HugTheHag
HugTheHag
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- HugTheHag
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Oh, that Haddie skin doesn't look half-bad ! =D
Also, baby face Ash hahaha
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I consider myself a rather nice player in both roles.
As survivor, I'm not good enough to be a real danger to the killer, so I don't exactly have to "nerf myself" to be nice. However, I will (beyond the obvious "don't be a troll") :
- Offer to be sacrificed if it's a 4E and the killer wasn't scummy or BM'ing (one would assume if it's looking like a 4E the killer was completely nice and innocent, but some really will hit you on hook on repeat and achieve nothing else in a game). Killers often decline, but the offer is there =)
- Not take rarer items and addons.
- Not try and rescue people who I saw be toxic towards the killer. If you teabag killer I'll assume you're completely fine on your own and don't need any help, since you apparently have time to be a little ####
- Leave nice comments in the chat, win or loss. If the killer had great pressure, was a strong chaser or did something funny I'll tell them I appreciated that. I just if won't if the killer was scummy or BMing, or if killer says something mean in the chat first.
Endgame chat can be a little heated sometimes, but I find people are nice way more often than you'd think from how people talk about it.
(That one is from a couple of days ago, it's a funny one because my friend and were paired with another couple of survivors, both our groups had a RE character, so without really discussing everyone switched to be a full RE team ! We got completely stomped by a Freddy that seemed to be everywhere at once, he was a great player !)
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As long as it's not blocked for the purpose of BM (keeping them there longer than necessary, behaving obnoxiously at them like spamming power*) but genuinely to recover your power and down them then it's all good.
(*Not talking about Plague, more about Doctor spamming you with shocks to make you scream or Wraith ringing bell in loop to taunt you)
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You do you !
I like being friendly, so DCs are generally going to be farming for my part. If there's only one DC and the survivors are not discouraged, I'll try and 2-hook them all before becoming openly friendly.
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@Vhillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398531#Comment_3398531
I've noticed this too, recently it will make the sound and not instantly explode in more situations, but it definitely isn't always the case. I have had a couple times where I let go of the gen as it makes the sound and kaboom, and others where nothing happens. Although I do believe that it should be consistent.
I think the only logical reasoning behind it blowing up upon letting go immediately after the sound is so people dont hear the sound and cheese it by letting go without needing to pass the skillcheck, which is completely fair and valid, but if this is the case what's preventing us from actually having to do the skillcheck anyway? I'm sure if new players abusing a "basekit technician" like that would be an issue, they can implement a system that will force the skillcheck with 100% consistency along with the sound queue, but if we let go we will still have to press the button at the right time to pass it. This way new players can't cheese skip skillchecks, and experienced players wont be punished for wanting to refocus their attention elsewhere at what the game deems to be the incorrect time!
I think the way it works might be that there's a window of like, .5 second during which if you let go the game assumes you couldn't have known a skillcheck was coming and so it doesn't explode.
Which is honestly a good compromise if it worked consistently ! That way it prevents the problematic explosions but makes it nearly impossible to cheese.
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That sounds very sweet !!
Love it when people help each other out like this.
Makes me think of that time my friend tried to do his Huntress daily of hitting survivors 5 times (iirc) with hatchets.
There is no killer he hates more than Huntress, whether going against her or playing her. He missed some pretty obvious shots during the first chase of the game, going to refill twice before landing a single hit. The survivor understood from that that he had no intention of using m1 at all despite being dreadful at hatchets, and eventually just stayed put around 8m in front of him to let him farm.
He missed.
At this point, he was down in the dumps and ready to give up, but that very sweet survivor just walked a little bit forward to make it easier for him, and throughout the next few minutes let him practice at different distances and with slow movement.
The endgame chat was very wholesome on that one !
(It kind of became a running gag between us, because I'm always lucky and find super nice survivors, and he is the opposite, often meeting pretty mean and taunting players, so he was streaming me his games as a "See?? They're always mean to me !" and it ended up being wholesome. I teased him endlessly for this one haha!)
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I don't know what everyone's argueing about and at this point I'm afraid to ask.
Those skillchecks ARE very frustrating, and they SHOULD be cancelled or given the Overcharge treatment.
That being said !
I don't know if it's got something to do with ping, or something else, but recently, such cases have been rarer in my games. I've had more than a few instances of letting go of the gen just at the moment the skillcheck sound appears, and the gen does not explode. I noticed because every time I had that cringing like "oh ######### it's gonna explode I hate this game" and then surprise as nothing happened.
So there is some sort of logic behind the gen exploding as you're letting go, it's just... apparently a little inconsistent !
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Not agreeing with the term "bullying", but I do think it's time they make Hag 115% or throw her some sort of bone.
She's too slow to be a vanilla chaser, yet competent survivors can reduce her to worse than M1, already could before and post ptb every lobby will be able to.
Hag is great and saying she lacks counterplay was a straight out lie, so... looking forward to seeing compensation for this, because now she literally only will have 3gens.
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As was said earlier, I just think gen rushing is less frequent, for the simple reason that it requires coordination, which lobbies generally don't have.
Any killer can tunnel to good results, not any survivor can organize a gen rush on their own (unless with toolbox/hyperfocus/stakeout, which requires a little bit of skill, not being tunneled, and decent teammates to pull off).
That being said, I wouldn't mind toolboxes getting the medkit treatment to reduce genrushing. I think perks are currently fair game, but removing interaction between Hyperfocus/toolbox and scrapping BNP would (probably) go a long way.
P.S. : Also, and I hate to be that person, one of your sentences reads that killers are having fun being genrushed. X)
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I'll preface this by saying that's the basics of how I play in those roles, not what I feel entitled to. I know in multiplayer games you get what your opponents give you and that smiling and moving on is always better than complaining for hours.
For killers : No tunneling and no camping (unless endgame, though I personally don't even then), no slugging for the 4K, no full gen slowdown
For survivors : No iridescent addons and no green or above items (unless maps), no full gen speed builds, no calling out my every move to my friend on discord (plus it's really funny seeing a Myers walking up to him and hearing him scream 5s later)
For both : No map offerings. I like things random ! =)
I have more situational self-imposed guidelines, but that I would not expect anyone else but a softie like me to use.
If we include good manners into fairness, then also :
Killers : No hitting on hook (even if the survivor was a great chaser that made you lost lots of time), no bleeding out, no waiting to close hatch in the survivor's face
Survivors : No teabagging throughout the game, no waiting/taunting at the gate once everyone is safe and healed, no waiting to teabag at hatch
Probably more situational things, but those feel like good basics.
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Tag yourself I'm 3)
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394760#Comment_3394760
honestly i dont expect much for her maybe normal movement speed?
That would genuinely go a long way !
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Haven't had that notification since prestige came out ! XD
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Might be your mmr or your killer of choice, because down here in low mmr I haven't seen people giving up much unless to give hatch ! =)
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God forbid people play without exhaustion perks =(
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To go against :
(no hierarchy inside each tier, also I haven't met a single Skull Merchant so she's not in there)
To play as : I have only played a few, so much shorter list !
I don't have much time to play DbD, so recently I've been playing more survivor as an excuse to chat with my friend. I'll have the occasional game with my mains, but when I'll have more time I'm particularly looking forward to playing more Spirit and Clown. I really enjoyed the few times I've tried them out. =)
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Hopefully it got thrown into the bin.
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It's true that most survivors aren't gods. Or even decently skilled.
And that's completely fine. DbD is a complicated game.
I shouldn't have to spend more hours playing DbD than I spent getting my degree to be good enough to have a decent escape rate.
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I like Blindness. I used to get so much value from it back when I started playing with Hag's base perks !
I did stop using Third Seal because I felt bad about it affecting SoloQ a lot. But I don't think it's useless or that it should be removed : Blindess is a good way to counter Windows, Fogwise, Alert and generally counter aura reading perks, especially with Fearmonger for example.
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I don't have any perk I have sworn on honor not to use, because I think it's a little silly. My friend swore up and down to never use DH for such reasons yet he used to put NOED on all his builds, so talk about consistency !
That being said, I've never used DH and am not planning to start. I'm comfortable with no exhaustion perk at the moment, messing around with looter builds.
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I have some killers I play seriously and some killers I play for the sillies. Some both.
After a few "serious" games, I put on the bunny costume on my Legion and just have parkour races with survivors.
I like playing killer, but I also love being a friendly one, so having fun being the 5th survivor is my pallet cleanser whenever I start to have very tense and close games. Generally comes with a lot of memeing and fun endgame chats, and knowing everyone had fun this game gives me back some energy and lets me end on a positive note =)
Additionnally, it controls my mmr's growth, so I always stay in a bracket where I can have fun with off-meta builds and with little regression.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394640#Comment_3394640
Got one of those too from the other perspective. Was a bit late to screenshot though. Wished I could've gotten the culprit on it.
https://us.v-cdn.net/6030815/uploads/U68U3Q6YD6FY/image.png
Dwight and Feng were doing the head-on flashy booly thing. One in each locker there. But when Feng jumped out to head-on, I guess she was a bit too enthusiastic about it and it fell over. Either way, upon having recovered from the stun i realised it was on the ground.
That's a very energetic Head On !!!
It's so funny seeing it next to a locker that's still standing, it really looks like this one was just done with the game already XD
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I haven't played a lot since the patch dropped, about 20h on survivor, but I haven't met Skull Merchant or seen her map even once.
I don't particularly mind it, though.
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Jonah and Jeff are pretty rare in my exerience.
Tapp is also uncommon.
I'd say Haddie, but there's always one in my games =P
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Damn, I don't play artist but a dragon skin might just make me interested ~
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I literally ran into the same Feng (okay, maybe not the same person but overall same build) a few months back !!!
Their answer to "Sprint Burst and Lithe ?" was "Yeah, and ?" and leaving the chat
I think they might just like making people ask ! XD
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@tippy2k2 said:
Holly wants to play!
https://us.v-cdn.net/6030815/uploads/XR4FY91FM9DL/pxl-20230407-161244094.jpg
Ha haaaaa...
I need a hobby
That's the cutest thing I've seen in a while !!
Ultimate game buddy =D
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... That's Dwight ?
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Some people in both roles could be a little kinder.
Unfortunately there is 0 incentive to be kind or respectful in this game. I hope someday they really do something with the "Thumbs Up" option at the end of the match. Maybe some rewards for good behaviours would make people a little less rude. This community is also obsessed with the rulebook meme and will call out any person trying to promote friendliness and respect for "trying to bring back the rulebook in 2023".
Anyway.... all that can be done is being the change you'd like to see in the game.
I'm a firm believer in respecting your opponents and I chat amicably frequently with mine, as killer and as survivor. I've met quite a few friends this way. So I do think overall the game is much less toxic than its reputation says, at least at lower mmrs.
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Looking forward to seeing how they plan to compensate the Hag for the massive nerf + big vulnerability to CoH.
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I've said it before and I'll say it again
A Psycho (Borderlands) cosmetic for the Legion. =D
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On one hand, steam reviews are a legitimate way of expressing discontent with the game, so I don't fault people for giving their opinion like this. And if many people give their opinion with steam reviews following the same news, then l won't assume there's any ill intent there, just feedback.
On the other, it's literally about a PTB. Which by definition might not come to live. So a bit dramatic... Give it time to see how the proposed changes evolve and then give your opinion.
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Rate my hiding spot
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Good intentions, but bad idea overall.
1 - Punishes friends for playing together
2 - Assumes all players queueing up together are on voice comms
3 - Assumes all players on voice comms are communicating tactically
4 - Assumes all premade groups are better than their solo counterparts, which has been said many times by the devs is untrue (escape rate of average SWF is only a couple % above solos, nothing dramatic)
5 - Killer needs consistency in survivors objectives times. There's already complains that with some gen speed/healing perks, they can't properly estimate how fast gens are going or how much slowdown hit and run will give them. Now on the team there would be base kit gen times that range from 70s to 110s (arbitrarily used 20s of contrast for the example) and healing time that ranges from 14s to 18s.
Additionnally, loading into a game as a solo you would have no idea how long the gens would take. Behind the good intention of bridging the gap, you'd just give solos worse teammates, which was already the problem with most of their losses : unreliable teammates.
6 - Gen slowdown/Healing slowdown perks would hit SWFs disproportionately more as their base speed is lowered. See points 3 and 4 for how this is a problem.
7 - Giving solos action speed buffs and SWFs action speed nerfs incentives tunneling the solos, because they're more efficient. Who is solo might not be obvious, but in some cases it can be seen from the lobby screen (someone joins after the others) or from general in game behaviour.
8- Considering the SWF action speed debuff, it'll always be faster for a solo to heal a SWF survivor than the opposite. Solos are more likely to be left injured and therefore be tunneled.
So yeah, I'm not convinced. In my opinion, the new HUD gives already a lot of informations that is useful for solos, and it's only through information that you should bridge the gap.
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It's extremely frustrating and happens much too often, at this point it's basically a base kit slowdown for killer.
It's ever stupider when you let go and it explodes, so you go back immediately to tap it, and it explodes again. Or if your teammate lets go because they got startled by your explosion and they they explode and now 20% of the gen is gone.
However, I have to say that recently, I've been getting less of these (thankfully !). There have been more than a few instances instead where I let go of the gen, only seeing the skillcheck pop up after I let go of M1, and the skillcheck just disappearing without an explosion as my character leaves the gen.
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More monster in the roster ?
Yes please !
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392610#Comment_3392610
I agree but I actually think they could bit slowed down altruistic healing like make it 18-20s or revert call of brian nerf.
True, or maybe not revert it but rise its numbers a little again, especially since toolboxes came out of this unscathed.
Probably a matter of time ! Though most of them are ok enough, just... BNP should definitely go. I could see it have a more passive effect like "if you use BNP on a gen, for the next x amount of time kicking it/perk effects will not make it regress passively beyond a few seconds". That would be useful on 3gens but not boost the actual repair speed in the early game.
Just spitballing though, I haven't given it deep thoughts on balance and such, haha.
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People who say they are forced to tunnel and / or camp are befuddling to me.
As much as "you can accept to lose some games and then have a decent winrate at an mmr where you can play with any other strat you prefer" is befuddling to them, probably.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392263#Comment_3392263
I do play killer, Legion main at that
Legion ? =D
All the love for fellow Legion mains !! <3
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Overall great changes in my opinion !
It's nice that they reverted the Hillbilly addon nerf, so he's coming out of it with a net positive ! =D
Altruistic heals being reverted is very nice as well. And it's awesome that they kept the medkit nerf. I think healing will be in a nice place after this.
CoH numbers look a bit high, though at least it will be less and less efficient as the survivor numbers dwindle since it no longer allows self-heals. Probably could have capped at 75% though.
DH is also a welcome change, since it will by default limit the number of uses to 2 in the game if I'm understanding it correctly. Though to be pessimistic, it will not make the killer go any less against the unhooked : hitting them through base kit BT will prevent them from using DH after all.
PR is a good change !! Though I think it could increase the number of SH by one or two and it would make it in a nicer place, and promote Scourge Hook builds. It would be fun ! Or at least be worth trying out =D
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Competition ruins the game in my experience.
Playing casually against people who also play casually is nearly always a great experience. Neither party plays particularly dirty or takes losing to heart.
But competition seriously rots some people's minds. Everyone seems to denounce "sweaty" players, and sweat vs sweat is such an unpleasant experience BHVR had to downgrade matchmaking quality to avoid it. Yet it still happens; for those people want to win above all else because competition makes them think if they lose the game, they're losers in real life, and if they win, they're hot #########.
Ensues unfun but efficient playstyles and insults as though invisible numbers had a link to people's self-worth.
The game would be much more enjoyable if it more people took it casually.
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Nemesis tunnels more than any other killer in my experience.
Camping, I'd say Bubba for obvious reasons, as well as Wraith.
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Honestly, I might.
For other reasons than I would a normal game obviously, and I wouldn't play exclusively this. But I'm never super sad or disappointed to load into a game without a killer player.
I'll do totems, refill my inventory with items I picked from chests, open the gates, get escape bonus bloodpoints. That's all stuff I can rarely do in a normal game, so it's nice.
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Honestly just a base kit DS (5s stun) would solve most of the tunneling in the game.
The perk itself could be buffed to have another effect like a longer duration or not get cancelled by conspicuous actions.
Little adjustments could be made to prevent from "using it agressively" (a nebulous concept for me but apparently a great concern) like removing collision as long as it's active.
As for being able to 12 hook, well, every killer can already do that, depending on the circumstances. Every killer has good matches and bad matches.
And strong killers like Nurse still tunnel just because. So I wouldn't buff killers too much. Mainly killer-specific QoL and addon reworks/buffs would go a long way.
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Kinda agree honestly
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I'm currently in game and everything seems to go be fine. (PC - Steam, Europe)
Maybe a localized problem ?
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Ah, yes, the 4 most popular killers
Trickster, Huntress, Wraith and Feng
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Same reason killers hit on hook or bleed out for 4min right in front of a hook.
Some people just love rubbing their win in other people's faces. The thought of making someone else feel miserable is a thrill to them.
I don't do it, even though sometimes against particularly toxic killers it's tempting. But I don't want to feed the cycle of "[...] survivors teabagged, so I can be toxic to the next ones because survivors deserve it, oh those ones are teabagging too, it really is all survivors who are toxic, so I can BM the next ones ! [etc]".
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390458#Comment_3390458
Lethal only takes one token. Distortion does something funny where it prevent your aura being read for longer. I am a regular distortion enjoyer and lethal only ever takes one token off me. The only time I ever lose multiple tokens at once with distortion is when I'm dealing with nurse's calling.
I very rarely run out of tokens with distortion tbh. Only time I do tends to be against darkness revealed builds or stuff that spams aura reads massively. Looking at OP's build they don't have enlugh aura read to counter distortion.
My bad for the Lethal / Distortion interaction !
Doesn't change my overall opinion though.
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Sadge.



