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HagathaSimmons

HagathaSimmons

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HagathaSimmons
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  • @TeabaggingGhostface said:

    If the twins are so powerful, then why isnt everyone using them?

    🤷🏽‍♀️ They are pretty good though. All the hate comes from the survivor side from how good they are at slugging.

  • Agree but the timer shouldn’t be visible until the last 10 mins. Also a good match is usually 20-25 mins so giving a generous 30 mins to play is fine.

    the reason the timer should be invisible is that the fact that you can see a countdown adds psychological stress and anxiety reducing fun.

    when the timer ends the endgame collapse begins, killing any survivor still in the trial by the end of it just like normal. So technically it would be a 30+ min game (whatever the end game collapse timer is).

  • Meh, it was at first but now that it’s been out for awhile I don’t really care. Killer or survivor side I’m playing to have fun, not to raise an invisible number I don’t care about. When I get a tough match, my next one is usually easier/better.

  • My reasoning for the prevention of vaulting pallets mechanic in claustrophobia is that it would be the only perk in the game that addresses vaulting pallets (hex bloodfavor affects dropping them but nothing affects vaulting them). It SOUNDS OP but if you think about, Claustrophobia only procs AFTER a gen is complete AND for a short duration. So AT MOST you get FIVE chances to utilize this reworked version.

    many perk that can only be used or only has value when the survivor completes THEIR objective SHOULD be incredibly strong due to its limited uses. (Like Pop is incredibly strong but can be used after EVERY hook)

  • @C3Tooth said:

    Its a strange design. Stand alone its so useless because Boon exist. But pair with Plaything its super time wasting.

    Plaything & Penti are my favorite slowdown over Ruin & Undying. Why use 2 perks to force them break 2 totems, when you can force them to break 8.

    On the side note, at this point, I think Hex should work like Plaything. 4 dulls become 4 Hex, each applies on a survivor. Of course it requires some work to make it activated.

    • The 3rd seal: Hit a survivor will cause them Blind, turn a Dull into Hex that only applies Blind on that survivor.
    • Ruin: Hit a survivor will cause them repair Gen 50% slower, turn a Dull into Hex that only applies the penalty on that survivor.
    • Lullaby: Hit a survivor will cause them can not hear skill check noti, turn a Dull into Hex that only applies the penalty on that survivor.

    ect

    Once a Dull turns into Hex, the Hex is blocked for 90sec to other survivor, only the survivor that bind with the Hex can cleanse right away (same to Plaything).

    I kinda like this for lullaby but not Ruin or third seal. The way ruin works now is better than how it used to work so I think it’s ok for now. Third seal, as much as I love it, would not benefit from the same mechanic as plaything. This change would negatively affect plaything as a perk. I’m which being oblivious from the killer is much more threatening than no aura reading or skill check noises

  • They’ve already stated that it’s the plan to replace a+d for wiggle to skill checks like second stage hook.

  • @MrCalac123 said:

    I have no idea why you would ever run Overcome when Dead Hard is just better in every way.

    It's on demand, provides invincibility, and has the exact same requirements as Overcome to activate.

    I genuinely want to see how drastically the game would change for Killer if this perk simply didn't even exist, just for 1 week.

    DH is annoying as killer. I agree there should be a cost to basically gaining an extra life during chase.

    suggestion: after being hit using DH, deep wound is applied. (Very small fix but the longer deep wound is on during chase the harder it is for the survivor to see so that’s a plus. Also it’ll slow them down in terms of having to mend before healing)

  • @tlehky said:

    that doesnt sound like it would have impact on the game too much, in the end if survivors notice you ve got that perk, they ll simply repair the gens & leave... boon totems as of late are somewhat reason why survivors stay in the game longer than 4 mins

    imagine having a map with hard totem locations like midwhich or swamp and having 4 stacks of this perk and devour or ruin. The idea is that it would have moments to come in clutch to, at the very least, slow down hex cleansing speeds and dissuade boons.

  • What we need and don’t have are non-hex perks that address totems/boons/hexes. With good gameplay by the killer this makes hex perks last longer and waste time by the survivors.

  • @Laluzi said:

    I'm not sure about applying these to Pig's boxes. Doing that for 12 seconds, with failure potentially meaning -50% progress loss, injury, or deep wounds depending on addons, would be kinda nuts.

    Well, in that circumstance it would have to be tweaked.

  • @Adjatha said:

    Coming next mid-chapter:

    • Artist nerf because new players don't know how to avoid stationary, clearly marked danger traps
    • No fix for the fake-hit glitch killers keep getting on pallets and dead hard
    • Trapper just got a buff, so probably going to have to nerf him right back down.
    • No fix for Twins, Deathslinger, or Wraith
    • If enough Mikalas have been sold, maybe a very tiny Circle of Healing nerf. From 100% down to 90% maybe. If they haven't sold enough, no change to boons.
    • Vague mention of maybe looking at Ghostface and Legion some time in 2022.
    • Buffs for underused Survivor perks that will continue to go unused because the current top 5 are so good that why would you ever use anything else.
    • Probably a Pig nerf too. Why not, it's been awhile.

    that's not a fake hit glitch, that a hit validation system the put in the game. It's on purpose. 🙃

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/300277/im-excited-for-the-next-mid-chapter-patch

    The whole Mori's being base kit defs ain't coming in a mid chapter

    I hate to kill your hopes and dreams bud just being honest

    How come?

  • @MrCalac123 said:

    Hello to whomever reads this, hope you are doing well.

    It is no secret that the Dead By Daylight community is a very divided one, and not just between Survivors vs. Killer.

    I have played and watched countless hours of this game at all levels, and I have confidence in the feedback I am submitting. I hope sincerely that both players, Moderators and maybe even Developers take the time to read this.

    To start off,

    PERKS:

    Dead Hard: Needs to be changed. It is easily the most used Survivor perk at high levels of play, and for good reason. It is free invincible distance that can be used multiple times between 4 players, it may as well be a third health state. Either the distance needs to be toned down or the invincibility needs to go entirely. Also, it should NOT work on Killer powers, especially Trapper traps.

    Circle of Healing: Shouldn't need an explanation, but it basically creates a zone or multiple zones of healing for the entire team across a very large range. Right away the range should not be larger than 16 meters, maybe even less. The range makes it stupidly powerful on indoor maps such as The Game, Midwitch, etc. The healing is fast and far too free, the perk either needs a Cooldown, or the healing speed needs to be reduced drastically. You shouldn't feel safe in DBD, there should be no "safe zones". Going out of the way to snuff something that will return 20 seconds later makes me just want to tunnel out the ones with the Boon perks, sorry not sorry.

    These are the biggest offenders imo in terms of perks, and frankly no Killer perk rivals them in power, not even NOED. These are the only ones who I think must change for the game to improve, and besides that, perk changes should be monthly. Waiting multiple months for only a handful of perks out of almost 200 to change is just not acceptable, find some courage and change more perks guys. If you make some too strong then at least we get variety and they can be nerfed later, nothing is permanent.

    MECHANICS:

    Medkits: Simply too strong and easily the best Survivor item to bring. A good medkit with the best addons means a Killer who doesn't commit to a chase with you is at a massive disadvantage, considering as Killer you simply cannot afford to dedicate to certain chases. I stand firmly by the idea that no medkit should heal you more than once. Being able to heal yourself for free multiple times a match is simply too strong when it comes at no cost, Boons are too strong but you have to at least choose a spot and Boon a totem, and Self Care takes a long time.

    MMR: MMR is not diverse enough in how it values players and their skill level. You need to include completing Gens, chases, healing/downing Survivors, hooks/being hooked, etc. The Claudette who hid all game is not a better player than the Jake who did 3 Gens, looped the Killer for 3 minutes, healed teammates but ended up Sacrificed first hook.

    SoloQ: Solo players are at a much harsher disadvantage vs. Survive With Friends, and it shows. The biggest difference is information, so it should be changed to try and lessen this gap without making Killer even harder.

    Make half of Kindred basekit, Survivors can see other Survivors when an ally is hooked. This helps them make an informed decision, but they do not know where the Killer is, which is a powerful aspect of Kindred and doesn't invalidate it as a perk.

    And FINALLY,

    Generators: Generators are the key mechanic in DBD that both Killer and Survivor play around. Survivors must complete them, Killers must Sacrifice the Survivors before they can do so and escape. Spawns in DBD are too harsh for Killer, thank you for Lethal Pursuer highlighting this beyond a shadow of a doubt.

    So what do you do? I think we should bring back the discussion of finding parts for Generators.

    Here is my idea:

    Generators take 25 additional seconds to complete. The game now starts with 5 Generator Parts that the Survivors can see at all times, spawning randomly. Adding a part to a generator now highlights it for all Survivors. Picking up a part will not make you drop your item, being Sacrificed while holding a part will drop it at the hook for allies to pick up. Killer cannot interact with parts.

    Adding a part to a generator slashes off 25% of the Generator progress, and this progress cannot regress in any form. It remains permanent and no perks will change this, unless specified otherwise. There is no limit to the amount of parts that can be added to a Generator, unless it is completed.

    This not only encourages Survivors to do something other than sit on Gens, it takes the edge off of Killer who has to worry about Survivors simply auto doing every Gen they spawn on automatically. I sincerely believe this is a good idea, even if some values can be adjusted. It also offers strategy, do you stack parts on 1 Gen or do you spread out?

    FINAL THOUGHTS:

    DBD is a very unique game, but I think I speak for everyone when I say it could be better. And not everyone will agree with my suggestions, but I speak from the bottom of my heart when I say these changes could genuinely improve the game for everyone. These are not the only things that need to change, but speaking in terms of pure gameplay, these are the biggest issues the game currently has.

    I genuinely hope someone takes the time out of there day and genuinely considers the changes I have offered to the game in hopes of making it a better experience for everyone involved.

    Thank you.

    Agree on DeadHard being incredibly annoying and wayyyy to overly used (similar to old DS). I think the essential "third health state" thing is okay (AS ANNOYING AS IT IS) but it shouldn't counter trappers traps (is that the only power it counters?). A very small distance reduction and/or maybe adding a small penalty after being hit with it? like getting hit after while DeadHarding with put on a deepwound affect. Honestly that sounds okay since the long you have it the harder it becomes to see.

    Boons in general are annoying as killer, I agree. I think the range is not horrible. My problem is the multi floor application like you said. A lot of mechanics in general should not be multifloor. As annoying as they are I think an okay solution is a 30sec (or 60 sec) cool-down to placing another boon once it's been distinguished by the killer.

  • @MarvelousTrip said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698374#Comment_2698374

    I mean, that's more or less what I was thinking.

    About trapper.

    Let's be honest, trapper is not an easy killer to play, it requires a lot of map knowledge and requires you to predict how and where the survivors might go during chase and outside of chases, it requires you to plan ahead. Most new players will struggle with that seeing how unpredictable DBD is, and how each match is different from the last.

    So, about his perks.

    So, brutal strength is a no brainer, useful depending on the killer, agitation has its uses, but unnerving presence has literally no use (i didn't even knew about this doctor build, because i don't play doctor).

    About Unnerving Presence.

    If it's Rng based, and if the rng ticks every second, it still has 90% chances of failing at purple rank every tick.

    And if it's time based (inside the terror radius) i can see how it could be abused, i mean people know timers and spreadhseets for literally everything nowadays to figure out the most efficient build.

    But like, i'm not talking on a competitive aspect.

    I'm talking about this perk not being useful (because in your words, it's not strong enough to do anything a high skilled survivor can't deal with) and a perk that is only decent with new players doesn't make sense. (I mean, if that was the case, why nerf killers that aren't played in high mmr simply due to them being useful against new players? (i'm talking especifically about a killer that has a box that if a survivor takes it, denies him from using his power).

    I personally believe this perk could receive a but of the % of triggering, so IT COULD have more use outside of "i'm new to the game and i'm playing trapper" or "i'm doing a very specific build where this perk will work".

    Some perks should be reworked, so the meta can expand, and so people can use different things besides "just the usual."

    I think if it were to get buffed a reasonable suggestion would be a 20% chance increase to skill check procs. OR an additional effect, increases the speed of the skill check by 10%? that seems more fun.

    OR! having a 10% chance for those "yellow glyph" skill checks to spawn!!!! that sounds way harder by not impossible.

  • @MarvelousTrip said:

    Hi. I am a killer main, although I did play a little bit of survivor (in comparsion with the amount of hours I have as a killer). So, I would like to talk and hopefully suggest a buff for the developers (if they read this) for the perk Unnerving Presence.

    So, right now Unnerving Presence has the potential to trigger (10%) whenever the survivor is working on a generator or repairing near the killer terror area.

    So, to ask for a buff, I need to ask a simple questions, does the perk work in seconds or does it have a pre-determined time to (pop in an see if the survivor will receive the skill check?)

    Because personally, with my experience (and i tried this with distressing and the legion add-on that gives the killer a global terror radius) The perk rarely does what it is supposed to.

    Now, I know that for obvious reasons, the perk is not supposed to make it impossible for survivors to fix and heal generators, but now, thinking about those (10%) of triggering the perk, would it be possible to raise that value?

    Per example, if the perk triggers every 10 seconds while in the killer terror radius, maybe increasing it to 20 or 25 wouldn't be a change. Seeing also how no-one uses this perk (honestly, if you check any video, people will put it in the bottom tier) maybe working those numbers up would change the meta a little bit, and increase the arsenal killers could use, which would be great for people who run swf with 4 people who work at generators right next to the killer mid chase, and would be also great for perks that increase terror radius, making those more viable as well.

    So, what do you guys think, would it be a game breaking change, or something that could be legit implemmented?

    hmm,the 10% increase in chance to proc is super RNG based so putting it in terms of how often a skill check procs in seconds instead sounds like a nerf actually. just thinking about if you knew something was going to proc X number of seconds while on your status bar perfoming this action you could just technically stop the action before it occurs by counting (assuming that is what you meant). There isn't an established X number of seconds while doing an action that a skill check occurs, it's all % and RNG.

    As far as seeing it's usefulness, Trapper is a base game starter killer, so it would make sense for his perks not to be too amazing and difficult against new players I guess. For newer players the smaller skill check zones can be difficult, but obviously more experienced players don't have that issue.

    It's fun on "Impossible skill check build Doctor" but besides that it's not as useful or practical for more experienced players, and I don't think it's meant to be.

  • I'm talking about since chapter 23 is licensed I'm surprised they're gonna make chapter 24 licensed as well (i'm speculating bc ch 24 is the anniversary event and that's what they always do). So we will have two in a row from that.

  • I like their original chapters too tbh, mostly because since they created it they have complete creative freedom with what they do. I love that. But BHVR plans their chapters waaaaay in advance and probably have an outline of what they're gonna do for probably a year in advance or something.

    Seeing as how they just announced chapter 23 being licensed I'm incredibly surprised at the probability of them doing another two big licenses in a row. I'm definately not unhappy to be seeing all the horror icons come in.

  • Footsteps aren't that loud already, but for killers with good headsets and good ears they can be quite the useful tracking tool. At the very least to know that someone is still close by or passing by. TBH a 50% sound reduction may be too strong, maybe a 25% noise reduction in your running/walking sound (includes the heavy breathing you make after running) and now we can keep the same 3 sec scratch mark reduction.

    I can't pretend to know what goes into game balancing but small tweaks can sometimes have a huge impact in gameplay. My idea isn't to make the perk the new meta but add on to its general idea.

  • agree, people just hold out on turning in their rift/compendium challenges now anyway.

  • @YOURFRIEND said:

    I suspect they read the posts and dismiss them. Judging from the QnAs they have an internal culture where they think they can do no wrong and always know best.

    At least they post here sometimes. Beats the hell out of most devs

    I feel like they do the same. If anything, they just do a quick skim to make sure no rules are broken. But the purpose of this specific forum section is not for us just to discuss amongst ourselves, they're suggestions for game improvement.

    What annoys me is BHVR's concept/definition of what a spoiler is. Commentating on a post which suggests good and appropriate changes by no means indicates a spoiler to a possible change they were working on beforehand. There's no way for us to know what they're working on or if our suggestions even matters.

    But if I suggested something one day and maybe a couple months or a year out saw similar changes introduced I would feel better about my involvement, even if my suggestion occurred after the fact of them already working on it. Or even if my suggestion never gets implements, the act of acknowledgment is powerful and keeps a community engaged.

  • TBH should just remove the obsession being hooked pre-req. I feel like the current effect should take place after hooking any survivor. It still wouldn't be an amazing perk but combined with the new scourge hook perk, that gen would be blocked due to the survivors getting off and screaming. which would be pretty sweet.

  • @Lochnload_exe said:

    For trickster it should be that they take 8 knives to injure, but degrade after 45 seconds instead of the usual like 11 seconds

    As someone who is literally poop when is comes to range/aiming killers. I agree. But maybe push it up to 10 knives with a degrade timer so high.

  • @Ravakahr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692646#Comment_2692646

    so you think new players should vs lobbies of 6000 hours for multiple lobbies in a row is fair?

    That's not how that works. They've already stated that even if you are horrible at killer you wouldn't go against brand new survivors. unless you're brand new, your mmr wouldn't be zero because they're aware of killers having some game sense of the map and the objective after a period of game time. The same applies to just horrible survivors, their mmr will never be zero, they will never go against killers who are brand new.

    If you're going against someone with 6000 hours you're either really good or they're just really bad.

    Either way, a player's skill is invisible with the mmr system. Ranks is more or less a a new blood point system now, going to red gives 250K BP. Once you get to a new rank color, you can't go back to the previous rank color, no matter how many loses. Once you're rank 1 red, you can't go backwards, ranks are not an indication of skill just an indication of time played for the month.

    This appears to be a difficult concept for people.

  • I’ve made soooo many posts begging for addon changes on her with very reasonable suggestions. I can only hope one day they listen 😩

  • Lmao I wish. The concept of 110% speed killers died a long time ago, I think more are 115%, especially all the recent killers this last year?

    they buffed her waterlogged shoe to make you a 115% speed killer but the fact that it removes your ability to teleport is just so unfun. Making her a base M1 killer as an iridescent addon 😑

  • Agree. Snowmen still trigger Trapper and Hag traps as well as still count when killer has killer instinct happening so it would make sense that plague would be able to have some form of interaction using her power as well.

    unfortunately this is a relatively new event. As with all or most events in game, they rarely happen twice in the same fashion so it’s a bit too late for that 😩

  • Suggestion: Include a “chain link” icon under the survivors in a premade group while in lobby. This way the killer can see swf groups before entering a game but not have info of which survivors are friends with whom.

    I honestly don’t see harm in it from a killer or survivor side besides maybe survivor ques going up bc of killer lobby dodging. Which I would think bhvr cares about more than killer satisfaction as the minority.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694408#Comment_2694408

    I'm a certified Hag man, and what I'll usually try to do vs this is:

    • 'Hide' traps around corners, on stairs, under vaults and in areas where they won't see them until they trigger.
    • Rely heavily on multi-trapping hooked survivors.

    Flashlights aren't too bad (honestly, Wraith has it so much worse against souped up multi-flashlight SWFs) and they'll run out of juice pretty fast unless there are 3. CoH is way more of an embuggerance when I play Hag.

    Granted, I'm probably not facing quite as high quality SWFs as you are though.

    Never multi trap around hooks, unless you have basement pressure. Survivors always crouch to hooks anyway when facing a hag so having just one (even if they don’t trigger it) at the very least is aimed more so to slow them down from the rescue.

    in addition, survivors on coms or have kindred can see you placing them all so it’s a waste of time and resources.

    place your one trap around that then go on and apply pressure somewhere else. Unless basement, never facecamp basement just set some traps then proxy camp for pressure.

  • Instead of completely removing her counters, I think they should just tweak them a bit.

    suggestions: increasing the amount of time/charges required to break a trap. That way flashlights with double battery and Built to last don’t last a decade or two.

    regarding crouching, suggestion: an addon (or including the effect as part of an addon) that auras of survivors crouching within 4m of a trap are visible to the Hag. (Still can’t teleport but at least it gives a slight advantage of info if you’re near)

  • Looking at DBD’s wiki the flashlight and crouching Hag counters were not how she originally released, they were patched In later because of survivors complaining she was too OP. 😑 so i doubt they’ll go back on that decision after so long.

    As annoying as clicky clicky flashlights squads are there are ways around it.

    never placing your traps in front of them.

    placing traps in hard to see locations like grassy areas or corners of doorways. The trap radius is big enough that you don’t have to place them in a direct view of a path (also trap radius outlines are visible after placing them).

    adapting play style away from insta teleporting to every tripped traps (good survivors know how to annoy you by tripping traps to get Agro away from teammates)

    never chase as Hag when it means leaving your trapped area.

    I love Hag, as my main her counters are annoying but create a unique and fun challenge when dealing with survivors who know how to counter her. My issue is mainly with many of her addons, which do very little to aid her. Some of which are completely debilitating to her power.

  • The plagues meme addon change definitely makes it more fun. I like the idea of give and take addons for killers but unfortunately not many of them are very fun.

  • I think all perks that increase blood point generation should accumulate like BBQ and chilli but obviously to not as high a ceiling. (Off topic sorta)

    the trapper meme addon change is way too strong. It may not injure them but having them unable to free themselves for such a long period of time is basically the same thing as an insta down.

    suggestion: reduces successful self-escape attempt by 5-10% for each attempt and it takes 2 seconds longer to be rescued by another survivor.

    the wraith: increases his terror radius by 8m so it’s a 40m terror radius. reduce his detection by 4m. (Right now I don’t think you can see the wraith while cloaked from farther than 20m?)

    Not being able to distinguish the exact distance of his terror radius sounds like Freddy in the dreamworld but for a brown meme addons that might be too strong.

    hillbilly: there’s already turning addons you can pair with it so adding another one can cause OP stacking issues. suggestion: Wounded survivors affected by your chainsaw have the deep wound effect applied to them.

    pinhead: 5 second reduction can be too strong when paired with other time lowering addons and his irri that hides the box until chain hunt. Suggestion: hits also cause a 2 second hindered effect. (I think standard hindered effects are 9%?)

  • OR, instead of death hook in basement just A hook in basement (per survivor). This way the 4th token actually matters. A max of 60% healing penalty though seems too OP. How about a 10% penalty increase per token instead of 15%. So a max of 40% for the entire match, is pretty big.

  • Also, ranks aren’t a thing anymore. So the “rank ones” are just survivors who played a lot this month. MMR is hidden.

  • …it sounds like you just started and you’re complaining that you’re not a master at it.

  • Monstrous shrine either needs a buff in numbers or an entire rework. What if instead of monstrous shrine affecting hook stages and unhook attempt penalty it did something else.

    rework idea?: for every survivor sacrificed in the basement grants one token for a max of 4. For every token collected, remaining survivors have a 15% penalty to healing speeds for the remainder of the trial.

    my reasoning: we already have scourge hooks that affect gen repair speed and hex pentimento affects gen repair speed by 30%. So having an additional perk the lower the speed at which gens are repairs would just be too OP, having them stack I mean.

    what we don’t have is a whole lot of effective anti-healing perks. With this rework, it doesn’t revolve around an obsession, and only applies if you can actually get someone on death hook in the basement.

    with basement camping being a thing, it’s better that it’s not abused to affect gen speeds which would basically incentivize that play style.

  • i feel like basement hooks should count as scourge hooks in addition, as baseline. Having to spend a whole perk slot to do it doesn’t sound worth it.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/298799/can-killer-get-immune-to-blindness-for-10-second-after-being-blinded-by-flashlight

    look away or bait the flash, flashlights are one of the weakest items, dont know what else to say but get better

    Flashlights are not the game’s weakest items. On contrary they’re the strongest. No other item has the ability to disable a killer. Removing Hags and The artists traps. Light burning the nurse and wraith. Saving survivors while they’re carried.

    on top of being annoying, they’re a counter to all killers during a chase and should be controlled to avoid abuse by clicky swf’s

  • BHVR have all in all put their foot down against diversifying gameplay outside of Gen/chase/kill. In their last Q&A one of the developer’s scoffed at the idea stating they weren’t looking into any “this game mode or that game mode”.

    I’m afraid for a long while we’re going to dealing with doing the same objectives and same chases over and over again.

  • As cute as that would be, I don’t see that happening. BHVR has already stated they’re staying away from meme skins like fortnight.

  • Hag is still a really strong killer, even with her counters. Her play style though is very different than any other killer though as you’re not directly in chase with survivors more so snowballing most of the time.

    I love her! CoH definitely has had a toll on her more than anyone else due to her “hit and run” play style. But tbh in a lot of matches I learned how to counter. You have your small web of traps in your small area. When they get hit bad survivors run to the opposite side of the map to their boon, spend time self-healing then they rinse and repeat.

    I wouldn’t say she needs a rework but definitely a qol change. The concept of a 110% speed killer has basically died out as most killers are now 115% excluding the older ones (nurse, myers, huntress). So a base speed buff to normal 115% (excluding nurse) would be nice to increase Chas potential.

    the qol changes she needs are mostly to her addons, many are counter indicating to her spam-teleport strategy or offer little to no advantage in chase.

    I wish more played her. Something’s to remember when learning her are:

    against good players, they know how to bait your traps by running around the corner of your trap radius, so once you realize they’re doing this you stop your spam-teleport strategy and become more strategic to which tripped traps to teleport to as well as not committing to always instateleport-lunge all the time.

    franklins is very good with her in getting rid of survivor items, placing a trap over the dropped items is a good strategy to catch them off guard because when a survivor picks up at item they have to stand in order to do it. Survivors can’t crouch and pick up items at the same time. But don’t become reliant on it, it’s her meta perk but it’s more fun (in my opinion) to just experiment around with different combos.


    when placing traps remember to be strategic with them, they’re fairly noticeable. What I do is I like to place them around corners or in grassy areas so they aren’t seen. Placing them around corners catches them by surprise because the trap radius is circular, so you don’t always have to place the trap in direct path or view for it to be tripped. Also you can see the outline of the radius after you place them.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661359#Comment_2661359

    YOU JUST A COWARD

    no one uses this perk because it is useless

    Someone must be injured / you must be injured / you must be at one point / heals only half and does not even speed up the healing

    Do you feel too many factors? so this perk needs either a rework or a good upgrade to be attractive

    Show the aura of wounded comrades when you are wounded it sounds balanced

    Ok. Rude.

    Also, not every perk needs to be S-A tier. Its base mechanic is fine how it is. It just needs a notification on the side so others can understand why you’d want to heal them first.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661350#Comment_2661350

    Yeah, I think current version works way better for both sides.

    It is more reliable counter against items for a killer and survivors can leave with their empty item, if they manage to leave.

    I think people kinda forget that it costs 1 perk slot, which is a lot when you have 4 perks total. It is also just useless as soon as survivors don't have items. It's not a perk that gives value whole game and you have to use M1 for it to work.

    It was definitely more powerful before the boon meta, getting rid of medkits as well.

  • @ColdWater said:

    While Decisive Strike is active, the following interactions will deactivate it:

    • Succeeding or failing the Decisive Strike Skill Check
    • Repairing a Generator
    • Healing yourself or other Survivors
    • Cleansing a Totem
    • Sabotaging a Hook
    • Unhooking other Survivors
    • ----> Blessing a Totem <----
    • ----> Opening exit gates <----

    Agree. Even as someone who plays killer I think this would be fair. DS is still annoying as hell, especially in already lost scenario but I agree with it.

    i think from reading another post I read a BHVR reply that actually said the active while booning is a bug they’re working on.

  • Agree. I think the way it is now is a ratio of 1:0.5 for survivor repair:base regression. It should be a 1:1 ratio base to alleviate the required meta of bringing Ruin/PoP.

    doing so technically means that ruin would or should get a small buff. Tier 1 ruin is already 100% or a 1:1. So they would need to change it to at least 125% tier 1 to maybe 225% tier 3? Or idk probably keep it at 200%.

  • Disagree. As a killer with a boon healing meta, keeping survivors injured is already a pain in the ass. Yes an icon would be a nice qol for the survivor side but use with medkits would just be too strong. Because at that point you would be getting two healing states for the price of one with medkit charges.

    same applies to Autodidactic and why you can’t use a medkit with it, it would make healing too strong.

  • @Dino7281 said:

    Sure, nerf med-kits to the ground first, then we can talk about it.

    Also remove effect of flashlights for Hag, Wraith and Artist.

    Agree. Flashlights are detrimental to Hags main power. At least with wraith you have to have your timing a little on point for a light burn. I’m not familiar with how it affects the artist different from any other killer though.

    The buff to Franklins was actually good and I agree with it. As someone who plays both sides. When I’m a survivor with purple medkit and OP addons I get bummed with Franklins but I won’t Boohoo cry about it to the devs.

    as Hag I can finally fully deplete their flashy’s instead of having the small possibility of the item “disappearing” in 180 seconds.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656770#Comment_2656770

    +1

    Also, imagine the stress on a killer having to memorize every dang survivor passive on top of already looking out for what perks are in play in a given trial. It just doesn’t work, leave survivors as skins only.

    Well I think a mini solution to that is to make passives basically unimportant, just like a flavor thing. Like instead of Jake having increased sabo speed his passive is that he has a 25% to not alert a crow/scream. Basically just a mini version of their most unimportant perk that barely affects game play.

  • CoH is one example yes but I think the boons having a limit to 5 totems within a match is still a reasonable suggestion. Seeing as how Hex’s are single use, Boons should be “single use” one one totem. I doubt they’ll nerf healing speed on CoH but removing infinite boons solves future problems with other kinds of boons, whatever they may be.

  • This is actually a really good idea. The only thing is that the same idea of passives would have to apply to killers as well. On top of that the actual stats to most perks would have to be toned down a smidge as not to make them OP when used in conjunction with the similar perk. It’s a huge spice up to the game and I would love to see it! ❤️❤️❤️❤️

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