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Hagravating

Hagravating

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Hagravating
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  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547123#Comment_2547123

    Dead hard extend chases at the end while SB makes the first hit even harder and can extend the duration it takes you to get the first hit.

    SB will always work, many times dead hard doesn't work or is used badly by the survivor. imo i think it's easier to bait dead hards than to eat 4 SB and play a catch up game everytime you try to get a hit, it becomes a game of frustraion because survivors will become harder to injure.

    Well the thing is at some point it's not about baiting DH, since the right way to use it during a chase is not to dodge a hit (unless you're going against Huntress, Deathlinger or Nurse let's say), but to get a guaranteed pallet/window, and in those situations if the survivor is also good at looping there is abolustely nothing you can do, you have to commit to a chase you already know will be extended by DH no matter what since you can't bait a DH for distance which makes it so your first hit might already be hard to land depending on the survivor's skill, but you have to commit knowing your second hit will be much harder to land and possibly waste all the time you've spent if you lose the chase or they extend it too much thanks to the perk.

    As for DH not working it's either a problem with latency or the survivor not knowing how to use it to begin with and people shouldn't have a hard time dealing with the latter anyway.

    Again I do understand the frustration SB would cause and I agree, but SB is less frustrating to go against in most aspects in my opinion at least and doesn't combo with vault builds as well on top of it either

    Edit : fixed typos

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547105#Comment_2547105

    Yeah but killers then would say that if feels cheap that a survivor does a gen in their face and then runs 50 km away from them. It's also cheap to hold W as many people hate, sprint burst would make it stronger since you gain distance on the killer so you gotta use that momentum to gain more distance.

    That's a very good point, although I feel like most killers would be able to play way better around SB than DH with their powers (either due to mobility or ranged abilities for example), and not having SB doesn't prevent survivors from doing gens in your face atm anyway so I don't think that would change too much tbh, not saying 4 SB every game would be fun since the meta is always stale and boring but still, Sb doesn't extend chases/make Killers lose them after they've already committed a lot of time to it unlike DH (unless they're a SB god then maybe it can, personally I haven't seen it have as much impact as DH despite how much more distance it provides)

    Holding W is another issue altogether imo but I do agree SB might make it worse however

  • SB would definitely replace DH but I think the biggest issue people have with DH is the fact it feels cheap and can be very frustrating at times since you know it's coming but there's nothing you can do about it and the Survivor using it will always be able to extend the chase by an amount of time that can be pretty significant depending on the RNG of the loops that spawn (if used properly, needless to say).

    Not to mention how it impacts some killers much more heavily than others due to how their power works (hello Trapper) and requires basically not effort in almost every situation compared to SB which at least needs to be managed in some way for you to have it during a chase.

    Then there's also the latency issue that can be annoying for either side funnily enough.

  • Salt 1.jpg

    Got that a few days ago and I still can't figure out what they meant. I do appreciate the irony of it however XD

  • I'd say a game where both sides are competent enough and where neither plays in a toxic way (facecamping on the very first hook, T-bagging and clicky-clicky, mostly interactions between both sides rather than a playstyle really) is usually rather interesting at least and can be fun most of the time, although RNG such as which maps you get can easily give an advantage to either side so it can be a bit frustrating at times (cough Nurse on Lery's cough).

    Now if you get a somewhat balanced map with such conditions then it can be very fun in my opinion, so it mostly comes down to experience and behavior (get it ?)

    Although I have to say nothing will ever be funnier to me than playing Scratched Mirror Myers on Lery's and see those poor survivor stop moving when I pop out of a corner cause they had a heart attack, I don't see him often but it's always very entertaining somehow.

  • Sole Survivor - Once all other survivors are dead you see the aura of the killer for one minute, that could synergize a little bit with Object of Obsession as well and help opening the gates a little bit faster if the hatch has been closed or know if it's safe to go for the hatch. (I understand that a perk that only works when your teammates die is not optimal but I wanted to stick with the thematic of it)

    Boil Over - Definitely needs to have its range buffed, right now it doesn't do much.

    Buckle Up - Instead of revealing the aura of the killer when picking up someone maybe it could hide blood and/or scratch marks for a few seconds so that the person you picked up can get away ?

    Breakdown - I don't see what changes could be made to that perk, or if it even needs any

    Premonition - Not sure either, it's mostly a perk for beginners from my understanding of it and I think it does its job decently enough

    This Is Not Happening - As mentioned by @Midori_21 increasing the chances of getting skillchecks would make sense

    Up The Ante - I don't know what could be done about this one at all since Luck as a whole probably needs to have more uses or just to be more effective for this perk to matter without giving ridiculous Luck stats

    Wake Up - In order to stick with the whole exit gates thing, maybe it could show the aura of any survivor in proximity of an exit gate (16 meters let's say), that way you can see the Claudette on the other side of the map who's waiting to T-bag

    Solidarity - Make it so when you heal someone and you're heathy you'll already be partially healed next time you get injured (up to 50% still)

    Red Herring - Instead of activating once you enter a locker it could activate once you start working on another generator for a certain amount of time instead, that way you don't waste time going from the locker to another gen and can get more progress done on the one you actually want to work on since the killer will be distracted.

  • Suffocation Pit due to the amount of interconnected loops in the middle and the fact the map is just boring as hell to play on for both sides imo

  • Some clarity surely would be good, people can probably look it up on the wiki or somewhere to have the exact or approximate numbers anyway so might as well give them in-game

  • Definitely a good decision considering the amount of tunneling that's going on rn

  • Sounds about right honestly, but I don't think I could ever used to playing a downright broken and only somewhat functional character, just way too annoying and I'd rather rely on my skill and game knowledge than on luck. If it wasn't for the bugs I might enjoy her much more which is pretty sad.

  • @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159422#Comment_2159422

    Honestly? Reach green ranks as killer and you'll start getting so much BS from BHVR's broken matchmaking that learning Nurse will be a breeze.

    Besides getting a lot of loses when starting her and the need to learn her power, her chases/gameplay and getting the muscle memory for blinks It's not thaaaaaaaat bad.

    Ah, also, you need to learn how to circumvent every single bug. But you get there, eventually.

    Oh no don't get me wrong learning Nurse while being painful at first is not necessarily as hard as I expected either, and matchmaking surely helps at times even at red ranks.

    I just meant that it feels terrible to be playing a tough game and have your chase completely ruined by a bug (or because you accidentally teleported into the basement you had no idea was even here, that happens too), which happens somewhat frequently too.

  • Definitely agree that the grind is just atrocious and seriously needs to be tuned in some way

  • @Biggestmoisture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159398#Comment_2159398

    I think my biggest problem was not understanding what her powers are/what they do so thank you.

    I assume you started playing recently so if it could help you're quite welcome, Plague can be pretty tricky to play against at first and it requires coordination which is hard to achieve in solo queue. Not to mention she's not very popular so getting to practice against her can take some time too.

  • Been experiencing that from time to time, almost exclusively while playing survivor and it doesn't happen in every game either. Only started happening a few days ago as well.

  • The amount of bugs she has is just so unbelievable and frustrating to deal with that I honestly do not understand how anyone can play Nurse without losing their sanity after a single game, even worse if it's an indoor map.

  • Considering someone even came up with this idea and they put it on the PTB I wouldn't be surprised if it went live tbh

  • I guess it depends how experienced the Nurses you go against are, but there are people who are damn good at looping them for sure, the issue is that once she understands how you're going to be play to avoid her during the chase you're most likely gonna go down real fast since all you can really do is juke her (or hope that the bugs make her ######### up somehow). Which is why a Nurse with a ton of experience is basically impossible to deal with once she finds you since they will catch up very fast and know how those jukes work too.

    As for Plague it mostly depends on how your teammates play, if no one cleanses she's kinda like a Legion but with tracking thanks to her power making people vomit. Not cleansing is very efficient since that means she'll only be able to m1 you, but if you have to cleanse (to go unhook someone if it's risky for example), then try to use a fountain that's very far away from her or near gens that have already been done since she will have to give up a ton of pressure to go get her power. And if you teammates keep cleansing, then do so too, that way all of her fountains will eventually disappear at once while giving her a single use of her power when everyone is healthy.

  • As mentioned above, OoO is really mostly used by sweaty SWFs and anyone playing against them will most likely have a miserable game due to them constantly calling everything you do to their teammates, which is terrible for Hag and Trapper since they know where your traps are, and is still very annoying to deal with as other killers. It's even worse when you play a killer with a smaller terror radius because it actually benefits them even more thanks to how the perk works.

    And it might just be me but almost all the time when a team has OoO they're also pretty toxic and will go out of their way to be annoying. So overall not pleasant to play against at all.

  • I also seem to be playing against a lot of Huntresses and Blights lately, maybe a bit of Slingers here and there but it's nothing I wouldn't expect.

    Although I have to admit getting Coldwind back to back is getting very old especially with how annoying the damn corn can get

  • I believe my first game was against a Pyramid Head on Haddonfield, with an Ebony Mori pre-nerf too, ended pretty fast and didn't have any clue what was going on at all just like my teammates.

  • I have never seen anybody use Furtive Chase except for adept or as a way to make the obsession change regularly instead of being used as a "stealth" perk, so considering it doesn't even seem to fulfill it's main purpose I'd go with that one.

  • I'd have to go with Trapper because it usually goes two ways :

    -He gets a basement hook and will proceed to camp it until whoever is down here dies

    -He doesn't get basement and gets genrushed in 4 minutes

    Either way it's pretty boring