Hex_Ignored
Hex_Ignored
About
- Username
- Hex_Ignored
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I absolutely love the twins' chase music so I was very happy when I could finally buy them with the free event shards
-
how dare you put red herring in F tier this is the best
sandbaggingdistraction perk ever made and makes playing solo much more enjoyable -
That would be a good change imo
-
LMAO his neck is longer than wraith's uncloak lunge with coup de grace
-
It looks great but it is big enough that they could have split it into two maps
-
I do not think any killer needs a full rework.
I do however think that some killers need some serious buffs:
Trapper, legion, pig, ghostface, myers, clown, trickster and my favorite, nemesis, come to mind
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2341675#Comment_2341675
Slo-q terrible but what is your rank lol? I am seeing some survivors are like this but they are rare on high ranks.
rank 5 but I am swfing with my sister, who is rank 11, sometimes. The bunny hood fengs are in my "higher" ranks though
-
I still use it because in case I get tunneled it helps. It was too strong before, but now it is a decent tool to get away from a tunneling killer once. It's just that most people think that now when it doesn't enable you to basically do whatever you want for a minute it is "trash"
-
@Phasmamain said:
I mostly enjoy solo but most of my enjoyment comes from watching my less than stellar team do stupid stuff
this. Bring kindred, bond and open handed and enjoy the wonderful world of solo survivors. You will meet all time favorites like urban evading neas, claudettes self-caring in a corner of the map, jakes randomly sabotaging a hook even though you were working on a gen, dwights who spend 90% of the match in lockers and of course the bunny hood fengs that run up to the killer to taunt them and dc as soon as they are downed. The last one is a personal favorite
-
@Wavy said:
https://forum.deadbydaylight.com/en/discussion/comment/2341519#Comment_2341519
you just dont want to accept the truth. there are so many OP things about killers
Dear survivors, if you expect to win every match, just play with bots with the new update.
-
... and other lies you can tell yourself
-
That's what I have been saying all along. The hitbox of the tentacle is so questionable that it needs to be fixed asap.
-
Toxic is the wrong word but I did notice that matches for both sides have become a lot sweatier
-
Might be an odd pick but ghostface. I somehow always get him while not having spine chill equipped and I do not like surprises
-
Depends on the killer. It's only ever used with ruin so:
For the twins it's basically a must because ruin is the only gen regression victor can use.
I've also had some success with it on nemesis if the zombies decide to defend your totems.
But on most other killers it is simply too inconsistent. Totem spawns are trash on every map except lery's so bringing two hexes that are gone in ~30-50 seconds isn't worth it. Better use ruin/pgtw or corrupt/pgtw, it's a lot more consistent
-
@Mdawgu said:
Make it a perk
The BHVR solution to any problem
-
Either map offerings should be removed completely or changed so that when played they remove the chance to go to their realm
-
During the event I levelled both the twins and nemesis to level 50 and they both ended up with 44 and 47 cakes respectively. I do not plan to hoard more of them
-
The only problem I have with hatch are keys. Hatch should only spawn once all gens are finished or only one survivor is left.
-
@Lord_Xylum said:
https://forum.deadbydaylight.com/en/discussion/comment/2337595#Comment_2337595
Sometimes the Tentacle Strike will hit a pallet and not break it too, despite being at least Tier 2. Hitbox adjustment is a necessity.
I agree. The hitbox is janky and should be widened a bit. Not to huntress levels of big of course. Also being able to dodge it by ducking under it at windows and short obstacles is nonsensical as it is a downward swinging whip attack
The speed boost for infection is his biggest problem. He already gives them a third health state, they don't need a free sprint burst as well
I never thought about the zombies but I think you have a point. The devs said they won't increase their number so your suggestion to fix their spawns would be nice.
Also I think for the amount of mutation rate required to reach tier 3 it should break pallets and infect/injure survivors in the same swing
-
I just bought the twins and they are fun
-
The twins. Victor is kinda fun ngl
-
This is so sad. Let me press f on the world's smallest keyboard
F
-
Oni. I'd like that large man to chase and pound me with his large kanabo if you know what I mean
-
This is not the right way to do this. I agree that facing a swf can be the single most unpleasant thing in this game but we need to do something else.
I suggest killers get 100% more bloodpoints for every member of the swf and get to see in post game who was swfing. This doesn't inconvenience the swf players at all and rewards killers for going into a match where the odds were not in their favor.
-
On most maps two zombies are fine but when you get something like red forrest they might as well not exist because they don't do anything.
So yeah for these huge maps I think tweaking the number if zombies should be a thing. Not by much mind you maybe 1 at max 2 additional zombies if the map is mother's dwelling
-
32.000 for the perfect game
32.000 for 4 stacks of BBQ/wglf
33.600 for each cake in play
This means you should earn 232.000 bp which is ridiculously low considering all the stuff that had to align in this match, so I hope my calculations are wrong and I am stoopid
-
It's not just high ranks. Yesterday I played with a friend (genuine rank 20) and both of our teammates (rank 20 and rank 19) dcd when they got downed for the first time. We could have won this game but noooo
-
Only until we (hopefully) eventually get the early game warm up phase. I still believe it will come one day
-
All three of them deserve maps as they could make them feel so unique
-
It's in the first tome so many might already have it but to me the hardest challenge is to kill every survivor in the basement. It basically requires all 4 survivors to be suicidal
-
@SilentPill said:
I think he’s fun to play as and against. A really good one is rare though, most of the ones I faced whiffed 80% of the tentacle strikes.
All I think he needs is to remove the speed boost from infecting a survivor. The ability is strong but not enough to justify 3 health states. When you have killers like Bubba running around who just instadown immediately, 3 health states is like eh.
Zombies are still dumb as hell. They should just die if they stay in one place too long because I find them getting bugged out way too frequently. Which is a shame because with Nemesis you could have a pretty dangerous environment for the survivors to work in which is really cool.
Agreed. The speed boost for infection needs to be removed. It is simply unnecessary
Regarding the tentacle misses, the hitbox is smaller than deathslinger's spear and trickster's knives, which I also think is not justified on nemesis. In addition the tentacle is inconsistent when hitting over objects like short obstacles. Sometimes it works and sometimes it doesn't. They should make that more consistent
-
Limiting them to no duplicate perks sounds fair. It's also the standard for many tournaments
-
@Drywatr said:
https://forum.deadbydaylight.com/en/discussion/comment/2333470#Comment_2333470
Dead hard doesn't even work half the time and is incredibly easy to bait out on the killers end. I used to run it on my survivor but its definitely a wasted perk spot in red ranks
Dead hard for distance can't be "baited out"
-
As a killer: bill
As a survivor: meg
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2333725#Comment_2333725
I hope not. Consolte players (especially switch users) have already suffered enough. They can´t keep the game in this horrible state for to long.
Oh believe me I know the pain of switch players and I have not a lot of faith left that they will make it better
-
@Tsulan said:
The DC penalty will stay away until the devs fixed the instability issues.
So maybe Christmas.
Bold of you to assume they will fix it that fast
My prediction is that they will re-enable it with the mid chapter update without fixing the game crashes on console just to screw over console players
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2333445#Comment_2333445
No way. The only Freddy’s that got gen rushed were the ones not using Freddy properly.
An (old) Freddy that knew what they were doing would make it almost impossible to get gens finished. He had the greatest stalling powers in the entire game, and nothing has come close since.
OK maybe not gen rushed due to the dream world slowdown but definitely looped to oblivion
-
I like farming. It is a relaxing break and everyone gets lots of points out of it especially with the event cakes. And it is not bannable as long as it isn't forced farming
-
The thing with dead hard is that you do not have to "set it up" like lithe, smash hit or balanced landing and it doesn't require smart play via exhaustion management like sprint burst. It is available the moment you get injured and basically removes very big mistakes the survivor made in chase, which would have been their end.
TLDR: unlike other exhaustion perks it is ridiculously easy to use for an effect only overshadowed by sprint burst
-
@ThiccBudhha said:
Personally? I am glad he was reworked. He is the killer I have most fun with and old Freddy looked like he didn't really have much going for him besides... Wall hacks?
Me too. As one of the elusive switch players I only got to play him in December last year so I couldn't play the old one. But from what I could gather he was m1 knife glove man that could be looped and gen rushed to hell and back. So yeah I'd rather take his current iteration over his weak and "unique" old version
-
Nemesis needs to be buffed in other areas because the foundation of his power is solid.
The speed boost for infection is such a stupid limiting factor because it's literally a free sprint burst for survivors. This is his biggest problem that needs to be removed
A little less important but still an issue is the hitbox of his tentacle. It is very small and inconsistent in what it can and can't hit.
Tier 3 needs to be more rewarding. Let us infect/injure survivors and break the pallet in one go in addition to the range increase.
-
Not really. I am more focused on getting my archives done while not being a useless teammate. So unless a challenge states I have to escape it is not as important. And even without an archive I of course try to escape but I don't need to in order to have a good game
-
Because it's a "PLaYer ReTEntiOn" mechanic.
The grind needs to be reduced severely. It's just nuts. Not even BBQ and we're gonna live forever are making a dent in it
-
Maybe they are doing a close the hatch challenge from the archives
-
We're gonna live forever and BBQ. Otherwise the grind would kill me
-
Killer using a build that works really well with his power? The nerve of these damn killers!
-
Trying to mind game a god pallet. Do not attempt this at home kids
-
@KingFrost said:
I feel like she's the loudest character. I have to run Iron Will on her, because she's just too loud.
Louder than the chain smoker bill?
Also why would you use iron will? Her... noises are so beautiful, especially her scream when the killer hits her
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2330942#Comment_2330942
+200 matches with him, zombies were useless most of matches.
Yeah the zombies don't do anything unless:
Nemesis chases the survivor into the zombie or
The survivor is just as brainless as the zombie
Regarding his buffs (which I REALLY hope he gets) I assume they will come with the next next mid chapter update