FleshTorpedo
FleshTorpedo
About
- Username
- FleshTorpedo
- Joined
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Comments
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@Eye66 said:
Watch it be by 1% or something completely meaningless
Watch them buff toolboxes instead.
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If 3 gens are done before first hook, its facecamp or bye Felicia. Devs acknowledge toolboxes getting a nerf in stream, yet they push out this ######### patch anyway. You balance at the same time or you leave the game in a state of overall ######### gameplay.
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Yeah 3 months from now, when they've ######### the game over til then
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I can do that. Let me put on Claudettes face.
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@Exerlin said:
I've noticed her teleportation being incredibly buggy and causing my camera to jump between the trap and my current location at least once each time I try to teleport. I think that's been an issue since the servers came out though, and it's been causing me to play a lot less hag. Is that what you're talking about?
Thats another bug that came with the dedicated servers, that still has not been fixed. That one can at least be played through. The teleportation bug I linked is core mechanics breaking and makes hag a chase killer at 4.4 m/s.
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@Dreamnomad said:
What's the bug? I played her after the patch and didn't notice any issues.
https://forum.deadbydaylight.com/en/discussion/122421/hag-teleportation-bug-patch-3-5-0#latest
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@Advorsus said:
Exactly lol you could try weird builds in normal, be crazy, have fun. Instead of worrying if you're gonna pip or not. When I first started DBD it was like, "Wait, You're telling me I get to run around as Freddy Krueger and slash people up? Sign me up!" Now it's just like, "Oh look, another infinite Looper on coldwin farm. Time to slug :/"
It's just really lost its fun. However, hats off to the design team. I've had tons of fun on the new Lerys map. Do that with other maps
As a killer there is no point in worrying about rank, you can depip on a 4k if you kill the survivors too fast. Rank as a kiiller has no meaning, you are still going to be facing red/purple rank survivors no matter what.
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@SunderMun said:
There are multiple game breaking bugs that aren't on that list that came with this patch. They'll get there.
And they were simply found by a few hours in game playing the patch. Its almost as the devs never ran any means of QA on this patch, just yeeting it out the door for them rift pass purchases.
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Depends on the situation if there are more survivors in the area, typically yes. If 5 gens are still up and no other survivors in the same area, ill take them to another hook.
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Hes great for any map thats not Hawkins or Lerys. On those maps he is an M1 killer with the occasional use of the power. He does rely around getting his power up in the first 30seconds or so and keeping it up after each hook.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1024952#Comment_1024952
Tunneling them for wasting their teams's time?
Because it either gets them out of the game, baits the rescue, or both and can snowball.
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It not toxic, it just makes for un-fun gameplay. When you dont have alot of time for chases, you dont have time to look for a hook. Ive been tunneling out people doing this challenge if i spot them.
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Rank doesn't mean ######### in this game, red rank survivor pool is filled with boosted potatoes. 8-12 hours per day for the last month as killer. Substantial difference between mid day games and post 5pm eastern games when its mostly swf at red ranks.
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Wut? I can go from depip one game in red ranks to double pip the next game. Rank doesnt mean anything in this game.
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Its a ######### perk unless you are running surveillance on a high mobility killer and it stays up for at least a few hooks. At red ranks, good luck having it stay before first gen is completed.
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3 gens popping before first hook is definitely not fun. At that point you really only have the one option of facecamp and hope for over altruistic teammates. If 3 gens pop before first hook id rather ditch the game and find a new one because its not worth it at that point.
Oh and ######### off with this sabo challenge.
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@Aven_Fallen said:
If anything, Leatherface is pay to lose.
No, he is pay to get more bloodpoints. BBQ & Chilli is a must for the grind.
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All the time when I play Hag, you have to mind game and control the flow of survivors movements throughout the map. The number of red rank survivors that dont know how to deal with a hag and her traps is astounding. Then there is the odd match were I get an SWF that is well coordinated and know exactly how to deal with a hag and her traps.That's when you have to focus loopers onto hooks to pull off their gen players and start slugging/tradding hook savers or getting their less skilled loopers into chases if they are not playing immersed Claudette .Knowing the exact space to to place traps apart to teleport attack on cool down in a path the survivor has to run to either escape a chase or reach an objective/hooked survivor is necessary at high ranks. Getting d/c in first 30 seconds because you funneled a survivor into your traps spaced correctly is very satisfying.
But hags teleport attacks are currently bugged from patch 3.5.0 so ive been playing more Oni and Freddy since the patch. Mind gaming with Oni has really shown me that a good portion of red rank survivors are boosted. dont know how to loop, and have no spacial awareness. Ive been having a lot of fun just stopping mid loop at a high wall with Oni, waiting a second or two for the survivor to turn around and run right into me since they hardly pay attention to sounds. Oni is the largest most audible killer in game, and they just run right into him, oblivious of this angry large ass samurai.
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@Latin_Kidd92 said:
Since we are here, that perk should give you tokens every time another survivor is hooked instead of whenever your teammates die and give you like 8-10 meters per token up to like 5 or 6 tokens.
Wut? how would that be even remotely balanced.
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@Peanits said:
It's a known issue (see the message pinned at the top of the page). We're looking into it.
Lets get Hags bugs pinned at top aswell.
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I run franklin's on most of my builds, so the more items they bring in the better.
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Two bugs with decisive strike atm, 1) it not actually working 2) not giving a player in the lobby the obsession status.
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1021720#Comment_1021720
Don't let your entire team get slugged? Are you serious? How is a survivor supposed to prevent other survivors from being slugged. In some situations you can't. Now if someone is across the map and working on a gen and ignoring the fact that there are people down that need to be picked up then yeah... they messed up. But if someone has NOED or Haunted Ground was just broken or Michael has infinite evil within, or ghost face red rings everyone, or oni is in rage mode, or a killer has Devour Hope, and other countless scenarios (as rare or not so rare as some of these situations are they happen -- some are actually common) the survivor(s) are helpless to do anything. And unbreakable isn't a guaranteed success. The killer can still hit that one survivor down. And many times in these situations the survivors are all close together either because they were working in a gen or trying to make a save. It happens. You can't blame survivors or say they let it. That's ridiculous.
Body block/protection hit, stun, blind, etc...
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@twistedmonkey said:
Then you need to adopt a different playstyle and play around with more builds.
I dont understand why you say now as this would have been the same game with old Ruin as like you said it was gone within 30s.
BT as well will only activate if you are close to the hook and go after the one unhooked. If the game lasted 30m im surprised as they couldnt have been hook rushing with BT. It sounds more like you spent most of the game waiting for them to touch a gen before leaving the hook and couldnt find the survivors and kicked it instead over and over.
Maybe if you commited to more chases then yes some gens would get done but you would have been able to natrually lure them away from doing a gen to save and heal giving you time for a longer chase. Just a thought.
Mostly because my main hag, is bugged, so im extra salty and because they claim ruin is now a late game perk.
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@SunderMun said:
And yet it categorically IS a form of holding the game hostage; to deny that is obscene.
False run unbreakable, or you know dont let your entire team get slugged.
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@twistedmonkey said:
I don't quite understand what you are trying to say as it's a safety pip up until red ranks when it's a depip.
It's 8 emblem points out of 16 which isn't hard at all to get at any rank.
30+ minute game with red rank survivors as oni, all at 2 hooks each playing kick a gen because there is no time for chases that are not concluded in 10 second, each survivor running DS and BT. Running ruin and surveillance, ruin as normal popped in first 30 seconds of game on yamaoka estate. 94 generator protection points, with 2 hooks saved in egc relying on BT and hook tech, while another 99's the gate. All survivors exit bloodied.
In other words, gameplay was kick a gen, wack a survivor, blood fury dash to next gen, down the survivor that was working on it, build blood fury and off to the next gen. Its essentially playing wack a mole with gens and no real chases with survivors. Thats how most of my games have been going with most killers since new patch. There is no real time for chases. Slugging and 4k still results in a depip with generally 1 or more d/c's on first down.
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@Peanits said:
Yes and no.
Yes, if you get someone out of the match early on, the rest of the game is going to slow down. Now when you chase someone, that's 1/3 of the survivors off of generators instead of 1/4.
But no, not if the generators get done before that. If you decide to tunnel someone right off the bat, the other three survivors are fully healed and have nothing to do but generators. They're going to be popping off left and right, especially if you get hit by DS and end up in a really long chase.
It might pay off, but it could also completely backfire very easily if the survivor is good in chases.
Thats why you slug. No ds for you.
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Bugs, lots of bugs.
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@xBEATDOWNSx said:
I started running Object of Obsession on my current survivor build and man, I'm having a blast. The idea of playing the rabbit for the killer to chase while the rest work on survivors is just incredibly fun.
Yeah, I'm getting tunneled into the ground. Hell, last round I was face camped on my second hook but it was 100% worth it.
If anyone else runs this perk, I'm curious to what your set up is
Those are noob numbers, OoO gets facecamped and farmed on first hook. You tunnel that ######### out of the game as fast as possible as killer.
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@Kralle said:
https://forum.deadbydaylight.com/en/discussion/comment/833931#Comment_833931
Blind the killer twice while carrying a survivor is so much rng based and will most likely only work one time. After that the killer knows and will probably try to evade being blinded.
Time to run lightborn just to be toxic.
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Well my main, Hag, is currently bugged, so playing on her is like trying to play a gimped trapper without traps. Played about 11 hours after the patch with about 8 of those on Hag, when I got tired of playing around the bugs I switched over to Freddy and a few other killers. Freddy with the right addons and the new ruin can slow down the initial gen rush fairly well. The Hag and the other killers that dont have high mobility basekits, suffered substantially if i didn't down/chase/trap someone within the first 30sec-1min.
On red forest spawning in running to the center building, put down four traps and two gens pop on the opposite side of the map, followed by the third a few seconds later when I get my first actual chase/trap going. I probably played a dozen or so matches on red forest as hag today, each of them had gens done within 5 minutes max, 1 or 2 chases, and came down to end game plays of hooking one survivor and using the survivors aultruism as a means to get more kills. Overall on larger maps the new playstyle is boring for both killers and survivors on lower mobility basekits.
On smaller maps, hag is still able to set traps and control the flow of how survivors move around the map fairy well but any mistake you make is heavily punished in lack of time. Add in the bugs the hag has, even maps like Hawkins lab can easily snowball on the hag.
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Nice troll
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Dev's had zero foresight in there absolute ######### decision to take map pressure from 70% of the killers while leaving large ass maps in current rotation and not addressing gen times/tool boxes. Take any of the slower killers and 3 gens pop before first hook on large maps.
Oh and thats not to mention the ######### ton of bugs found in the patch within the first few games played.
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@DeathBeam said:
Now that ruin hers and makes her useless at high ranks.
It does, ill have to set up shadow play sometime today. Just had a match on Lerry's and was chasing one while another right next to the one im chasing slow vaulted over a dropped pallet into a trap, i insta teleport and attack and shes already 5m infront of me with a lobby ping of 50ish.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1017267#Comment_1017267
If something has changed and there is no mention of it in the patch notes, it would be unintentional (a bug). Please be sure to report it in the bug reports section.
Ill submit a bug report.
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I would like a dev response as it makes Hags core mechanics unplayable. Her instant teleport smack is not there and left as a chase killer with 4.4m/s speed.
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They have straight up killed any motivation to play killer. They butchered Hag, my main, in either a stealth nerf or a bug. Im getting into a match with and its constant time delays on teleportation attacks with hag that i find myself just dc'ing and about to start playing survivor.
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@UniSans said:
https://forum.deadbydaylight.com/en/discussion/comment/1017179#Comment_1017179
Ok makes sense, it should be fixed but I don’t think it’s a nerf but a bug. Or was it in the patch notes?
Not in the patch notes, but like many devs, bhvr has a tendency to change ingame mechanics without documenting them in patch notes.
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The time delay is ridiculous, im chasing a survivor into a trap i place between a pallet, trigger immediately and they are now a few meters in front of me by the time the game allows me to move the hags model.
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@UniSans said:
https://forum.deadbydaylight.com/en/discussion/comment/1017156#Comment_1017156
But doesn’t she already have a wicked long lunge anyway? So can you just come out of a trap chase for a second and lunge?
She has the same lunge distance as every killer outiside of the Michael. The time delay now prevents that, they survivor gets a substantial head start.
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@UniSans said:
When Otzdarva plays hag he says a lot that you can’t lunge out of the trap
You can, you have to time it right. But its no longer there and now there is a time delay on even a basic attack out of trap.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1016986#Comment_1016986
You can't kick gens with the new ruin...
You can when it gets popped or if you dont run it.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1016986#Comment_1016986
Given how Ruin works hasn't it done the exact opposite of that? Generators start regressing soon as a survivor leaves it, no kicking required. It's why Pop Goes the Weasel and Overcharge don't work with it.
Ruin gets popped if you even run it, it turns into kick a gen simulator.
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Its turned the killer game play into kick a generator simulator with minimal chasing. Chasing is the most fun for survivors and killers and bhvr just killed chases.