HectorBrando
HectorBrando
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- HectorBrando
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Comments
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Awful idea, burn that offering, equip NOED and Blood Warden, down someone once the last gen pops, open the gates yourself and hook, congratulations you got 4K while doing absolutely nothing.
If people dont want to leave smack them.
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@ssrjazz said:
@HectorBrando - what platform are you on? On PC (Steam) they've gotten a LOT more stable at 60fps. I am noticing a LOT of texture pop-in though. Seems like they're a little aggressive on the LOD distance.
PC and it was on The Game map, its been a long time since I had this FPS drops in DBD.
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The animations do look nice but the transition from one to another is wonky, especially when Survivors stop fixing a gen and start running, it doesnt feel natural.
FPS at least on The Game have lowered, I had several frame drops that I never had before (dont know if its only The Game or the rest of the maps are affected too).
Not going to comment on the new HUD because I risk a ban for vulgar language...
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I agree with most parts and to add to the mix, Jigsaw's traps icons on Survivors are too faint and hard to notice, I really had to force my sight to see if they had removed them or they kept them in their heads.
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Ive been in a match in The Game, surprisingly FPS got screwed again, dont know if its the map only or the whole game. Im on PC but I suppose consoles are going to get the short stick again.
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Yeah, Capcom is gonna let another company use their newly created character in their unreleased game...
While they have put a Silent Hill chapter I doubt Capcom is as willing as Konami to give away any control of Resident Evil, Silent hill is a somewhat dead saga, especially after the Kojima demo blunder, the last original game being released in 2012 and after SH3 most games havent been well received by gamers (some of them panned by critics too) in the other hand Resident Evil is quite alive, having released games stedealy with some of them being extremely well received by critics and gamers and being massive hits (RE2 Remake and RE7) and on top of that the new RE8 has received enormous amounts of hype, they wont be willing to share any of the profits of that and if they somewhat agree they are going to ask a lot of money.
I know Capcom has been shown to be willing to colaborate with others (Capcom vs SNK for example) and while I dont consider a RE character chapter impossible I really doubt is going to be the huge vampire lady.
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Because what happened yesterday in 10 games are not enough samples to tilt the data, its like adding a drop of poison into the ocean and expecting to kill every fish in the world.
I played 10 games yesterday and we got decimated by Clown 9 out 10 times, my data suggest Clown should be nerfed not buffed.
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45% of the games are pure hell since there is always someone who needs a crash course on how to properly play this, watching your favourite streamer pulling certain things doesnt magically make you a god at this game, these games end in 4k almost always, 45% is okeish since the weakest link is not that weak and Killer cant capitalize on it, these games are the most varied and depend mainly in RNG and chosen Killer, 10% the Killer loses with either 0K or maybe 1K at the end with Exit Gates open.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1926710#Comment_1926710
But does she scream at unnecessarily loud volumes? No, argument invalid.
Good point... but she tastes the blood of her victims in anticipation for her Mori, I have no further questions your honor.
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@Lazerboy88 said:
Gotta go with the one that has no competition. Need not a introduction, you should know what i mean.
https://us.v-cdn.net/6030815/uploads/5LDAX5GEK4TC/4a8dfd38-4b40-4a03-9497-b5470f1d8de2.jpeg
Its demo.
Hag claws animation is better.
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The EGC wasnt implemented to apply pressure but to force the game to an end when Survivors refuse to exit, no more people running the Killer for 10 minutes with the gates opened or someone urban evading in a corner of the map for laughs and giggles, thats also the reason Killers can open gates if they feel they are just being bullied so they can force the trial to end.
The whole "99% voids the pressure EGC" is moot since it wasnt conceived to apply pressure in the first case.
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I play Jigsaw and Myers daily, Clown and Legion often, used to play Ghostface daily until the amount of bugs made me stop, the rest when Daily Rituals or maybe once a week and I never play Hillbilly or Spirit (their rituals get switched for others).
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I dont know if it will be big but the last chapter set the bar so low I dont think is possible to not make it better...
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Spine Chill is easy to avoid, just dont look at the gen you are heading to until you are very close. I play Myers and Jigsaw and that simple action voids the perk.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1922700#Comment_1922700
So basically you're complaining about something you don't even use? Thanks for providing evidence.
Because its a perk that depends on Killer actions to be used, I dont tunnel so people using DS against are playing with 3 perks, I apply that logic to what I equip, I tend to avoid RNG based perks like Hexes and perks that you are not guaranteed to get to use them like DS or Deliverance. And me not using a perk now doesnt mean I didnt use them in the past.
That doesnt mean I cant have an opinion on them or acknowledge they are good/bad or if the changes are justified or not, I dont use Undying and I believe the change they are making to it is wrong.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1924097#Comment_1924097
I think Jeff just looks hairy...
Bill is older and has a full beard so he'll probably have the most.
Jake is Asian/Korean so he'll have almost none.
Nah Jeff looks like one of those men who have hair in the shoulders, back and a lot on his belly, Bill being old probably has hair in places like ears and nose but since he still has hair on his head he probably has less body hair (men who go bald usually have more body hair than men who retain theirs until old age since a testosterone excess is what causes head hair loss and body hair growth).
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Clown and Doctor, both their backstories state they enjoy torturing people, both until their victims are drained of their strength and will and in the case of Clown it does gives some vibes of being sexual incited torture...
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More than OP he is bugged as hell. If you get the bugs that benefit him (no way to reveal him) he is very OP, if you get the ones where he gets revealed out of thin air from someone not even looking at him then he is trash, its a coin toss.
I love the character, the design and the gameplay concept but his bugs made me give up on him.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1922720#Comment_1922720
Visionary is at least useful in indoor maps, so you find the gens much easier. If you combine it with "better together" it's even better. But on outdoor maps, it's not useful and maps are random, unless you use an offering.
As i said, 2017 was the last meta perk released. All other perks after that, are mediocre or situational at best.
Nah its not that useful once you have played for a few hours, Hawkins has somewhat fixated gen spawns, Haddonfield, Lery and The Game tell you where gens are located with the enviroment (lights flickering and closed doors), only in Midwich there are no visual cues and is a torture to play anyway. Visionary is only useful for your 50 first hours in this game, Id rather go without a perk than using Visionary and get laughed off in the post game screen...
And yes, I do agree the perks after 2017 are really... meh to say the least, people (especially Killer mains) are always complaining about the meta and begging for nerfs but they dont realize Survivors dont really have much else to chose.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1921667#Comment_1921667
It's just to put numbers somewhere to differentiate between tiers.
Actually is so the user gets to read the Killer aura every 30/35/40 seconds, the perk works everytime the Killer sees your aura wathever the source of said reveal is.
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@Laurie_Struddle said:
https://forum.deadbydaylight.com/en/discussion/comment/1922950#Comment_1922950
No offense but if you run Deliverance and directly get on a gen only to be suprised to get found first and not being able to use Deliverance you only deserve to be found first
One thing is being stealthy and avoid danger and another is doing nothing until someone goes down. I try to not get spotted the first and Im always the first one abandoning the gen when Spine Chill activates but I dont stay doing nothing until someone gets down.
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No offense but if you stay around hiding without doing a gen waiting for someone to go down so you can use Deliverance you deserve nothing but to get found first.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1922828#Comment_1922828
If you manage to deal with Decisive Strike users like that, then you should also know that Unbreakable is used alongside it, meaning even if you slug them, they’ll get right back up and leave or 99% the recovery so someone can come pick them up. If you watch Killers at higher rank like Otzdarva deal with Decisive Strike and Unbreakable, you can see it’s very much a pain to try and play around, especially if the entire team has it and is communicating with each other. Each second counts in Dead By Daylight and if you get stabbed by 4 Decisive Strikes, you just wasted 20 seconds, almost guaranteed you lose the match.
Of course I know theyll be up, especially the people who are very keen on eating a hit, but someone slugged is someone slugged anyway they are still wasting time and either they use their Unbreakable or wait for someone to heal them and save it.
In any case the best way of dealing with bold DS users, especially the ones who follow around after an unsafe unhooks is to avoid them and go for the savior, odds are he will linger trying to bait you wasting time doing nothing at all.
The case you say is super rare and its more a problem with SWFs than DS itself, Im rank1 Killer, the SWAT squads abusing DS in abrasive ways are extremely rare, that being said I dont play the racecars and rarely tunnel so DS is usually a non-issue for me, cant remember the last time I ate one which wasnt intentional on my side like "I have 6 hooks and they fixed only 1 gen, lets get DS out of the way since Im doing good" and stuff like that.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1922764#Comment_1922764
I believe the reason for that though is so you don’t do things in front of the Killer’s face like Generators, Totems, Healing, and Unhooking. It’s meant to be a anti-tunneling perk, and so it is one. If you are being tunneled, then by all means, use it, it’s what the perk is made for. If you’re not being tunneled and believe you’re safe from the Killer, then do those actions and save it until later because you’re not being tunneled.
In that case you can go down and get slugged, thats how I deal today with bold DS users, especially the ones that follow you around to eat a hit, people being cocky with DS were already being punished.
Then again, main problem is not regular walking Killers like Myers or Doctor, is the racecars, the ones you think you are safe because they were far away and 5 seconds later are on top of you because they can cross the map in seconds.
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In my opinion this change is getting almost as much heat as the Ruin change, not because its a huge nerf on a meta perk but because they are nerfing something while not adressing the major frustrating problem associated with it, with Ruin it was genrushing squads with 4 toolboxes with DS is tunneling and proxy camping.
When they changed Ruin people were fuming because genrush with 4 toolboxes was easier to do and extremely effective so people felt defenseless against something that was already hard to deal with and they felt they had lost one of their strongest perks, if they had implemented new Ruin with the toolbox and efficiency nerfs people wouldnt be so angry about it, this is the same, they nerfed the only thing Survivors have against heavy tunneling.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1922700#Comment_1922700
Why though? It still deals with tunneling, what it’s meant for. Why change it out for something else after the nerf exactly, you’re still gonna be able to stab the Killer if they tunnel you.
Because after the change I cant even heal my saviour without losing it, it will punish Survivors for doing their objective or even doing secondary objectives.
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Im up for changing the meta perks but if you nerf them you have to buff the rest or deal massive nerfs to Killers to compensate. Main problem is most Survivor perks are esentially trash, especially the newer ones, Id rather play with no perks than use stuff like Visionary or Red Herring...
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1920546#Comment_1920546
This doesn't make sense tho, since DS is still the ONLY perk that deals with tunneling. If you aren't using DS as an anti-tunnel perk, what are you replacing it with. This is exactly like killers saying they would never use Ruin again when it got it's massive change, except most killers stopped relying on a perk to solve their problems way before Ruin, so the complaining was somewhat less
I dont use DS and if I did after this change I would stop using it and go for something else.
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@TAG said:
Tunneling is, in my opinion, a very difficult thing to nerf properly. Tunneling can both be a toxic thing to do and a the correct thing to do depending on the context, and I can't imagine it being easy to come up with a way to properly come up with a system that mitigates only the toxic tunneling.
In my opinion the most awful frustrating version of tunneling is the one that comes with camping and proxy camping, someone gets down, gets unhooked, Killer races back (usually a very high mobility Killer like Hillbilly, Spirit, Blight etc) and goes inmediatly after the unhooked without any chance to get away from the hook. I believe if they manage to fix proxy camping and camping they will fix the worst instance of tunneling.
The mild version is not that frustrating IE someone gets down, gets unhooked, gets to safe position, healed, goes back to work on gens with someone, Killer spots them and decides to go after the guy he already hooked is a bit tilting but at least you dont have the feeling of being cheesed by a scummy strategy, especially if it starts to happen when there is only 1 or 2 gens left.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920410#Comment_1920410
This isn't meant to come across wrong, but I don't see how there's any logic behind "tunneling will be more prevalent" because of this change.
A killer who's dead set on tunneling with continue to do so, change or not. They are/were the ones who go back to the hook, ignore the rescuer (who is sometimes the easier chase/closer/already injured themselves, etc.) to chase down the recently unhooked person -- the true definition of the word. If they're doing that now, they'll keep doing so after the change. They're the ones who get hurt by DS now and still will with that playstyle after the change.
I purposely try to avoid someone who was recently unhooked when I play killer, so I don't eat many DS stuns at all. I don't tunnel if at all possible -- killers who do play like I do aren't suddenly going to start tunneling because of this change, because there's no benefit at all to doing so that would exist NOW that didn't before. I've faced the high mobility killers as a survivor who do tunnel -- they'll just keep doing it, change or no change. The ones who didn't? Again, nothing there is going to change. Since I don't tunnel now -- I won't suddenly start doing so when it goes live. Now, if you do something aggressive and potentially dumb -- like jumping immediately onto a gen to try and finish it in my face instead of going to a safe tile or hiding instead? That's on YOU, that's NOT tunneling, and that will be YOU deciding the risk of getting downed is worth the reward of whatever you're trying to accomplish.
What WILL change is something like this scenario: I'm chasing someone across the map who's beelining for a person on hook. I injure them along the way, they continue on to the hooked survivor and unhook them right before I down them (and they have BT), essentially making a hook trade off. That's not always a smart play -- it is a unsafe rescue, after all, BT notwithstanding -- but sometimes, trading spots on the hook benefits the team as a whole. I hook said survivor, turn around, and before I can take two steps, the person who was just unhooked is already pulling the person down instead of booking it to a safer locale (a safe pallet/tile set-up, etc.). I have two people in front of me who have been recently unhooked -- one who should have gone to a safer location and didn't, the other who probably never should have made an unsafe rescue to begin with -- two bad decisions. The fresh unhook still potentially has BT, and BOTH definitely have DS up. I'm in a no-win situtaion currently the way DS works (unless I slug) based off of multiple bad plays by the opposing team. At least now, that second "unhook in my face" won't happen, or if it does, there will actually be a consequence to pay for, what in theory, should be a terrible play.
That scenario as described is a risky play with no consequences currently. In the future, there will be a risk-reward decision to make as a survivor. As I said in a previous post, that's balanced far better than what we have now. (And this is coming from someone who runs DS on EVERY survivor I play -- my playstyle means that the change won't affect me at all, I strongly believe).
Because less people will equip DS and there will be more trials with no Obssession, when there is an Obssession tunneling is rather minor and usually not much of a concern, but when you get in a trial and nobody has those claws around his portrait... God help you.
I come across tunneling in 20-30% of my games (from minor to major) but when there is no Obssession is always heavy tunneling and happens in 70-80% of my games.
Hell I dont use DS and Im tempted of running a Obssession perk so the Killer sees there is one and does not go bonkers...
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@DBD78 said:
Camping is not the best strategy so does not need to get nerfed. And new DS is all about anti tunneling so all is good on both fronts.
First of all, changes are not only about about whats strong or not, its about whats enjoyable too, having 4 Blendettes Urban Evading at the edges of the map refusing to do gens is not very effective and if it was very prevalent it should be changed (they did, they made Claudette easier to spot). Camping is one of the most frustrating experiences this game has and is way more prevalent than other infuriating things that do get changed.
Second, against Solos is one of the best strategies there is, I play Solo queue only and camping is very effective against a lot of people because Solo lacks information, in a SWF the victim can and will tell the others to keep pushing gens so the Killer will be punished with 1 Kill because if you stay on gens without pressure you can get them done in the 2 minutes it takes for the guy to die but Solos have to go and check one by one if a rescue is possible losing too much time on gens to be able to punish the Killer effectively.
Even if every Solo goes to check, sees the camper and decides to go repair gens they have already lost 30-40 seconds each (20 to go check, 20 to get back and resume repairs) and that assuming nobody attempts to trade hooks or wastes time around waiting for the Killer to go away.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1920322#Comment_1920322
Then the best you can do is try to loop them or hide from them.
Yes but you still get DS switched off because some Killers can start a tunneling from very long distances thanks to huge mobility. Im not against changing DS abuse but this change is too much against certain Killers.
I dont use it but Im concerned tunneling will be even more prevalent after this.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1920197#Comment_1920197
That’s the thing though, the new Decisive Strike is meant to encourage Survivors to leave the area the Killer is in and if the Killer does chase them down, then congratulations, you were tunneled and you get to use it. But if you believe you are safe to heal or repair, then you’re not being tunneled. The perk is supposed to be a counter to tunneling, not to make the Survivors cocky arrogant players because they can get away with almost anything with Decisive Strike and Unbreakable.
The problem comes with the proxy campers like Hillbilly, Spirit et all, when you think you are safe and suddenly a race car comes barreling.
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OoO change wont really matter, contrary to what people say its an extremely rare perk and half the time is used by people not up to the task who go down quite fast.
The DS change has the problem it makes the perk way worse, since it either does nothing or renders a Survivor useless for 60 seconds so people will stop running it and tunneling off hook will be more prevalent. I dont mind changing/nerfing DS but the proposed change is a bit too much in my opinion.
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Trapper is anything but innocent, he already killed like 100 or more miners before being taken to The Fog, he was tortured because he refused to follow orders not because he didnt want to keep killing, after killing his father he became his own master and didnt want to bow to a new one.
I bet if The Entity took him to a realm where he has to eat cake and enjoy life he would need some coercing too.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1914731#Comment_1914731
Well you should realize by now that majority of the forum is an equivalent to a wishing well. You make a post in hopes that it will increase the chances of specific thing happening, but at the end of the day you know that it will not happen.
Yes I know, but asking for a total rework on one of the core balance mechanics on what the game is built is way harder to happen than asking for tweaks on certain things.
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The game is balanced with 4 perks per player in mind, changing that would throw it so much it would require massive amounts of coding, testing and pruning, its not gonna happen.
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@ohheyitsbobcat said:
I'm still holding out for a killer that uses fire, either via a flamethrower, molotovs, or pyrokinesis. Lighting people on fire seems like a very horror thing to do and I'm assuming it'll happen one day or another.
A killer that uses wires I think would be neat as well. Either via traps or as a weapon of some kind.
As far as gameplay goes though, with all the killers we have almost all future powers are going to fall into some kind of similar category.
While its not the same Plague is pretty much that, change vomit with fire, infected with burned and pools with fire extinguishers. The idea of fire as a terror element is good, fire its pretty scary but I believe it would be a disaster performance-wise, fire animations usually consume a lot of resources and this game already has a lot issues with fps.
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Thats not a very strong reason, since most people who wanted to pay for Spirit already did. People playing or not playing her is not a big concern for them.
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I tend to dodge .ttv names, especially if they are streaming live because the Killer can snipestream and that makes for a not very fun game.
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1897887#Comment_1897887
Yep.. clear as crystal. Didn't know he was in time-out.
And I believe is permanent.
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For me Killer with lag is a lot like permanent Dead Hards, you going to attack and the victim blinks and either is a miss or ends in the ground, 50% chance or so.
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@Chicagopimp2019 said:
I am surprised that @SpaceCoconut hasn't weighed in on this discussion. When I think of Hag mains, he's the first one to come to mind.
Check his profile and you will understand.
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Depends a lot on what you define as fun, if for you fun is stomping and getting always 4K with the less amount of effort possible or if you want a challenge where you have to hone your skills, outwit, strategize about gens and pallets and trick Survivors to kill them.
If its the latest Myers, Jigsaw, Huntress, Trapper, Nurse, Clown, Wraith, Ghostface, Blight and Demogorgon are quite fun, their powers allow for varied tactics and shenanigans and require a lot of map awareness, flow of the game and what the Survivos strat is, some of them are not super strong and require a different mindset to play for example you cant go gung-ho with Myers/Ghostface in the middle of the map because their main abilities (being hard to detect) will be wasted since they will spot you from a mile away, you have to learn how to navigate tiles and walls to hide your frame and get close and personal before they start running.
If you just want to stomp without much effort just get Spirit or Freddy and proxy camp.
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They are getting punished if the Killer smacks them again after the unhook for they are gifting a hook stage with minimal chase time, the punishment is there but is up to Killer to dish it (I almost universally punish unsafe hooks like this).
The whole "remove grabs from hooks" argument I do agree on the reasons that unsafe hooks can be punished easily by hitting the guy before he unhooks and then right after since your M1 CD is over and his hit burst speed is gone, right now it leads to the absurd "spam button to bait a hit" gameplay.
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Proxy camping basement Hag, at least with the other cheesers you know it will all be over soon.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/1895504#Comment_1895504
No I'm sorry but you shouldn't be able to get a free unhook by making a bad play.
It wasnt free, saviour already paid a health state and he still has to perform the action while the Killer is in his M1 CD so he will be able to attack again very soon since the sprint from being hit is gone and the CD is almost over once the animation finished odds are the chase is going to be very short.
Unsafe hooks where Killer hits before unhooking end up with the saviour hooked in seconds unless the Killer is very bad, very greedy, wants to tunnel the saved or is facing an extremely well coordinated SWF which are super rare.
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@indieeden7 said:
What is it with people on these forums not understanding that the game cannot be properly balanced until solo survivor is buffed? So many people are so quick to say that solo survivor doesn't need buffed yet these same people say that playing against SWF is too difficult. Allowing solo survivors to be at the same level as SWF will subsequently allow the devs to balance the game around SWF, what is so difficult to understand about that?
Some are too busy writting "OMG SWF IS BROKEN PLS REMOVE, BHVR KILLER FEELS MISERABLE" threads to understand why SWF cant be properly nerfed and Killers buffed until Solo has the problems it has fixed.
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Because she has one of the strongest inbuilt proxy camping tools this game has, hook someone, put traps near hooks, now either the Survivor runs, activates them all and you teleport back or he crouches, rescues and they try to get to safety crouching, which gives you more than enough time to go back walking and attack them. The whole "but you can get rid of traps with flashlights" is moot, first you need one, second even if you have one with 2 batteries you can only get rid of a very limited amount of traps while she can keep just putting them near hooks.
Not all Hags play like that but at least most of them do, at least those are the Hags I usually face.
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Its not only up to BHVR to release skins for licensed characters, the license holders must agree to it and by the looks of how much it took to put Freddy on Switch and the lack of cosmetics for both him and Quentin makes me believe Friday 13º license holders are the hardest to deal with. The very first thing comes to mind is they are probably asking for a very big cut since money is almost always the problem.