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Exerlin

Exerlin

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Exerlin
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  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131880#Comment_1131880

    Maybe this comparison would work if every killer was forced to be hit by every ds every game but I often see DS in my games and it never gets to be used because it's easy to avoid.

    Alternatively, if you put on ruin it's immediately in effect, Vs DS which has usage requirements.

    DS, even if it doesn't end up stunning the killer, still has an effect on the match. As long as an obsession is in the match, the killer assumes that anyone can stun them if they *tunnel. Killers tend to try to play around DS whether or not a particular survivor may have it, because they have no way of knowing who has it and who doesn't.

  • I remember a Dev saying that stuff like trash talk and BM is fine (it's a pvp game, it happens), but more personal insults such as slurs or death threats are bannable.

  • @Fibijean said:

    Most people care more about the person they're watching than they do about the gameplay. Unless you're the most insanely skilled player on Earth, most people who watch you will do so for you. So yes, the answer is yes, people will probably watch it, but most of them won't be watching for the Hag gameplay, though some might.

    I would encourage you to give it a go. Worst case scenario, no one watches you play - which is already the case, so what have you got to lose? ๐Ÿ˜Š

    Ah, thanks! I guess I'll give streaming a go sometime next week

  • If we don't start getting solid, decent perks again. Everything new has a cooldown or some arbitrary condition you need to get for it to actually work. There are so many perks that would be good without a cooldown (like Surge, Lucky Break, Blood Echo, and Thrilling Tremors), and there are so many perks that don't even come close to the usefulness of the currently meta perks. The meta has gotten incredibly stale, and the game is becoming stale with it.

  • I just think demo should not make a global sound when he's teleporting. It kinda ruins the purpose of the stealth he gains coming out of the portal.

  • I suggest running the build Fixated, Iron Will, Lucky Break, and Sprint Burst.

    Fixated is more useful than Urban Evasion because it allows you to move around objects faster than you normally will be able to. This helps you get to cover faster.

    Iron Will and Lucky Break combined make you as stealthy while you're injured as you would be if you were healthy. Just try to heal up as soon as possible so that Lucky Break's timer will pause and Fixated will work again.

    Sprint Burst is the best stealthy perk imo. It makes stealthy plays less risky, and it had a great synergy with Fixated.

  • Hey! I've been a Hag main since before her big buff a while back, and she really has a lot of potential. However, people that normally play Hag just play her like a camper, and that is not always the right call.

    Have you ever played a fighting game? To win in those kinds of games, you need to condition your opponent and read what moves they'll make. As Hag, you'll have to do just that.

    First, you want to have most of your traps placed down at all times. Hag is kinda ass without any traps placed down as a 110% movement speed killer, and you will lose the game if you don't rely on her power enough.

    The places you want to place your traps vary depending on the map, state of the match, and playstyles of the survivors you're going against. If you are playing against people that know where all the loops are, it would be a good idea to place traps at pallets, windows, and in the middle of the path the survivor will likely take to get to that tile. If there are gens you want to protect, placing a trap by a gen can provide you with information and sometimes a hit. And of course, placing a trap right next to a hooked survivor is never a bad play.

    Now, pallet, window, and pathing traps should be the places you trap at the start of the game. However, the placement of each trap can drastically affect their effectiveness. Traps directly in front of a window can be triggered from the other side, giving the survivor a moment to react and change course. If you were to teleport to that trap then, you would lose a lot of distance. If you were already behind the survivor and chasing them, not teleporting will probably net you a hit or a pallet drop.

    Remember that survivors have their camera focus on the phantasm when the trap is first triggered. It's important to use this to your advantage to redirect the survivor in a bad direction for a moment. Try to think: If I were playing survivor, what direction would I be looking at this moment? What direction would I be moving? Placing traps in a corner can screw a survivor up by making them ram into that corner if they were holding W, or away from that corner if they were looking behind them and holding S. Either way, a corner trap should delay them enough to allow you time to teleport and hit them.

    Pallet traps are some of the most important traps to understand and play well. When a survivor runs into one, it's important to read what their next move will do. If they're the kind of survivor to immediately throw the pallet and vault over it because they're afraid you're gonna teleport to the trap, then just stand there and wait for them to vault into your face. If they continue running, teleport and try to catch up to them. If they're the kind of survivor that adapts their playstyle around your's (which all good survivors are), then you need to try and condition them into doing the wrong thing.

    Place traps in odd places to catch survivors off guard. Place multiple traps in an area where they wouldn't expect you to. This is especially important when there is a flashlight in the game. I can't give you some secret formula for when you should be a weird Hag, but if you follow my advice and learn how to feel the game out and adapt your playstyle and trap placement, you'll become a very good Hag.


    That's everything I have to offer for the gameplay aspects of Hag. Here are some tips for perk selections:

    Make Your Choice is easily counterable and will stunt your growth as a Hag player. You won't always be able to massively snowball off of hooked survivors, so you should not condition yourself or build your loadout in a way that makes you rely on it. It is normally a much better call to immediately teleport to the hooked survivor and injure the savior. Not doing that risks the survivor playing smart and waiting for you to teleport, and when the trap expires, that's a free save.

    Monitor and Abuse is decent on hag because of her small terror radius.

    Agitation is good on Hag because it decreases the time survivors have to freely disarm your traps. It also helps you get to the most advantages hook spot available to you, which is important as a trapping killer.

    Corrupt Intervention is very good on Hag. This gives you time to setup your traps and funnel survivors into one area of the map. Remember that if survivors see you place a trap and they don't have a flashlight, the only way they can get rid of it is to trigger it.

    BBQ and Chili is not great on Hag, but if you want the points, she can still do fine with three other useful perks.

    Save the Best for Last is good on Hag because it allows you to chain hits easier. There will probably be a few times each map where a hit survivor will trigger a trap that you won't be able to teleport to because of your attack cooldown. This helps you hit those survivors again for a fast down.

    The rest of the perks should be up to you. As long as you get the fundamentals down, you'll probably do well with any build.

    And a quick note about add-ons: I don't use them. She is not add-on reliant at all. However, if you like using add-ons, the trap placement speed and teleportation range add-ons are her best. The phantasm duration add-ons can also be good, and mint rag and rusty shackles are a dirty combo.

    If you have any more questions, feel free to ask!

  • @[Deleted User] said:

    nah she just need some entity spikes on her body

    That would unironically be a cool P4-P6 outfit

  • Corrupt, BBQ, Agitation, Mad Grit

    BBQ just for points. Do you know how often I actually get to use agitation + mad grit as hag?? It happens every other game at the *least*. Plus, being able to basically choose your hook is pretty great on her.

  • There are a lot of decent perks that survivors have that allow for a lot of variety when creating builds if you're willing to not run the 5 meta perks. I've been enjoying my fair share of autodidact and any means necessary

  • I'd just like it if they put all their effort into existing perks and killers. There are so many perks that barely anyone uses because they are drastically out shined by the few meta ones, especially on the survivor side. A huge perk patch would be amazing for the game.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123090#Comment_1123090

    In the past, all four survivors could DS you. In fact it originally allowed everyone to DS the killer the first time they were picked up- whether they were hooked or not- without even needing to wiggle. It was later toned down so they had to wiggle a bit unless they were the obsession, but one or two people blocking you at the start of the game meant losing all of your momentum. Considering now I can avoid it completely, I'd much rather go against the current version than the old versions.

    As for Head On, I don't mind getting hit by it at all. They chose to use Head On instead of a much stronger Exhaustion perk (like Dead Hard).

    As for the latter half, I don't have to imagine that, I play killer on a regular basis. I play more killer than I do survivor, even.

    Sure, you can avoid it completely now by letting the unhooked survivor do whatever for a whole minute. If you come close, all they need to do is jump in a locker. You either avoid it by leaving and having them still be injured, or you don't avoid it, eat the stun, and they are, still, injured.

    The perk still has massive flaws. It needs a proper nerf that prevents it from being abused.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123031#Comment_1123031

    It think you're forgetting about all the changes the survivor side has seen over the years. Even DS, like you mentioned, was actually nerfed about a year ago. Toolboxes are getting toned down in the next update as well. We make changes to both sides where needed.

    I'd argue that DS was "changed", not nerfed. Since enduring doesn't decrease its stun anymore, DS's stun length has not been reduced, whether or not the DS user is the obsession doesn't matter anymore, and dribbling can no longer counter the perk, it has become much more oppressive. I would honestly rather play this game with the old version of DS than the current one.

  • @Peanits said:

    I'm generally against a fifth perk slot, personally. I really like the limitations of having only four perks. It makes me make choices about what I want to bring, I can't just take them all and be the jack of all trades.

    To a lesser extent, while some of us might use it to make fun builds, I can see most people using it to slap on another meta perk just to better their odds of winning, and that would just further extend the gap between meme builds and meta builds.

    I don't think running 5 meta perks would be much better than running 4. On the survivor side, most meta perks are perks that killers have to assume the survivor is running and play around it. This would just make the killer's assumption more accurate. On the killer side, it would allow for more synergies that the weakest killers would benefit the most from.

    Plus, it would make innovative or "meme" builds both more interesting and more viable since you'll have one more perk to play around with or cover up part of the build's weakness.

  • WGLF and BBQ would be very nice to have baseline. No one should feel obligated to run a perk all the time just so they can progress at a decent pace. I often feel like I'm running 3 perks as killer since BBQ is non-negotiable, and I may as well be running 3 perks on survivor since WGLF has no purpose gameplay wise.

  • DS and Unbreakable. Losing a lot (sometimes all) of my pressure because someone slapped on a perk is very frustrating.

  • It's also incredibly frustrating as killer to have 2 survivors just escape like that. It's an awful challenge for everyone. No one likes it

  • @Spooky13 said:

    Steve is too cool to sit and Bill has his pose from the Left Behind trailer/how his corpse looks in Left 4 Dead 2.

    image.png

    Steve has become too cool and won't even stand on the ground anymore

    Anyway, Kate might be my favorite. She's bobbing her head up and down as if she's playing a song in her head, and I relate to that immensely

  • I think that having perks that you feel like you have to run or suffer from a 50% progression penalty is awful. I want to be able to experiment with builds, but I can't since I 1: need to get bloodpoints to get perks on different killers and 2: always have something to spend bloodpoints on. I have no incentive to not get double bloodpoints every game aside from making the game more fun for me, but if I'm at the point where I'd sacrifice a dramatic portion of my progression just to try and have more fun with the game, I've probably already quit.

  • Hell yeah, I can tell how many vote ups a post has now!

  • @Stornt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109018#Comment_1109018

    Technically you do already, but if you're meaning bigger benefits for like, whichever survivor ran the killer the longest or worked on gens the most (almost like bonus stars in Mario Party), that'd be a fun idea.

    Good point. Maybe just increase the bonus XP from emblems by a good bit? Do better, get more cosmetics/killers

  • It would be cool if we got bonus bloodpoints and bonus XP depending on how well we did in a match. We kinda have bonus XP, but it's hardly anything

  • Can't say that I'm a survivor main, but as someone who's only played as survivor against him and not as him, he is very fun and interesting to go against.

  • I tried to close the hatch while multiple survivors were trying to jump in it, but I couldn't. I was spamming spacebar and in range.

  • Assuming you want to burst your killer to lvl 50, complete the row 2nd from the top and save the rest of the challenges you can access for the new killer. Also complete the either sides challenge so that you can hold on to the spirit and survivor ones next to it

  • We have a good bit of feminine cosmetics. Each character seems to have their own general style, with characters like Nea and Yui being more punk, Claudette and Kate being more feminine, and Meg having some sort of rowdy look. I feel we have a good balance, but I definitely wouldn't be opposed to more cosmetics of any type.

  • @brokedownpalace said:

    Hey can you explain what's changed with toolbox charges and their add ons?

    toolbox update.png

    Significantly reduced charges, some amount increased repair speed. Sadly I can't get the actual numbers for the speed changes. Seems like everything got a change except the repair speed add-ons and BNP.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104722#Comment_1104722

    I disagree. Alone it's kinda crap but if you are running a hex build it is amazing. Plus it helps keep totems alive for NOED. Haunted grounds becomes absurd because you then have them exposed with auras. I think you underestimate it.

    I probably do underestimate it. However, if it acts like every other hex perk and completely shuts off its power once cleansed, it might be the first totem to get cleansed, ruining all the synergies you could make. Plus it may be hard to utilize its oblivious effect since you never know when or where a survivor breaks a dull totem.

  • Dead Man's Switch and For The People are the only ones I think will see decent use, but the other ones aren't complete garbage either. Although, I definitely think we have a new worst hex perk in the game.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104601#Comment_1104601

    I believe you mean 0 meter TR, when I use Insidious to play camping Sniper. :P

    There's an add-on that reduces your terror radius while aiming down sights, so you might not even need to run Insidious ;)

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104601#Comment_1104601

    Can you check the following perks for me?

    Slippery Meat

    Small Game

    Vigil

    Any Means Necessary

    Technician

    Cruel Limits

    I would do it myself but I play on Switch so I can't access the PTB. Thanks in advance.

    I checked, and none of them have been changed in any way.

  • Also, I completely forgot to post this little bit of information. He has a slightly lower speed and terror radius than normal killers.

    image.png


  • @Carpemortum said:

    Lol the title card looks like someone found the chain overlay in word art for the first time. ๐Ÿ˜†๐Ÿ˜†๐Ÿ˜‚

    I think it looks cool :(

  • I wanna see what new perks we got so bad

  • Yeah, this needs to be accompanied by a bloodpoint gain increase for survivors. I really don't see a good reason for a change like this.

  • Yes!!! This is the change I've wanted so much!! Not only is saboteur not a complete waste of time anymore, but it also lets survivors have an aura reading perk for hooks! This will work very well alongside breakout, and I'm interested in how all of these new changes are going to affect my play-style (which currently uses breakout a lot).

  • I just read through it, and it's fine. There's not even anything remotely extreme, just a Latino fed up with stereotypes and stuff. It's really not worth complaining about

  • @TAG said:

    Does this have to do with the new chapter?

    It sounds like it's about someone's lore in the archives. I have no idea what this guy's talking about though

  • I like to run it with Resilience, Spine Chill, and either Sprint Burst or Dead Hard. Resilience makes you faster at gens and other things, Spine Chill helps counter stealth killers, which are awful to face with No Mither, and SB or DH give you a bit more survivability in dead zones and chases respectively. You also benefit from +15% vault speed with Resilience and Spine Chill, so it's a pretty decent build imo

    Edit: Wait, who the ######### necro'd this ancient thread

  • Yeah. Playing killer for the first time in a day fills me with dread as I load into the match, and if it ends up being a good match, I quit the game because I'm afraid the next one will be bad. I can't believe how bad this game makes me feel sometimes. It makes me afraid to touch it.

  • Why do so many people here think Skillbilly means the billy player is bad? I always thought it was a word used for billys that refuse to M1 survivors and only go for chainsaws.

  • Next time, don't hype yourself up like that for something that's been called a little surprise.

  • 10/10. Was expecting something dumb, but we got a huge QoL update for a free killer!

  • Just allow the killer to open the exit gates whenever.

  • Yeah, I'm not having fun anymore. It's just constantly worrying about if this survivor has that perk that will make me lose a lot of pressure in this scenario.

  • I hope you get Fire Up T3 on your next bloodweb <3

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087179#Comment_1087179

    Been using it on Clown with Monitor and Abuse, Pop Goes the Weasel, and Surveillance.

    No BS or Bamboozle? How often do you notice it helping you close a chase?

  • @NullEXE said:

    Hell yeah it is!

    What killer and other perks do you run with it? I normally like to go with a full Fire Up build with Bamboozle, Brutal Strength, and BBQ on Legion, but I'm wondering if there's a better build

  • @Rex_Huin said:

    If you combine Fired Up with Bamboozle do you vault faster than a survivor?

    I think you vault as fast as a medium vault, but not a fast vault

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