HugTheHag
HugTheHag
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- HugTheHag
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*Sad Hag/Legion main noises* :(
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I shelved my Self-Care.
I put my Kindred to rest.
Or
I uninstalled the game.
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I think the perk buffs look nice, but Kindred's strength is also to see if killer is camping.
If the hooked person is in a swf, their buddy knows and won't go for the unhook (unless excessive altruism). Any solo teammate, seeing no one go for the unhook through basekit Kindred, but not seeing killer camping, would probably go.
If the purpose of basekit Kindred is to bring info to solos to the level of swf, regarding what happens when someone is hooked, isnt it necessary to keep the killer aura reading as well ?
If the problem is with seeing where killer is heading without a perk slot, then simply making the survivor's aura pink instead of red if killer is near would give the info about camping without giving more information in other contexts where killer actually leaves.
(I am 100% not looking for an argument or snarky comebacks, it's a genuine question. The proposed basekit effect is already better than nothing.)
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Nice use of whilst. :)
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Another patch like 6.1 ? No.
Buffing specific killers that are on the bottom of the ladder currently ? Yes.
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It is bugged. A lot of people have reported it, but it's not been acknowledged as far as I know.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/346994/hook-deadzones
Someone was trying to get value out of a perk. What's your point?
Boil over is rarely useful recently especially that majority of the time hooks are 5 steps away from each other. Even when I try to die near a broken hook there's another one just around the corner.
Also...
If survivors can have dead zones with no pallets or tiles then why killers can't?
EDIT: Also if you are aware of a dead zone and you see a survivor running there knowing they have BO, maybe drop the chase and go for someone else? Or just slug.
I actually recently had a funny and goofy game with a SWF, all with no mither and boil over, all running to the corner of the map. It ended with all of them being slugged in that corner and playing DBD version of whack a mole when they were trying to pick themselves up xD it was hilarious.
I don't think I could keep serious if I loaded into a game and everyone was No Mither, that sounds hilarious !!
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Great sound design and I like her soldier skin.
I wouldn't mind seeing a bit more of them.
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Just play the role you think you'll have the most fun with.
I know for example that my appreciation of the roles depends on the time of day. Daytime I'm more inclined to have fun as killer, evening I don't have the brainpower for it so I prefer survivor. (Even though matchmaking is kinder to me in evenings in my experience)
Yesterday there were killer incentives, so I forced myself to play a few killer games since none of my friends were up for survivor, but I know I would have probably had more fun playing survivor had my friends wanted to join.
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Sending yourself to The Game for a pallet breaking challenge is so funny.
I once got through the "break 25 pallets and gens" challenge in one single game on that map haha.
Gg as well ! 3k perk ans adon-less ? That's a power move !
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Mad ! Grit ! Mad ! Grit ! :D
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That's... not how it works.
It would literally do the opposite of the incentives' purpose. At killer guaranteed times, everyone would play killer and queue times would be abysmal.
Killers shouldn't feel cheated out of incentives. They have shorter queues and as much bp as before. Incentives are always on survivor precisely because at the moment, killer is the most desirable role for a variety of reasons.
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@ThatOneBloodyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191963#Comment_3191963
https://us.v-cdn.net/6030815/uploads/E9UMQ0N4FMM9/vwjj2twqygl41.png
https://us.v-cdn.net/6030815/uploads/WXSRYAPI14YR/slenderkiller.png
https://us.v-cdn.net/6030815/uploads/FB8Q2D871UKN/11z97eojcel71.png
https://us.v-cdn.net/6030815/uploads/BQPJOFKCLDTU/7jbpz3xjcel71.png
https://us.v-cdn.net/6030815/uploads/AKMTM4BC6VBG/d02nizgz9kg51.png
https://us.v-cdn.net/6030815/uploads/GSRIHVB83TEC/fg7gpqvrkzw61.png
https://us.v-cdn.net/6030815/uploads/YGLJMUT0JQW8/35g3ztznwze91.jpg
https://us.v-cdn.net/6030815/uploads/2L4EGNE6CL2G/pjo9zdaqnko71.jpg
Here you go.
Wow, that's a lot ! I'll read that over the weekend.
I really wouldn't mind a Slenderman chapter, as for me and I imagine a lot of players, Slenderman was the first game where I huddled with friends in a dark room and tried to pretend not to be scared while at the same time wishing my turn was over and I could give the controler to the next person, haha !
I'd be down for a nostalgic creature like him in DbD :D
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3191953#Comment_3191953
Its probably the spleen. The spleen it the most well blood supplied organ in the body. Thats her kinda snack.
You know your snacks well, mister !
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@ThatOneBloodyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191896#Comment_3191896
Well most concepts typically have him going invisible and coming out, and either not being able to move, gliding like nurse, moving slow, and/or there being a teleporting effect, similar to what spirit has, causing a static a effect either when looking at or when in a certain distance from him, tendril attack, making fake copies, something involving, and applying some sorta slender sickness. Those are some traits most commonly seen amongst the concepts I've looked at. Wanna see some that I have downloaded?
I'd love to !
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3191882#Comment_3191882
1. I will not hug the hag.
2. The terminator survivor squads do not have a 50~% escape rate. It's likely closer to 80 or 90.
Terminator survivor squads would be at the utmost top of survivor mmr, which would be the top escape rate. They might very well be 100% escape rate. But what the devs mean is that at equal mmr, solos don't have a significantly lower escape rate. Solo Q at extremely high mmr also have a very high escape rate, though not exactly as high as SWF.
Fortunately, such squads are extremely rare and you're unlikely to come across multiple of them, unless you're also extremely high mmr as killer (in which case, congrats ! :D)
Also, you're missing out, she's a lovely lady when you get to know her. 10/10 will never, under any circonstances, eat your liver.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3191917#Comment_3191917
It would be nice to see the numbers between solo and SWF. If you're following a recipe, words like "few" don't have any place in it.
I agree that having more detailed stats would be lovely. I'd LOVE a good spreadsheet of DbD stats !
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3191922#Comment_3191922
Yourself and OP's civil replies to our minor disagreements has earned my respect this day!
It's really weird to see replies defending stuff/disagreeing with me that don't resort to KILLER/SURVIVOR MAIN rhetoric/personal attacks.
At the end of the day, we're all people trying to enjoy this game, there's no sense in being aggresive over opinions :)
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3191902#Comment_3191902
Pobody's nerfect, friendo :3
Everyone stop trying, the funniest answer has been written xD
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3191882#Comment_3191882
Link to devs saying that? I don't doubt the difference between SWF and SoloQ is overstated or missing the actual causation. IE: Good players take the time to form SWF while poor and mediocre players don't. Poor players in SWF don't magically become pro. It would rule out a factor if they posted the %s. My issue more is High MMR SoloQ+SWF skewing the data heavily for everyone else.
Yes, I typoed in mspaint. Whoops.
Here you go ! (screenshotted for clarity)
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Definitely something like the longer he spends within your sight, the more a gauge gets filled. When its filled, you get exposed for an amount of time. That would make games with him tense because you have to guess where he is without actually looking at him for long. Or being chased, you couldn't look behind you to predict attacks for example. Unless you're already injured, in which case you might as well.
I'd see him work with teleport as well, but between Sadako and Dredge, I'm afraid that's a trend people are getting tired of.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3191882#Comment_3191882
After reading the o/p I am getting 'distrobution' vibes on my end, coupled with some 'probably', 'likely', etc vibes while trying to make a direct statement/correlation based on personal assumptions.
Oh I didn't say all of the numbers were necessarily correct. I'm saying the effort is there to make it official looking, and assuming their numbers are correct (which they may not be), the following logic is sound.
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According to devs the escape rate variation for SWF and SoloQ is in the vast majority a matter of a couple of %. The highest mmr SWF will have an escape rate superior by 15 points of % at the very most.
So for common mortals, SWF and SoloQ does not make much of a difference.
That being said, I agree with the rest of your arguments.
(I'm getting big economic student vibes from this post and I'm loving it, as one myself)
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His terror radius gives me depression
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Not a problem in my opinion.
I don't use it as survivor but I don't mind it as killer.
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I'm actually more bothered by Hindered than Incapacitated. You can still hide and wait it out while Incapacitated.
Hindered is a free down.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3191291#Comment_3191291
BHVR could start by reworking perks like hyperfocus, that does almost nothing at low MMR, but can combo together for -30 seconds to a generator for the high MMR survivors they can hit the skill checks. The same goes for dead hard, which lost a lot of value at low MMR, but is even more powerful than before with high MMR survivors that can use dead hard on reaction.
I don't know. I do think high skill players should be rewarded. If someone can hit all of their great skillchecks, by all means, they deserve a perk for it in my opinion.
Same with Dead Hard being really hard to time (when latency doesn't screw you over), I don't mind going against a full DH lobby that uses it well, since I feel like it requires skill and a great deal of luck.
In my opinion it's okay that some perks take skill to get value from. There are perks that are clearly for beginners, and perks that require skill to use. Sometimes the former are useful on all levels, sometimes they aren't. Sometimes perks that require skill can give some amount of value in lower skill level (Sprint Burst), sometimes they don't. It's okay. But the game as a whole should not be casual-hostile (skewing chances towards killer at low and mid mmr). It's more about global balance than individual perks in my opinion.
(And I 100% get that making the game balanced both at mid and high mmr is virtually impossible in DbD's current configuration, this is all but wishful thinking)
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I don't expect Insidious on any killer besides Bubba, to be honest.
Go for it !
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3191375#Comment_3191375
just like we should respect self care being the most popular survivor perk even after its nerf even tho it destroys solo q? it is the player's agency after all, yet we do complain about it.
but we're not gonna complain about dead hard cuz it actually helps survivor so even tho the point of the midchapter is to change the meta we're ok with it coming back like nothing has happened.
i wish dead hard really took half the skill people claiming it does but personally i don't feel outplayed by a lucky click of a button on react compared to a well used lithe or a 99 sprint burst.
not every popular perk deserves a nerf yes but dh has been popular for 6 years and people would like to see something different in their games you know? however you still have to wait a few seconds afraid to lunge cuz survivors may have a button to outplay you haha exhilarating gameplay.
Self-care's position at the top has been explained to be both because of the tome challenge and Self-care's massive use in other regions where players are as a whole less altruistic.
I don't think DH is about a lucky clic. I mean, yeah, it's such a short window + delay + latency you're lucky you did not get endurance on the ground I guess. Yeah, definitely luck involved. But also a experience and skill to get around it.
I don't think "people would like to see something different in their games" is a strong basis for advocating to remove DH from the game (which is essentially what another nerf would do, current DH is already too specific in my opinion). Plenty of people would like to see plenty of different things in their games. Less tunneling/camping (common exhilarating gameplay as well), less sabotages, less flashlights, less connecting tiles. But you can't make game balance around what "people" (undefined blob of population without any clear proportion) find to be redundant or boring.
When that happens, we get nerfs like current Thana, which are ill-advised and badly executed.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191379#Comment_3191379
Thats true, and I definitely know what you mean. I probably worded it a bit harsher than I could have, but wanted to address it since BM is generally done as a frustration enhancer. Generally they are telling the other player that they know whatever just happened frustrates them, and they're taunting to maximize its impact. A given person's temperment is variable enough, but actions like that are designed to try to tilt even those that have more patience than others, while driving the less patient ones to make half of the rantposts we see on here. Just had to emphasize that its impact can have disproportionate impact in the recipient, even when not necessarily just a skin thickness issue.
I understand what you mean !
And don't worry, you weren't being harsh or anything. :)
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@Gamedozer7 said:
I had a game as huntress a couple of days ago where for like 3-4 minutes I couldn't hit a hatchet to save my life. I was off and making bad throws the survivors got comfortable and started notification spamming and tbagging. That was right about the time I started to shake off the rust and surprisingly the tbagging and spamming stopped. The last one even tried to give me there item so I wouldn't kill them. I took there item and the hook.
Similar situation but opposite experience : my friend once had a daily to play Huntress and hit survivors with hatchets, but he's really bad at aiming and hates Huntress
One of the survivors noticed that even standing still he couldn't hit them, and actually came forward to help him farm his 4 hatchets by coming a bit closer to him whenever he missed his shots and backing away a few steps when he managed to hit her. It was all around quite heartwarming (and hilarious on my end as I was watching him miss his target for like 5 minutes)
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Midwich can easily have deadzones, if that's the map you're talking about. The hook and gens spawns on this map are not the best.
I once had a game with 2 survivors with Boil Over and really bad hook spawns, I think I had 6 or 7 times a survivor escaping my grasp. I did prevail with a 4K in the end, as I was with Hag and Midwich is easy to web, so I could afford to try and hook them since my gen pressure was not that bad.
We did have a laugh about those wiggle-out in the postgame chat, as they clearly saw me confused about the hooks.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191365#Comment_3191365
While i agree with almost everything here, I don't necessarily agree with the "just ignore it" part. I feel it would be much healthier for the game if better behavior was rewarded rather than bad behavior punished (or even just ignored.) Make it so that the thumbs up in endgame reports actually does something, maybe if you maintain a certain % of them you get a scaling BP bonus or a small modifier to XP gained or something, basically design it in a way that the only way people can influence it is when its positive, kinda like how upvotes work on the forums here. While its obviously a losing battle trying to fight the low end with the stick, offering the carrot for staying on the good end would do a lot to keep people from letting their frustration turn into anger and leading them down the same path.
I didn't mean to come across as "people should ignore bad behavior", I was just saying that as it's what works for me. I do think bad behavior should be punished to an extent, but I agree that rewarding better behavior might be the better way to go.
Your ideas to reward better behavior are by far better than what I could come up with. I'd love to see that thumbs up button get more use. I sometimes use it and leave a kind word but I know very well that no one will read them.
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Just because a perk is popular doesn't mean it should be nerfed. Perks are made to be used. This perk is now really hard to place, so any successful DH is well deserved.
If it gets popular again, then it's the players' agency that they choose to use it. Let's respect that.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191330#Comment_3191330
I think part of it is also how obvious being rude or toxic is compared to being nice. More often than not, nice and polite actions don't have the context to be understood as being as polite as they are, either through lack of being able to convey that or lack of being able to understand it. When no good deed goes unpunished, it tends to discourage them as much as the negative ones encourage further toxicity, sadly. Sometimes trying to make it obvious just makes people think you're asking to farm D:
What you're saying is very true.
It's hard coming across as nice or respectful as killer and still be taken seriously afterwards, or it can be confusing for the survivors. While at the same time, bad behaviors go unchecked by the game and are even rewarded in certain cases.
Since you can't really prevent some bad behaviors without it impacting negatively on other functions of the game (for example, preventing teabag with a crouch timeout would impact negatively communication among survivors), I guess the second best thing is for everyone involved to learn not to take to heart some little amount of BM. For example, I tend to see tea bagging while in chase as more of a playful attitude rather than mean intent, and I've been less agitated or anxious playing since then.
It's sad that the best thing you can do is get desensitized to it, but I don't see BHVR taking a strong stance against bad manners, except maybe for more god-awful chat filter.
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Bad manners are carelessly cultivated in this game I guess, though I don't see them nearly as often as I would have expected.
I think people tend to remember more the negative experiences than the positives, so when thinking of the game you'll most likely remember being tea bagged or clicked at or camped rather than the normal games, or even the games where people were being nice.
I personally keep screenshots of the fun/nice postgame chats I get pretty often, and I find they outweighs the unpleasant ones.
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Boons are okay in my opinion. I run into them more often when I play killer than when I play survivor, but they don't annoy me too much.
Part of that is that I tend to play killers for whom healing doesn't make much of a difference (currently Legion and Ghostface), so I can see how it could be irritating for others.
I don't think it warrants a nerf though. Most boons would be useless if they were only useable once.
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I wish there was a way to buff kill rates in high mmr without throwing low and mid mmr survivors under the bus.
I understand when people say "casuals shouldn't take the game seriously anyway" but it does seem unfair that you're not allowed to be frustrated when the game sets you up to fail, just because "you shouldn't take the game seriously".
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191021#Comment_3191021
let me know how your matches go! I haven’t lost yet, 4ks and occasionally a 3k and hatch so far with this build.
oh btw, Gideon is the best map for this.
I can imagine Midwich being quite good as well !
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Oh I can't wait to try this out
I actually have all those perks for once !
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I've just had the same issue, my friend saw himself in my lobby and I couldn't see him. We're both Steam users.
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Come back... Mid mmr is the sweet spot..! Let yourself fall in comfort and joy ! Stay in mid mmr :D
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I don't like going against Plague. Every character makes vomiting sounds and it makes me sick.
I don't like Nightfall either on Dredge.
I don't like Trickster's voice (and global character design) either, so I generally don't like going against him.
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Finally, an official confirmation that MOST swfs are really not that good or op.
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Feels cheap. Wasn't going to get prime anyway but that sounds disappointing
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It's actually the opposite !
If one side has long queue times, it's most likely that the other side doesn't have enough players.
So if killer queues are long, it's that there aren't enough survivors out there. Therefore, the incentives go on survivor :)
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Just because a perk is popular doesn't mean it should be nerfed. Perks exist to be used.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189491#Comment_3189491
I've only seen incentives on killer once and it lasted like 5 minutes.
Same. I did have one good game with +100% killer the other night.
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No perk is as heavily featured in any builds as it was before with DH and Chili, so there's that.
I don't believe just because a perk is popular it should be nerfed or removed. The imbalance of power/advantages between perks that was at the origin of their excessive usage has been adressed now, so if those same popular perks are still used a lot, it's the players' choice. Let's let people play with the perks they want to play.
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I do find amusement in the bewilderment of some that incentives are always on survivor, when it is the most discouraging role, with the most chances of failure, usually a lower reward, and that most people play solo i.e. with no coordination.
Seeing Self-Care up there feels wrong though. I don't know what sample of time they checked for those stats but it might be skewed by that new tome challenge.

