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Haddix

Haddix

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Haddix
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  • overcome and alc ring (or just blight's speed) c a n cancel each other out.

    but i wouldn't even say "counter." he can, but at the same time, overcome can get you to a tile that you normally wouldn't have in time considering blight's speed. overcome is still a very useful perk.

    thought blight decreases its effectiveness, that doesn't mean it's "countered" or is weak.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721619#Comment_2721619

    For sure.

    I'm almost positive that anyone that downplays it has never used it.

    a lot of people use the "its only good if you're new!" argument, but that's like saying the same thing about bond, which doesn't make sense. it tells you what your team has dropped, what's been broken, what rng you got (i have 3.2k hours and do not instantly know exactly how to path because that's what rng is for), etc. no matter how many hours, you don't instantly have that valuable knowledge and foresight going into a match.

  • okay, let's say i get in a game against this guy with my team.

    "hey everyone, it's the victim, hold w, predrop every pallet, and if you have a flashlight, never use it!"

    aaaaaaand for the entire match he's just an m1 killer with no power.

    it's plague syndrome but on STERIODS. your power is entirely in their hands, it's not something you earn but is given to you, and if they choose not to give it to you, you have absolutely nothing to work with. even if I'm about to get hit and have a pallet that would stun the killer if i dropped it, I'm STILL not dropping that pallet. I'll take the hit, I'll even go down. im not giving him any tokens.

    on top of that, you don't even get any real ability until 3 STUNS. then once you do, it has a 5 second charge time, which is basically unusable in a chase. for reference, demogorgon has a 1 second charge time with a minimum of 0.65 seconds for a shorter dash. billy has a 2.5 seconds charge time and it's terrrrrible for loops.

  • i used to think ghostface was better but ghostface has almost no power against a genuine good team without an indoor map. myers is also hot trash in that scenario, but at least his power isn't solely reliant on stealth and is very effective for camping with a 99 tier 3.

  • this is what happens when you largely base your understanding and guide the decision-making for your own video game around numbers.

  • totems should definitely get a blanket buff (running totems without undying is a joke in 9/10 games lmfao), but i don't like that idea. maybe in perk form with some kind of activation condition, but by base i think there are other reasonable solutions.

  • its really good. i used it a lot before the buff because it was nice knowing what my solo teammates have dropped + what rng I've gotten without having to scope out the area, but god the buff was insane. it's funny how they compared it to zanshin tactics as if they provide the same kind of guidance for their respective sides lol.

    but oh well, i wouldn't nerf it, it was a nice buff and i like big "f it" buffs unless it gets completely out of hand (like some other meta perks lately...)

  • i have no idea why the devs think it would encourage tunneling. if you're tunneling, then you already know someone's hook state lmfaoo. because, yknow, you're TUNNELING. that's what tunneling means. you're focusing on one single person and killing them.

    but who knows what the devs' definition of "tunneling" is. by their reasoning, it's probably just seeing someone on deathhook and switching to them instead of someone on freshhook or second. good stuff guys.

    yes, it should be a thing.

  • thank god overcoom is now in the game.

    big fat counter to my unwholesome sweating blights that crawled out from the core of the earth after his height buff.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/302204/two-survivor-strategies-that-i-have-no-idea-how-to-counter

    1: They're not doing anything, chase someone else.

    2: They're also not doing anything, chase someone else.

    for #2, they kinda are doing something. I've done double locker saves right next to a gen w someone before and the killer either sits there and sloowwwly drains our flashlight or leaves. we weren't "not doing anything," we were just hopping back and forth between the lockers and the gen and were able to do that twice in a game because of some friendly RNG, giving us 2 free gens. pretty much nothing he could've done at all, we had a purp flashlight with streetwise and double battery.

    this can be replicated somewhat consistently too, especially on some maps with lockers and/or gens that always spawn. its not some once in a blue moon thing.

    that advice doesn't always apply. dub lockers saves are fun but they can be extremely abusable.

  • finally, the gen speed buff we've always wanted

  • that's how this game has been designed. instead of targeting maps, they targeted killer powers and made them far more effective in chase rather than making all maps playable for every killer. everyone with experience knows how absolute garbage m1 killers are in chase/hold W. anti-loop, with unfixed map design, is a necessary evil.

  • i would agree. from a design perspective, i absolutely despised how transformative engine fang was. NO addon should ever give a killer an ENTIRELY new, extremely strong strength for 0 drawback, whether or not it's OP. that is just trash design to the core and I don't know how that flies in 2021 DBD. something like that is either basekit or doesn't exist at all. however, i also hate how laughably weak his base power is. there's a middle ground to be had, yet it hasn't been found and i don't believe they intend on finding it either.

  • yeah, i don't think it's good design that you have to aim a fairly difficult power which may not even give you something in return. there should always be a minimum value greater than 0s if a player is putting in work. the environment should just speed up breaking by 50%, giving each chain a minimum slow time of 0.5s no matter what.

    engine fang was super annoying but you really do realize how bad those chains are now that pinheads arent running engie fang as much.

  • that's what happens when you balance chase mechanics around killer powers rather than actually creating well-designed maps.

    anti-loop literally needs to exist because bhvr kept all their maps complete trash and unplayable for M1 killers/killers with weaker "anti-loop." but anti-loop makes more money because the killer is stronger and more appealing, so sorry, but they're pretty happy with their wads of cash. killers have never sold better.

    i personally don't care anymore, anti-loop isn't really unfun for me, but it just reflects awful design with this game.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712847#Comment_2712847

    No, I used to be quite consistent with Huntress. But when I faced better survivors who literally had unfair advantages because of in-game mechanics, I just stopped playing her. On console especially, I can't see survivors when they spin into me, so I either miss or I wait 5 seconds to steady the shot and still miss because they're moving faster than my thumb can. So her point-blank hatchet into another hatchet, one of her best strategies, is inaccessible because of bad fov and console controls. I'd have this conversation more often but clearly nobody believes me.

    console moment

  • oh they don't care. they legitimately don't. it's not gonna happen lol. i think this year shows that a lot more than any other.

    they balance off dumb perks and items. the way they think the game is balanced is through ######### data. they are happy with their ######### data.

  • "I believe that Trickster is going to make newbies and noobies leave the game because of how is he unbalanced and frustrating to play against. He has to be nerfed in different ways..."

    he's literally been in the game for 10 months and the game reached its peak playerbase about 6 months ago. nice prediction based on literally nothing.

  • sorry man, the parrot bots are gonna regurgitate the same argument over and over without actually knowing why until you give up.

    people go "yeah deathslinger was soo OBJECTIVELY unfun, but he should've gotten some compensation for the nerf" and then their idea is "hmm, give him a 0.00001 second reduction on his reload," and then everyone will repeat it like the word of god as if, 1. that change does something, and 2. his entire identity and gameplay isnt still ruined, being extremely slow and clunky feeling. it's even worse when the parroting comes from the all-holy "content creators" on twitch.

    he was always whatever. hold w, drop pallets, heal, do gens and make him miss because 9/10 slingers were bad, and he was already an unpopular killer. nerf was dumb and didn't actually do anything to the survivor experience except further limit how many killers you see. yipee.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699260#Comment_2699260

    They should 100% add validation to vaults too. You make it sound like that isn’t how games are meant to be lol.

    I know people won’t like this because it’s fine for things to mess up survivors 50 times a game but 1 thing against killers and the forum army gets deployed

    mm it's moreso how the implement it.

    giving players visual and audible feedback while not actually landing hits is AWFUL.

    when people say they don't want more validation, it's because their current validation is extremely deceptive and frustrating for lots of players.

  • i have not gone against a ruin that's been a genuine problem in months + boons are extremely strong. don't use ruin lol

  • yeah? and what SPECIFICALLY are you referring to besides jflicks and ######### lagflicks? what kinds of scripts, and what would those scripts do?

  • i've had like 1 game out of the last 30 survivor games where ruin was not cleansed extremely quickly, s

  • @TheMidnightRidr said:

    He plays literally the same, you just can’t quickscope. He still has great zoning and is far FAR better than old Freddy could have ever hoped to be.

    not being able to quickscope is what makes his gameplay entirely different. what are you saying?

    idk if you were just ads walking as him before, but quickscoping was what made him. it's like removing billy's curve and saying he plays the exact same. maybe if YOU were playing him improperly before then he's no different, but entirely removing the main strength of his kit (with stealth being his secondary strength) he is not at all the same killer.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679006#Comment_2679006

    That's not really counterplay.

    I think this is more like a bug, because you were able to use crow on basement stairs etc. on PTB.

    I don't think you should be able to control it (aim up/down), but it should 100% copy terrain.

    It will copy the terrain, but only terrain that's under the flight path. For example, you can shoot crows down stairs, but only if the crows are within 8 meters of the stairs. You'll even see the flight path bend downwards (or upwards, check how they interact with the drop-down windows on the Sanctum of Wrath when facing them on the ground. It's really cool). It definitely seems intended that they do not respect the terrain past the flight path.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679006#Comment_2679006

    Disagree.

    She's the same power level as Doc, just harder to use.

    They both have some great tracking, but her zoning and lethality is far superior from both short and long range. I would not compare them at all.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670498#Comment_2670498

    120% speed is not gonna happen ever because it's ridiculously strong. So there is no point to discuss further.

    yes there is, because you're making an argument that 120% is ridiculously strong, which is literally untrue lol.

  • @ThanksForDaily said:

    120% movement speed? NOED speed plus bloodlust 1.

    So, no safe loops even at shack. All easily mindgameable.

    You guys are out of your minds with the nicest words possible.

    the 5% increase doesn't make every loop unsafe.

    either way, i think loops being safe is the issue, lol. if there's literally no risk versus a killer, and a tile is completely safe against a killer, then that's kinda stupid. giving him a 5% increase would make very safe loops require a little bit more brainpower to use properly as survivor.

  • i've been using it since the ptb and i honestly think it's really stupid. it's given to you entirely for free and the effect is really good.

    i just hate how it's so good for W holding, especially into boons, without any kind of requirement or drawback, and you put almost zero thought into using it.

    also it's actually good with dead hard, especially if you have no boons.

  • yeah, i've also made this point. people are exaggerating the size of the map, but that doesn't mean it's just fine. I do think all of the maps listed are way too big lol.

  • bhvr is not scared of vhs. it's in your head.

    i know it's a satisfying little fantasy to think about, but it's not real my man.

  • My idea for Blood Echo is:


    The agony of one is inflicted onto others.

    • When hooking a Survivor, all other injured Survivors will scream and suffer from the Incapacitated Status Effect for 16/20/24 seconds and the Exhaustion Status Effect for 45 seconds.


    it would punish teams not healing with providing information, slowdown (no gen repairs or any other interaction for 24 seconds), and chase benefit with exhaustion on any hook. would it even be that good with CoH and medkits right now? no, but the effect is strong whenever it happens.

  • i've gone against sloppy a few times since COH has been out, and it does almost nothing.

    before COH, it was a really solid perk. nowadays, no. it's a joke with COH.

  • dragons grip. even if it doesn't activate, it goes on cooldown for 80 seconds. considering that it needs to sit on a gen for 30 seconds to do so, dragon's grip has a maximum 110 second cooldown.

    like what the hell?

    oh, and premonition. perk could actually be really useful but it triggers so much with how high the range is. goes on a 30s cooldown afterwards. if it was more like 12 seconds or so, that'd be nice.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652600#Comment_2652600

    I disagree The letter is much better than what it was it’s actually a great addon. Yes you sacrifice your bear traps but atleast the aura reading is better it’s very good

    gonna have to disagree, pigs ambush is suuuuuper easy to play around. it definitely helps when they leave tiles but i still feel zero threat versus any pig with this addon, and games go by much faster with the -3 traps.

  • @Aurelle said:

    Amanda's Letter. You get only 1 bear trap and Pig's ambush attack isn't good enough to actually get use out of the aura reading.

    they still think pig is a top tier killer so its no surprise they gave that addon the tiniest buff in the world

    cool buff, but lame.

  • he is dumb easy to play against now. i hear that massive TR? it's W holding time. in chase? lemme just tightly round these dumb tall coldwind loops. sick power dude.

  • @Zyie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650881#Comment_2650881

    Based on your previous post, you infact didn't understand how it worked.

    "the killer actually DID fairly land a hit, but the E button says no for absolutely no fair reason", No, your client thought you landed the hit, while in fact you didn't. All these years, you've thought you landed a hit, and since there were no checks, your client saying that it was a hit, meant that it was a hit, even when the survivor triggered their dead hard before you attacked. It has been very unfair for years, and now that it is fair, you complain and say that it's "wildly unbalanced".

    Yes, the animations, audio, and cooldowns that happens when your client thinks that you hit someone, eventhough you didn't, are an issue, I'm not going to aruge that part. To some degree, I do sort of feel like dead hard should just be completely removed, simply because it is impossible to make it work propperly and without being janky. The only way for the perk to actually work as intended, and without triggering the wrong animations and audio, is if the devs somehow managed program a way for the servers to predict the future with 100% accuracy, so that the server knows exactly when you will swing and the survivor will Dead Hard. That is obviously impossible, so Dead Hard will forever either not work propperly, or be very janky. Neither is a good thing.

    I'm on the side that doesn't mind Dead Hard being a thing neither as a killer or as a survivor, and I'm completely fine with how the perk is intended to work. However, since it can never fully work as intended, it will always be janky no matter what, I would prefer it if the perk was completely replaced with a perk of similar power, but which can work propperly.

    You're explaining it to me again when I know exactly how it works and have already stated that. I understand that my hit wasn't registered because it now favors the server and not my client, "refunding" the hit but not the visual and audible feedback that I'd normally receive for landing the hit that my client believed I had landed. I'm not discussing the technical side of Dead Hard and how the validation works, I'm discussing the balance of Dead Hard and how the validation itself highlights the core balancing issue with Dead Hard; that the killer landed their hit, yet Dead Hard takes that away for no reason. The gameplay benefit that Dead Hard provides is to dodge hits that the killer otherwise landed for free OR to provide free distance to avoid giving the killer a chance to hit you in the first place, robbing your opponent of a hit when they actually deserved one and could've gotten if Dead Hard were not in play. The CONCEPT of the perk is extremely flawed and unbalanced, thus, Dead Hard working as intended is unfair, not the other way around. It was never unfair for killers to hit through Dead Hard because they deserved that hit anyway, as the Survivor was in a position to be struck by an attack and only got out of it due to a single button press that provides completely free iframes and distance. This flawed design is recognizable from both sides; I personally refuse to use it as Survivor as whenever I do, it gives me an unfair advantage to completely avoid a Killer's hit that I did nothing to deserve (I can outposition myself, make an awful play at a tile, misjudge my distance with the killer, and undo all of those mistakes with a single button press), and it's frustrating to face as Killer because it provides the Survivor with an ability to undo the work that the Killer put in to hit them. If there was a bug with old Prayer Beads, Omegablink Nurse, Iridescent Head, Mettle of Man, Pallet Vacuums, old Brand New Parts, etc, where they didn't work as intended, I wouldn't consider it being "unfair" as those things, when working as intended, are unfair themselves.

    TLDR, My overall point is that I personally think a ton of work being put into Dead Hard's validation to always work properly by favoring the server yet keeping the killer's client from providing visual and audible feedback that they landed a hit is pointless when Dead Hard is what it is; an unfair perk designed 4.5 years ago that has gotten no real balance adjustments since its release.

  • @Zyie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650520#Comment_2650520

    No, it didn't make you lose the chase. You didn't pay attention, just assumed that your hit did infact land, went and did other things, and only when you came back to pick up the body did you realize that the hit didn't land, lol. How can you blame the game for your complete lack of awareness? You can simply just take a split second to confirm that the survivor was indeed downed, rather than just assume that they were and go kick a gen.

    @Haddix It's not a bug, it's how it has to work if hit validation is going to be a thing. Want that fixed? It's possible, but you won't like the solution. If you don't want the hit animation to play when it shouldn't, the devs could simply make it so that every time you click to swing your weapon, that info needs to be sent to the server, the server checks if that hit will actually land, send that info back to you, and only then does the animation play. That way, you'll never see the animation of you hitting a survivor ever again, when hit validation determined that it wasn't a hit. The downside ofc is that there'll be a noticeable lag every single time you try to swing your weapon. Does that sound better to you? Because that's the only way to fix it, since it's impossible for the server to predic the exact moment you will swing your weapon, and the survivor will trigger their dead hard. The visual/audio feedback as it is right now, is not a bug. It's simply what has to happen when hit validation is a thing. It takes time for information to be sent from the survivor and killers clients, be analyzed to figure out who was first, and send that info back to their respective clients, but animations play instantly when you press your button. The animation will always play what your client thinks will happen, but the outcome will be what the server decides happened, and the server will always make that decision slightly slower than your client does. What can be fixed, is cooldowns can be corrected to reflect what the cooldown of a missed hit should be, after the server decides that it was indeed a miss. They absolutely can and should fix that part.

    The way to fix it is to rework DH.

    You're overexplaining it to me though, I know exactly what's happening. That's not my point. My point is that the perk itself is wildly unbalanced and it "working as intended" is a bad thing, and the hit validation not removing the feedback to the killer highlights the main issue with DH; that the killer deserved the ######### hit because they fairly got it. If a killer lands an attack on a Survivor, a completely free, easy to use safety blanket i-frames free distance maker shouldn't undo that.

    DH is dumb and hit validation for it is bonkers insane for how stupid strong it is already.

  • Love how the bug with dead hard is the visual and audible feedback that the killer landed their hit when they actually didn't...yknow, cause the killer actually DID fairly land a hit, but the E button says no for absolutely no fair reason lmfao. fair fun n balanced : )

  • he's literally using 1 perk, shadowborn (a perk that does nothing) with NO addons, and he still got 9 HOOK STAGES AND A KILL

    yeah bro, blight is so bad. this video proves everything.

  • he's definitely a killer that would benefit nicely from a buff against really sweaty players, something that would do virtually nothing against most players.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634835#Comment_2634835

    Why should a killer need a super power to compete? That's a reason why the game doesn't work. If you don't use super powers then you can't do ######### and even with super powers some killers can't do #########. That's exactly the problem. The game is so Unbalanced at core level that even super powers don't solve the issues with the most basic aspect of killers. It's why M1 killers died and it's why Nurse was created and it's why nobody has ever been or will ever be on par with Nurse. Nurse is the answer to the Unbalance but they can't just make every killer be like Nurse otherwise they'll have to give Survivors powers aswell, which then resets the whole thing to the begining, a Circle.

    Had they made base killer able to compete then they could custom tailor powers without them being too opressive like Nurse or too weak like Ghostface. How can you have a killer that has to expose himself to hit survivors if exposing himself cancels his power!? How is that good design!?

    Had they made the basic aspect of playing killer Balanced and Fair, you wouldn't have broken or useless powers, you wouldn't have broken or useless-add-ons. You had a basic working game with a solid foundation to add up on. But BHVR skipped the solid foundation part and just added things when they realised, if they've realised, that things aren't working.

    Anyone that can be good with just M1 killers, knowing how terribly limited they are, is a much better player than someone who just plays Nurse Spirit or Blight and wins 7/10 games.

    The advantages of playing a kilelr that can do something vs an M1 killer is too great and the advantage survivors have over M1 killers is even greater than that. This is definetly not okay. But now it's too late BHVR will never go back and we'll never get DbD 2 to be a thing let alone a better game. So just find a game that works at basic levels and then build it from there.

    Why should a killer need a super power to compete?

    although you're correct, that the game would technically be more balanced and healthier if they just balanced around m1 killers being strong, then no new killer would actually be appealing because their powers would have to be severely limited and boring. the game would be more balanced but it would be far less fun overall, even if modern killer design is unenjoyable to face. not being able to create fun, powerful killers would kill the game.

  • @aknitus said:

    https://forum.deadbydaylight.com/en/discussion/294520/the-trickster

    Yeah no he is okay if not a bit too op with his ricochet addon.

    would not say trickster is capable of being overpowered with any sort of addon or perk combo tbh

  • the reason it's so low is because, when combined with the yellow version, he gets a 3.5% boost, which adds up to 100% exactly. they didn't want his movement speed in the throw state exceeding 100% because that's how fast survivors move (99%, 100%, and 101% are all extremely important number values for movement speed), so keeping them low ensures that he cannot move faster than survivors. if you add 1% to this brown addon, it completely changes the value that you get out of them, which is kinda funny, but that's math.

  • @Bwsted said:

    You're reading it right.

    There's also one of the upcoming nerfed add-ons of Pinhead which is green and will have the same effect of the brown equivalent.

    Just bhvr things.

    i believe they changed it and the brown now takes off 3 WHOLE SECONDS!!!!! Weeeeeeew!!! Hold on BHVR, that might be TOO GOOD! Can't see this NOT being run, gotta be real. Weeeeeee bit op.

  • Considering how kind they haven't been to killer powers that aren't exactly overpowered lately, I'm fully expecting a fat nerf to her. Enjoying her while she lasts, cause my money is on her NOT.

  • wraith, cause his lunge, only form of "anti loop" got nerfed in the same patch that circle of healing was added lmfaoo

  • i wouldnt say it is at all, just like old red ranks, there are a bunch of awful players in red lol

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628011#Comment_2628011

    Tbh if it's not just nerfs, removing the trap damage cheese and possibly the instant damage without marking someone could go.

    I'd be nice if something was given in turn but I get the feeling nothing as nice will happen.

    that's literally exactly what I want done to her. I want the trap damage gone, there's zero skill expression to it and removes the point of actually timing her power in loops.

    removing that and giving a slight buff to some things that could help her with ranged hits would be really nice, like a little base cooldown buff or base buff to the amount of time you see the flock of crows before it disappears once they start repelling. nerfing her close range oppressiveness is fine if they hone in on the true strength of her power and what really makes her skill cap extremely high, which is her ranged hits and combos.

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