HR_Helios
HR_Helios
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1872000#Comment_1872000
Then the problem isn't the fact that they head into a locker the problem is the timer or activation.
To solve the problem your describing either lower the timer to 45 seconds or deactivate when another survivor is hooked. No need to deactivate when you enter a locker.
I think there's multiple ways to solve the same issue and I'd be fine with that idea aswell
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@dspaceman20 said:
I don't understand the issue with DS from a locker. If you just got off the hook and the killer tunnel you then you go into a locker and get the stun, they still tunneled the person and thus the stun was justified.
The issue with that is people with DS if it's close to running out will sometimes purposefully find the killer to stun them. It can still be weaponized even when tunneling isn't occuring
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She's fine stop asking for changes on killers that are fine. All she needs is an addon rework that's it
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1860220#Comment_1860220
Dude you don't even know what a strawman is. Lol.
He used the term straw man correctly. You misrepresented a talking point of the opposing group to prove your side or make them seem unreasonable. That's what a straw man is
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@kaeXo said:
https://forum.deadbydaylight.com/en/discussion/comment/1861842#Comment_1861842
Right but you want them to cleanse HG so if Undying will always be cleansed first no matter what then it defeats the purpose.
The rework didn't change how undying works simply changed how it did its job. Now if haunted is cleansed it will proc and then respawn where undying is. So if they get haunted first you'll get two uses but this really only works when they have a reason to cleanse. So if you just do haunted and undying it wouldn't do much but with let's say ruin or devour it's more likely to work assuming haunted gets popped first. But if undying goes first or devour they really have no reason to do totems. So the chances of haunted going off is low. But that's how hexs should be. High risk high reward
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Thanks for all the responses. I find blight clunky and tho I do well with him and he is fun I'm not really interested to maining him. I have a hatred for deathslinger as I find him too easy. I've played him a lot too because I enjoy ranged killers and I win chases extremely fast. Less than 10 seconds in some cases. Of course they could just be bad which is true. But I also find him unfun/boring to play against as survivor so that's a no there. Legion is an idea as I always thought he had a lot of potential to be strong. Demo is also an idea. I'll give is some more thought. I might wait for the demo rework to come through first. I think I'm gonna play legion. Huntress is still my baby but mastering sonic the hedgehog should be fun.
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@CashelP14 said:
So your asking why with no gen defense you only got 1 kill? I think you know the answer to that.
If your playing at high ranks you need a gen slowdown perk.
I disagree. I play ghosty with no slowdown and do just fine. Sure I lose a game here and there but I win a good 80%. All games go to endgame and last which is why I enjoy no slowdown. Every game is close and down to the wire and I find that so much more fun than the 4k and 3-4 gens I was getting with ruin undying bbq and stbfl
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@[Deleted User] said:
Blindness is pretty strong; it's just you (ironically) don't see it's benefits usually.
It's more of when that survivor runs into a fellow survivor on a gen, when they don't see the other person you slugged on the ground who is 99'd so they can't pick him up and bounce, when the person with object of obsession now only benefits you for 30 seconds if they lose you suddenly, etc.... It has a ton of niche uses that add up but are hard to notice in game from the killers perspective.
I would like to see it have a 60 second long duration though, even if it became a rarer addon. Enough time to linger.
Yeah I agree with that
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@OniWantsYourMacaroni said:
I would definetely say that her exhaustion addons need to be changed.
They were designed in a time where exhaustion used to recover while running.They are outdated
I wouldn't mind them getting changed. I never use them anyway because deadhard players are predictable. Not at range but in 1 on 1 chases. Sure you'll get missed snipes because of deadhard but that's not where you get a majority of your hits.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1846932#Comment_1846932
This is very much an issue when there's only one Survivor left and the Hatch has been closed. Unless there's a Key in play somewhere, that last Survivor literally has zero chance of escape because that Survivor will never be able to attempt to open a Gate without the Trapper being notified of their Trap being disarmed.
That's the point. You've lost already. He's just sealing your fate
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1846921#Comment_1846921
The problem is that Traps make a big loud noise when you disarm the trap, which means the Trapper will know you're there. If you try to get sneaky and avoid detection, the Trapper can just reset the Trap, putting you back at square one.
There's no issue with being able to set a trap. It should only really result in one kill. If there's two or more survivors one person on each gate results in split pressure where the trapper can only secure one kill at most. Chances are if youre in a situation where that's an issue you've lost anyway. He should not get a kill with 4 people left. If he does it's the survivors error.
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@thesuicidefox said:
Blindness is actually very nice for slugging. Duration needs a buff but that's about it.
It's blindness to the person hit not the other survivors. Its awful unless it's duration is increased. OoO is powerful against huntress because you can see where she's aiming and avoid getting sniped. You can see her from pretty close too due to her small terror radius. So if the timer was increased it at least has a use. It would be the same as freddy's blindness snares.
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@EvilJoshy said:
Can you convince people to switch out adren, dh, bt, ds for hunch?
I've seen a lot of comp teams adding one person with detectives hunch to find ruin undying quicker. It's becoming part of the comp meta but in pubs I still wouldn't run it
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Not gen placement but totem placement would be a cool idea. I don't trust the dev team to implement something that complicated tho.
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@Pig_Is_Pog said:
It’s as simple as this:
”cheating in a video game involves a video game player using various methods to create an advantage beyond normal gameplay, in order to make the game easier. Cheats may be activated from within the game itself, or created by third-party software or hardware.”
by using a macro you are using a third party software to give you an advantage that you normally wouldn’t be able to get, so it’s as simple as that: if you use a third party software to give you an advantage (advantage being instant teleport hag) your cheating.
Reference: https://en.m.wikipedia.org/wiki/Cheating_in_video_games
Michi is widely considered the best hag in the game and uses the scroll wheel to teleport. He also has insane reaction time and can teleport almost immediately after a trap is triggered. A majority of experienced hag's use scroll wheel because it allows the quickest possible teleport. I've never run into a hag with a macro. Like others have said it could be detrimental and make you teleport when you don't want to.
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@Zozzy said:
Just get use to playing her with nothing as every addon pass has resulted in useless or meme addons.
I normally don't use addons but on occasion I do to shake things up a little just like nurse I normally run just her recharge add-ons but occasionally I try to more niche addons to shake it up a little. I just want addons that actually do something
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I'm a killer main with over 3k hours in the game total. 2k on xbox 1200 on steam. I'm a rank one killer and rank 3 survivor (been maintaining rank 4 and rank 3 but unable to climb).
Survivor: I've fallen into the habit of trying to over utilize tiles especially unsafe or semi safe pallets. It gets me killed very often and I need to get better at knowing when to leave tiles. I also need to improve my map knowledge on the new maps as I'm still running into deadzones occasionally expecting at least a filler pallet.
Killer: Need to improve my gameplay on select killers in general (Demo,Plague,Pig,pp head,and ghost face as I don't play them often). I need to improve my early game decision making in general as I find a majority of my games against competent teams end after the gens are done and 1 or 2 escape. I want to become a more consistent killer overall.
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@Deadman316 said:
Killers can hit us from around the corner, they can hit us when we're halfway down out of a window. Hell, they can just swing their weapon at the start of a trial and they'll record a hit. Devs, you fooled us again thinking it was better, good work.
It's not hitboxes it's latency. Your connection to the killers server is bad so you get bad registration. You can see your ping at the lobby. If you got anything above 100 I'd dodge.
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Because a lot of hag players are inexperienced as her so resort to scummy strategies. I play all killers and hag is honestly one of my favorites. She's a set up killer like trapper but with way more versitility. You have to be patient against her and it's worth the time to crouch and check common trap spots like around pallets and windows. The best counter to hag is figuring out where her traps are and either disarming them(by flashlight or triggering them then running away) or avoiding them entirely. It's also a good idea to run to gens or other locations while she is carrying a survivor as she can't teleport. A good hag is very efficient with her traps and knows how to make survivors hit her traps. Unique pathing is the best way to loop a hag. That and to leave trapped tiles. Hag chases tend to be short so it's crucial your team is on gens all the time.
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@The_C12H15NO2 said:
I see in the FAQ we can add friends on other platforms. Will that allow us to group up together as well?
Correct just add them on dbd then you can inv from the friends section
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@HeckaYeah said:
https://forum.deadbydaylight.com/en/discussion/comment/1839803#Comment_1839803
I would be justified IF I t- bagged or was a jerk 😂 , but in my opinion this was a typical run with a well working team. Gens and unhooks with decent chases.
I think the 2 minutes bleed out time is sorts unnecessary. Maybe cut 10 seconds for every survivor that has passed the third sacrificing? You could pick yourself up if you have the perk and wouldn't have to wait for 2 minutes of not...
Nah the bleed time is fine imo people just want to use it to be a dick and if you lower the time you leave less time to be saved which puts more pressure on your team
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@HeckaYeah said:
I recently play a game where the killer gave everyone a decent run around.i applaud, they did great and it truly was a highly enjoyable match... Right until the end.
Here's what went down: They slugged me and left me to bleed, making rounds but not touching me. Survivor Number Three finds me but gets chased off, I find the hatch. Number 3 is hooked and dies- I'm seconds away from bleeding out.
The killer finds me, pick me up, take me 10 ft away and drops me, closes the hatch ( a very valid move) it's now hook time... Or not?
No, they take me to the door. Not what I expected but points are points I guess ...
They let me wiggle free, open the gate... Ok, no problem there, right.
Wrong.
Now, here's the kicker: the killer almost, ALMOST, let's me escape; only to knock me down, killing me inside the gate because I have no dying state time left!
Death. Because I was left to bleed out ( mind you the hatch was to the left of the main building and very much so I the open- hooking at any point would have been valid and just, they'd earned it fair and square!)
I'm all for last minute hooks- I get it and acknowledge it's a legit thing. But HERE'S the issue: hook me or let me go! I feel it's a genuinely kinda crap thing to do ( don't come after me, it's and opinion, and, like asses, we all have them and they all stink). If you're going to pick me up off the hatch I admit, you have earned it and I won't argue that. All I as is please hook me or let me go! Hell, chase me for a bit if it tickles your fancy, IDC, but this is some of the stuff that needs spoken about because it's part of what makes the game so frustrating. This? Isn't mind bending anyone, it's just being mildly annoying.
Thanks for reading, if you would, please share similar experiences or thoughts on ending a dying state in this or a similar way. I'm not looking for beef, just sharing my experience and my POV on it :)
That's a valid frustration 😂 and I'll admit I've brought survivors to hatch then closed it in their face before I hooked them. The only reason I have for that is that the survivor tilted me a bit. Obviously I don't so that now it wastes so much time and there's honestly no point being tilted at this game anymore. Same with bleeding people out. I've been bled out countless times and I'm not even upset I died I just wanna queue again and they drag it out for over a minute. So I completely agree with you
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@Huge_Bush said:
Tunneling hooks when you're a top tier killer that can zip around the map.
Tunneling hooks, proxy camping, and slugging at 5 gens.
Tunneling hooks, proxy camping, camping, slugging or even just plain old tunneling at 5 gens when someone dc's.
Slugging for the 4k to lure me out even though someone DC'd at the start of the match.
Just to clarify good killers will punish mistakes. So if you give them a good reason to do those things especially the slugging then they will do it. If I down someone or see someone else/have infectious. I will chase them. Unless it's not in my benefit.
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@WraithBaby said:
For example, on survivor I feel soooo naked without bond! It's my go-to on everyone. I Love the information I get from it. Also, be nice! Everyone has their own opinions :)
That changes for certain killers. For instance PWYF is essential in any Mikey build I do. I always get value every game and I love it.
On huntress it's BBQ and Iron Maiden I have those in every build
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The most annoying thing for me is getting hit when I feel like I played well and played my distance correctly. For instance waiting for a running vault on killer shack window just in case of a double back then vaulting as they follow and swing what looks like early then hit me after I take a couple steps. Those annoy me because I know I didnt misplay it. I played it right and dedicated servers got me downed.
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@burt0r said:
That's why I quit playing killer and with that dbd overall. It swings too much from one extreme to the other. Either I get potatoe survivor where I ask myself "did they just buy the game?" To groups where I struggle to get more than 2 stacks of bbq (the only perk I really use, against the grind and I try to go for the 12 evenly spread hooks every game, with less than 500hours in the game). Seldomly it becomes an even matchup.
So it's either boringly easy and I have to hold back very much to not ruin their fun or I struggle to have any of my own.
That's a big issue with the current matchmaking system. It's not hard to hit red ranks as either side. Ranks doesn't equate skill. Experience does. I feel it should be based more on time played than rank. But I understand even that has problems because I've seen some 2000+ hrs players make some really questionable plays
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1839731#Comment_1839731
This way it only helps with fatigue cancellation/blink cancellation itself, and doesn't quite counter double backs on your 2nd blink charge, right? If I understood you correctly, time gap in this case is too short to adjust your decision basing on survivors movement, as well as for survivor to come close enough to you for the hit to connect.
Correct. I have hit survivors with it. Mostly on windows by body blocking then fatigue cancelling before they have realized I've blocked the window. It's a niche situation that rarely happens but I mainly use it to save time between chases. For instance, I downed a survivor then see another out of the corner of my eye running away from the loop. I long blink in there general location to get LOS then I see I'm just out of lunge range. I fatigue cancel causing the survivor to path inefficiently cause they think I'm gonna blink or double back. Because of the cancel I get a free hit because they expected a fatigue that I didn't have.
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@EndMePlease said:
Wraith is probably the weakest killer in the game and one of the most addon reliant killers . Any ideas on what buffs he should receive to make him stronger ? Maybe add some sort of secondary ability to his kit like pyramid head ?
Make yellow windstorm base kit and move the other windstorms up a tier. Increase the duration of addon induced bonuses coming out of cloak. (Shadow dance for example would last a couple seconds after uncloaking allowing for plays at loops). Decrease the cloaking time. Keep uncloak and uncloak addons as is. Those are the ideas I have
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1839721#Comment_1839721
they aren't even good on huntress, with an exception of few very specific maps. she has no mobility and no gen pressure, it's an entirely snowballing killer and (again, with few specific map exceptions) such perks are a waste on huntress in pub matches.
Agreed
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@[Deleted User] said:
You charge a second blink and swing while holding the charge button on the frame that her head starts to bob for fatigue. You press M1 while holding M2. Not sure how many frames in the animation you have to do it. It's a really tight window.
I've hit people with it during 1v1 practices. Usually salt-inducing. It's actually a very useful thing to practice if you're trying to go from average to good on Nurse. It makes double back moves very dangerous for survivors.
I play nurse on console and pc and I've found charging for just a moment then spamming m1 gets me the cancel more consistently. Idk why but I've been doing it if I have to guess about 80% of the time. I use it in situations where I need pressure. The time you save by doing it is crazy.
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@Rydog said:
You definitely don't need to use Ruin + Undying + Tinkerer to stand a chance. You couldn't even do that a month ago, and killers were still winning games just fine. People act like nothing came before whatever the current meta is.
I agree Ive ran the same build on huntress for most of the time I've played her and I still keep my rank one and win almost every game without any of those perks. The one time I ran ruin undying it was too easy. I was 4king at 5-4 gens and I immediately took it off after 3 games of the same result
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/1690089#Comment_1690089
Yet nurse exists and shuts down normal looping as a strategy thus proving killer mains exaggerate everything and lie and play like complete POSs
Every killer needs to be played against differently. Nurse is strong don't get me wrong but she isn't an uncounterable killer. She's significantly more counter able than spirit. As a killer your job is to kill survivors. People who want to win (even tho camping is inefficient) will use the strategies at their disposal. Same with survivor. And these strategies can be helped by perks. As a killer main it's my responsibility to play both sides to improve my gameplay so I play both sides and am red ranks on both. As survivor sure getting camped and tunneled sucks, but most of the time when I'm play with friends we always get at least 2 out those games. If you do your objective it either forces the killer to leave and pressure gens (if they want to win) or stay and camp the one survivor. If they camp chances are there's a reason they don't care about gens which is where I'd lookout for noed before the gens are all popped (I'd look into having some people in a group running camaraderie as is gives precious time to find that noed or get the last gen done. It's honestly a game changer) As killer I don't camp cause any killer that camps for no reason is playing inefficient. There are valid and efficient ways to camp/tunnel. But I'd only do it against a good team that's competent. Those teams force you to play a little scummy. If you don't believe me watch tourneys. Every killer tunnels when they get the chance because it's about winning and one less survivor means one less person on gens. But they do it efficienctly where as other killers do it just to be a dick. There are so many factors that you can't just label killers as trash or POS when you dont see the situation from their eyes. Playing as a redrank killer has made my survivor experience more enjoyable because of that understanding. And I wish others would learn both sides at a high level so there isn't this disparity but unfortunately I don't see that happening. In the OPs situation it seems the killer was just being a dick. And they are spirit so it fits the picture as from my experience a lot of spirit mains only play spirit and have massive egos. (Again from my experience doesn't mean all spirits)
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@Renfear said:
Yes, just have a closet handy at all times, that's a great idea, I'll just keep one in my pocket from now on.
Look at it this way. What all can Doctor do?
- AoE ability that causes everyone nearby to scream and reveal their position
- Screaming prevents you from vaulting or dropping a pallet
- Insanity starts, making skill checks harder
- Hallucinations
Compare that to other killers, like Huntress or Deathslinger or Clown, they do one thing. These long range attacks can be dodged. Not so with Doctor. They didn't even have the decency to give him the slower runspeed of other ranged killers.
He's a killer you have to know the mindset of. A good doc doesn't shock without a plan and they are slowed a lot while they are charging and releasing their shock. This makes him easy to play against when you have a bad killer. They don't know the shock timing ,the mind games you can do on the shocks to guarantee hits(assuming the survivor misplays ),etc. On jungle gyms if your approaching the window and are close as he's charging the shock spam the vault and due to the slight delay before it hits you you'll catch the vault. If you're further away you will need to loop back around to the pallet and watch behind you for the red stain. If he follows you predrop the pallet and use it to gain distance. It's all about playing around what the docs plan is. As for the rest of the game the longer you are undetected the better so try to stay out of the terror radius. If your on the gen and he hasn't used his blast in a bit get out of the radius or in a locker. Then once he shocks get back on the gen. That way he's less likely to interrupt your progress which will benefit the team in the long run.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834431#Comment_1834431
That's the thought.
Lets her actually use any TR augmenting/Undetectable perks. Perhaps should come with a downside.
No hum but increased terror radius let's say 24 meters that way monitor is worth using and undetectable has a use
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@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/1834356#Comment_1834356
Removed infinite hatchets*
I view it as deathslinger without a range penalty and a charge up period
That would be fine if she couldn't hit cross maps. And have pretty much infinite range
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@CLB198 said:
Ultra Rare - iridescent stock
No limit on hatchets
Hatchets count as basic attacks instead of hatchets
Remove the ability to m1
Yeahhhh I'd rather not have haunted on huntress hatchets thank you iri head is bad enough
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@gatsby said:
People sometimes forget that a lot of what makes many Killers strong is exploiting mechanics in a way that probably wasn't part of the Devs original design concept.
Hag/Twins- Using your power to essentially face camp while multitasking the other Survivors.
Spirit- Standing still for free hits because Survivors can't tell when you're using your power.
Pyramid Head- Using your power to tunnel through Decisive. Using power to hit both Survivors on unhooks.
Demo/Pig- Exploiting the "basic attack" mechanic to have permanent 8 stacks on STBL.
Huntress- Hitting Survivors with close range hatchets because the cooldown is less than a standard M1.
Wraith- Using your hitbox mechanics in cloak to push Survivors into corners or out of pallet dropping range.
Ghost Face- Using the broken stealth reveal mechanics to expose Survivors that are looking directly at you.
Any others you can think of? It's funny that all these exploits of Killers were probably complete oversights by the Devs originally and they slowly just became "features" that were part of their overall balance. Remove most of these things and a lot of these Killers would become trash tier.
Yes every killer has their strengths and ways to play them. What's your point? It's not exploits it's how the killers are built. Twins and hag are meant to be very oppressive with their powers with twins just having a larger range of control than the hag.
The Spirit standing still mind game is stupid I'll give you that but the recent bug where you could hear the direction she was was honestly something I wished they would just make permanent. It made spirit have some counter play and something to work with without making her less powerful.
With pp head Using your power to hit both survivors is intended. It's the same as bubba minus the insta down. The counter to DS isn't what I had an issue with as survivor it was the stupid m2 into m1 that every good pp head did. They attempted to patch it out then made it stronger by not actually patching it out.
Demo and pig both need changes. STBFL has become essential on killers who NEED the extra pressure it can generate. The wording makes sense in my opinion. Why lose a stack on a perk that affects basic attacks when not using a basic attack? That doesn't make sense. If they changed it to any attack then they would have to do that to all basic attack perks for consistency and I really don't want haunted grounds on huntress hatchets no thanks.
Huntress should keep a shorter cooldown on hatchets. If as survivor your caught in a corner that's your fault and you should be punished ie. Hatchet into m1. Same with people that run into huntress like a decent huntress won't hit that. Ranged hatchets are easier to dodge. Gaining as much distance as possible is the best strat because of her slow movement speed. If your healthy try to dodge but if you take a hatchet utilize the sprint burst to gain distance and get into cover.
For wraith the body block mechanic is on every killer and is utilized by multiple killers (plague,billy,bubba,and huntress to name a few) so why single him out?
Ghost face is a weird killer but the cone to expose him isn't directly in front of you it's a 45 degree cone coming from the top of your head do you have to look slightly down to expose him consistently. I do think this needs a change. And it wouldn't make him trash would just make him more skillful to use when stalking.
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@EntitySpawn said:
If you could Design your own perk to be in the game what would it be?
When we get new chapters we may not always be into the perks, this doesn't mean they're bad but they probably wasn't what you're looking for in your build. So be creative, think of the perk you would like to be added into the game. this could help the devs see what sort of perks the community are wanting and maybe share some creative ideas.
Note: This is just for fun, there are no winners or losers. just join in and have fun, maybe the devs will see what they like! (Do try think about balance, synergies and existing perks)
Survivor perk:
Health is Wealth
You know the importance of the task at hand and your wounds can wait.
While working on a generator while injured, every great skill check has a decreased success zone but fills your heal bar by 9/12/15% up to a maximum of 90%. This bonus is affected by the mangled status affect. (Lowers to 3/6/9%)
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I find it hilarious
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@gatsby said:
At the beginning of the match, most Killers do "competence check" chases with different Survivors. The goal is to try to interrupt early gen progress and spread pressure before committing. During these early chases, Killers generally get a feel for the stronger loopers and the weaker ones.
If a good Killer is hard committing to you early on, they've picked you out as a weak link and plan on soft (or hard) tunneling you to make an early kill. It makes sense to prioritize Survivors based on skill level and also just by their overall hook progress. The obvious Rank 1s tend to get left in their chases and die on first or second hook. The obvious lower skill Survivors go the opposite way, the Killers commit and three hook them ASAP.
And that's why some Survivors get tunneled.
I personally only use this strategy when I can tell the team is competent. If the whole team is decent and I know it's going to be a well fought game. I'm going to need more pressure than just ending chases quickly. I'll make notes of every survivor during the game and of hook stages. Typically the least experienced survivors are dead on hook first. I'll kill them off at 2 gens if gens aren't flying and the opportunity arises. If gens are flying and that person isn't dead on hook I will tunnel them to get them out of the game. But I will never hard tunnel someone. In those games it will lead to 1 kill at most especially if they are on coms. But I see your point.
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@chieften333 said:
Please break this up into paragraphs
Will do man sorry for the text wall lmao
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People have more trust me but to answer your question....yes
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Latency is bound to be a problem when you have dedicated servers. The only way to fix that and make it less of a problem is off they added server regions so you only played with people from your region. (West US, East US, etc). A lot of the problems with deadhard are latency based. Because of that it is NEVER reliable to dodge hits. Especially against good killers. You use it for distance. That's pretty much it. If you die after using deadhard and are exhausted it's your fault for putting yourself out of position making the mistake.
Now the server thing I mentioned earlier would be difficult to implement given the current status of the player base. Queue time would increase dramatically way worse than they are now. Because right now you are searching for all online players in matchmaking. Then you connect to the killers regional dedicated server. If we were to change this it would decrease the amount of players available and then increase queue times.
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I use whispers a lot on huntress and nurse (my mains) for this exact reason. Normally once the third survivor dies I find the slug in about 20-30 seconds depending on how far they have crawled. Whispers helps a lot in so many scenarios and I can't bring myself to take it off my builds.
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If it was a close game I want my 4k. If It was a sweaty group of survivors but they weren't toxic and it was close I might let one have hatch but of my OWN accord not them finding it. At the end of a match I've already won I determine who lives and who dies. I've let survivors live because they made me laugh before. But if you make me sweat Im getting my 4k or your eating your 5 minute penalty so your teammate can get hatch.
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@RocketPenguin said:
I disagree, killer is more intense yes, that doesnt make it less or more fun though. Survivor can be considered boring instead relaxing because of gens. and killer can be intense instead stressful because all your actions matter more.
Depending on the person either role can be seen as more fun
Personally for me it feels far more rewarding to get a hard earned 4k than escaping as survivor. When I escape it's rarely close because of the awful match making. I have far more close games as killer especially in redranks and the need to be good at your killer to pull out the win is what makes killer far more rewarding than survivor imo.
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I'm really happy that I am not crazy and that it is a problem for others too. Because survivors will be survivors and say your bad for something that you couldn't control and now I can at least lose against those teams knowing I played the best I could with the cards I was dealt. Even when I lose I still safety pip most games so I'll take that as my win
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@Cerebral_Harlot said:
https://forum.deadbydaylight.com/en/discussion/comment/1795431#Comment_1795431
Reworked maps are having a lot of collision issues. It might be a bug that only the huntress and... I guess Death slinger might encounter.
I hope it gets fixed because I don't like the idea of having to be an m1 huntress until I get those 6 pallet loops out of the way. Of course I do hit them when they are away from those and I get downs and hooks but if they are near one of those pallets I'll get looped for 30 seconds before I get a hit
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Some hitboxes can be jank because of latency and dedicated servers. But for the most part even when I play survivor I never think a hatchet shouldn't have hit. I did something that made me take a hatchet in the end it was my fault. Survivor hitboxes need to be tweaked then she will be fine