know that we aren't a real threat.

  • @PrettyFaceKate said:

    Now prestige rewards are coming

    I think I've missed the memo. What's the source of this news?

    Today's Q&A dev stream

  • Ormond. There's just... too much going on there

  • I preferred old DS. While it was (and still is) completely busted, it was at least easier to deal with in its previous form. Enduring made it much less of an issue, and there was no timer you had to keep track of. I'd much rather have enduring perma-locked into my build than having to remember who got unhooked and for how long every single match.

  • Wraith is not a great killer because he depends on addons if you want to use his power effectively. That's the only thing that makes him sub-par in my eyes.

  • Yeah, it's pretty odd to hear people still never cleansing against her. There are definitely good times and areas to cleanse that aren't just during the end-game. People who get genuinely upset at their teammates for cleansing are equivalent to Overwatch players that complained and cried about their team when they weren't playing a completely meta team back in 2017

  • If he goes into a chase, his terror radius is increase to +8 the normal number, so he would have a 14m terror radius in chase. The addon "Dead Rabbit" decreases his terror radius by some amount while in T2, and the perk Furtive Chase can decrease it further. If he ran monitor, dead rabbit, and furtive chase, he would have 0 terror radius at all times after hooking an obsession 3 times.

    If I read that completely wrong and you're surprised he had no terror radius before hitting T2, then that's just his power. He is undetectable until he tiers up once.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1271319#Comment_1271319

    I still don't agree with slapping a cooldown on top of a cooldown.

    They could have just made fatigue longer and it would have achieved the same effect without making it awkward with dedicated servers (since the power bar just LOVES to rollback randomly) or forcing the Nurse player to have their eyes glued to the bottom left of their screen 90% of the time.

    Yeah, I completely agree. She feels so clunky to play now.

  • I would like to see his movement speed decrease when he's focusing a teleport, placing a snare, or setting a pallet. That's his main issue: He has no penalty whatsoever for using his power.

  • I think you're just lucky? At least more lucky than me. I main Nea when I play survivor, and I run Plunderer's all the time. I normally get at least one rare+ item each game, and I escape with something like a Rainbow Map about 2/5ths of the time. I do still get the occasional game where I still only pull common items, so :(

  • I think it is an good perk, but I find Bond to be better in most scenarios. Generally, it's more useful to know what all is happening around you than it is to know exactly what's happening away from you, but Aftercare does have the unique effect of giving you information on what gens specific survivors are/aren't doing. Just seeing how a survivor moves is enough to tell what they're doing. However, its big drawback is that it leaves you in the dark about at least 2 other survivors most of the time. Not being able to see where the closest survivor is to get yourself healed can suck.

  • My favorite item is also the brown med-kit for the same reason!

    My favorite addon is probably the Dried Cicada for Hag. It helps get rid of her teleport range requirement (which I don't think she should have in the first place), it makes her more viable on large maps, and it allows her to over-extend and smack a survivor or get a pallet in some scenarios without the risk of losing a ton of traps.

  • Other games (particularly FPSs) have FoV sliders, and they know that more FoV gives someone an advantage. I'm not sure why DbD hasn't taken a similar approach

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262299#Comment_1262299

    "DS essentially makes the survivor immune from being picked up in any way for 1 minute after being unhooked."

    False. The survivor can be picked up like any other survivor, they just have a 60 second window from the time they are off-hooked in which they can stun the killer for a 5 second head start on their next chase. Killers who waste their own time living in fear of a 5 second stun are dumb. That is not the fault of DS. And you are right, it is more advantageous to eat it early, as it's much more powerful in end game.

    I don't know how an argument about NOED makes a valid point about DS being a problem?

    I also don't know how other perks being under powered or less useful is a valid point for why DS is a problem. Unless you're trying to argue that all meta perks are a problem and should be nerfed, which would be silly.

    The person I was replying to was asking for some "problems with perks" in general. The only part where I argue in favor of changing DS is in the first block, the other sections are their own issues.

  • Alright, here are some problems with some perks.

    DS essentially makes the survivor immune from being picked up in any way for 1 minute after being unhooked. While you can avoid a DS stun as killer by ignoring or slugging that survivor, that costs a lot of your time to counter a perk they might not even have equipped. Additionally, the perk can guarantee an escape in the endgame, so it's normally better to tank the DS stuns whenever possible to remove that possibility.

    NOED punishes survivors for not cleansing totems, but in a similar way to DS, devoting a lot of your time to countering this perk the killer might not even have can cost you the game. This is even more of an issue when you aren't on coms with your teammates. The only way to guarantee NOED will not come into play is to be on coms and count the totems together.

    Perks like Wake Up, Off the Record, Fire Up, Streetwise, Pharmacy, Autodidact, Sole Survivor, Poised, Dark Sense, Bloodhound, Predator, Unnerving Presence, Territorial Imperative, Beast of Prey, Huntress's Lullaby, Gearhead, Buckle Up, No Mither, Breakdown, Iron Maiden, Bodyguard, Camaraderie, and Cruel Limits are all so bad that running them is extremely close to running no perks at all. Why the hell would you run these when perks like Corrupt Intervention, Pop Goes The Weasel, Borrowed Time, Dead Hard, Sprint Burst, Iron Will, Adrenaline, Whispers, Save the Best for Last, and of course, DS and NOED exist? Even mid-tier perks like Botany knowledge or Brutal Strength would get some value each game. A huge problem is that even when those bad perks get value, it's minuscule. You save a few seconds or avoid a chase one time out of 5 games, great. Those perks need a buff badly.

  • Problem #1: The meta perks are all old perks

    Problem #2: We only ever get 4 perk slots :/

  • Saboteur, Breakout, MoM, Dead Hard

    A situational, yet powerful build. I have figured out how to get good usage out of the first two perks, and I'm able to help free at least one person per game 90% of the time. MoM is there to help with this process in two ways. First, when charged, it gives me an extra hit that I can use to prolong my life or take an extra hit for a teammate. Second, if I am injured and absolutely need to take one more hit for my teammate to escape, I can go down, effectively trading positions with my teammate while charging MoM.

    Dead Hard is there to make being injured less bad

  • I suggest Trapper. I used to be a Legion main, and I can hardly stand to play then anymore. They're just so bad that it's not fun and I feel helpless when I play them. I suggest you play literally anyone other than legion.

  • I think that it would be better if for each dull totem still standing, the killer's movement speed would increase by 1% when the exit gates get powered. That way, survivors get a little bit if they don't cleanse all the totems, they still benefit from cleansing totems at the end-game, and killers get a slight boost as long as at least one totems still stands (or a large boost if the survivors did not cleanse any dulls).

  • Brutal Strength, Bamboozle, Fire Up, Enduring, PWYF, Nemesis

  • Fixated - Remove uninjured requirement

    Fire Up - Increases action speeds by 10%. For each generator completed, increase the action speed bonus by 1/2/3%.

    Reduce Legion's cooldown from 4 seconds to 3 seconds.

  • I feel like it is one of the meta survivor perks that don't feel like complete bullshit from a killer's perspective. It's strong, has a very noticeable effect on matches, and can sometimes give the survivor the little extra distance they need to not get hit. It is very annoying to face as killer, but I don't think it's unhealthy for the game. Unlike DS or Unbreakable, it has counterplay that isn't just "completely ignore x survivor" or "just don't slug lol". If a survivor using SB, Lithe, BL, or Head On, they probably don't have access to Dead Hard. If they're in an open field, follow them closely for a bit before swinging. If they dead hard for distance to reach a pallet, you at least get a pallet out of the game.

  • That's what Deathgarden did, and it's one reason why that game flopped. The grind was very unrewarding and didn't affect any other characters, failing to keep players playing. DbD probably would have died if it had that same issue.

  • Sounds like a fun idea. Maybe have it spawn in the basement in the opposite corner of where the chest spawned, and its appearance reflects the buff it gives to the killer. Also, here are some numbers for each effect that I think would be balanced without many other changes.

    Movement Speed Shrine: +.2% movement speed for every gen that gets completed.

    Generator Regression Shrine: +10% regression speed for every gen that gets completed.

    Terror Shrine: Terror radius decreases by 1 meter for every gen that gets completed.

    Small numbers, but they can still make a difference.

  • She's good. Although, she won't do much better than others on some maps, mainly Fractured Cowshed and Rotten Fields.

  • Sure, let's just follow one healthy survivor until they make the mistake of walking into the exit gates. Fair and balanced game mechanic with a lot of counter-play!

  • I think that the only way 2 killers in one match can ever be balanced is if there was one specific killer designed around it. Two people using a 95% movement speed killer with a mild secondary power seems fair. In a 2v8 mode with any killer allowed, I don't think that would be very balanced.

  • I like a lot of questions being asked. I find it interesting to hear about the inspirations and ideas that helped create certain characters

  • I would like to see 4 different passive effects spread across the survivors. That way, people still have many choices, but survivors won't be just skins.

  • A member of the Legion would be cool as a survivor. It would make the most sense too since they are very similar to survivors anyway.

    Yui would make for a neat killer. There's a lot of stuff there to work with.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226334#Comment_1226334

    How is it free if it costs a perk slot? It's like hating when a killer removes all your gen progress with PGTW even though it has limited uses or with Ruin even though it's a breakable totem.

    It's free in the sense that you don't have to play well to gain its benefit. Perks like PGTW, Ruin, and Adrenaline are strong, but most people think they're fine because they reward good play. Unbreakable, DS, and NOED reward bad play and are strong, and that is why they are complained about so much. These "free" rewards also have effects when they aren't in play since there is no way to tell who has some of these perks.

  • Astral Milknut is pretty agressive, and is kinda a douchebag towards other players. He shits on a popular streamer in his latest video and has a pinned comment that outright insults her. While I agree with some of his arguments, particularly on his points about stress and 2nd chance perks, I find it hard to respect someone that acts like that. He's not arguing about anything I haven't heard before either, so there's no point in using him as a reference or source of information. There are better people for that, like FunGoose, Otzdarva, or even TrU3ta1ent to name a few.

  • I still want a killer that can disguise themselves as a survivor.

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