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HugTheHag

HugTheHag

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HugTheHag
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  • I mean... Usually, these types of post that want higher killrates justify them as a balance between escapes and kills.

    You can tell what you want, but this guy owns up to wanting at least 2 or 3 guaranteed kills per game. That's some backbone !

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171688#Comment_3171688

    I see some streamers call for well make it nerf. its honestly really good and the fact that it lasts for 90 seconds is awesome and can be used aggressively

    I rarely get more value than healing just after unhook, but yes, it's an incredible perk ! Just earlier my lobby pulled off an endgame save with a 5 second heal (We'll Make It + Yellow medkit + 16% healing speed add-on) against a killer that was proxying the hook and nearby door.

    (Streamers calling for nerfs ? Color me surprised !)

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171675#Comment_3171675

    That was literally the point LMAOOO

    legit, top MMR and they still don't even play it out 💀

    I'm sure the 5 (if not more) minutes of timeout were riveting for their audience, haha.

  • Hex : Third Seal. Whether you want to slug or delay unhooks, that perk works extremely well, especially against uncoordinated teams. No guarantee that it sticks, since it's a hex, but I usually get quite a lot of value from it. It's so slept on that survivors don't tend to cleanse it.

    We'll Make It. Not the best survivor perk, but everyone has it in their bloodweb, and not only does it allow for quick heals for a long period of time, but you can also get some clutch saves/escapes when pairing it with a good medkit.

  • That "no perks or addons" as a name really makes it all funnier.

  • Like others said, it's OP when in the hands of an experienced player. Just like SWF is OP in the hands of a full and experienced group.

    I've mostly met chill or nice Nurse players, especially during my first hours of playing survivor. Mad respect for Nurses that are still learning and can face a few discouraging games.

    They'll always get a sympathy kill from me if it's looking like a 4E (and if they accept it).

  • I am nowhere near a god player on my main (Legion), but I did notice that when I started learning Wraith I had teams that were just as good, if not better organised than when I play Legion, which is weird.

    My sweatiest game ever was on Wraith and I hadn't played 10 games with him yet.

  • It looks so silly. I can't take him seriously when guy looks like he's hyperfocusing on his sprint.

  • Hag is sad without some range.

    Legion is way more fun with add-ons as well ! (Pills/Mural my beloved)

  • I don't think any cosmetic costing 75% of the base game price is worth it, no.

    Most cosmetics in the shop are overpriced by quite a margin.

    Then again, it's their business model I guess. No one has to buy them !

  • I try to pinpoint the funniest place I can go to and crawl there.

    In Mother's Dwelling, it's the firepit shack for to be a barbecue'd slug.

    Center of the Temple of Purgation to be a blessed slug.

    Anywhere inside Garden of Joy's house to be a dark forgotten slug.

    Onboard a ship on Pale Rose to be a stranded slug.

    Up and center in Eyrie main building to be a slug on top of the world.

    Works when I'm slugged for the 4K as well ! Sometimes killers will even follow me because they think I'm crawling towards my teammate. No such luck my guy, but would you like to see a holy slug ? There's a chapel right this way...

  • Survivors : "Fix camping"

    BHVR : "How about a 12$ DLC ?"

  • She grew independent. She gives herself her own boops now.

  • I started playing two months ago.

    There's nothing on my account I can't build again.

  • With a bit of motivation, this tag could be more prominent...

    It really is a very funny tag for DbD specifically haha.

  • Prestige doesn't mean skill. It can mean experience, but people can be really good without having prestiged their character if they don't feel the need to.

    Even if a player eventually needs to prestige their character because they're running out of add-ons or items, it would take ages for their mmr to rise one prestige at a time.

  • True. Survivor do not gain enough for chases.

    I had a game the other day with a guy who looped the killer for literally 5 gens, and he somehow had the least amount of points among all of us because we plowed gens and had cooperation points while he only had chase and the odd pallet stun.

  • Okay, this is impressive.

    And you're right, it's even funnier that it is on Eyrie of Crows :'D

  • Also, some killers just have... really bad base perks.

    Doing Wraith's adept is a real chore. I would do just as well perkless.

  • Deception is really fun, though I can't seem to use it right.

    I encounter it fairly often as killer, and though I should get frustrated, it always makes me chuckle doing the slow turn thing and seeing the survivor semi-hidden a few feet away. Pure comedy !

    Same with Blast Mine, I once got blast mined by a survivor I had decided to spare, seeing them cower after I got blinded was really funny.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168229#Comment_3168229

    Nah, not really. In this case, it's more like the baby ones don't count, but even average Nurses and average comms SWF have a leg up on their compatriots, and you start seeing the gap widen at merely "good." They both fundamentally bypass game design and confer advantages that can't meaningfully be countered by the other side. You don't have to be god-tier to start reaping the benefits of that.

    (I love your name, by the way. Always makes me smile.)

    I get what you're saying, it just grates me sometimes seeing people considering "SWF" as that one homogenous block of players. I only play survivor in SWF (generally duo, sometimes trio) and even with one of us being quite good and the other.s casual but not still baby, we still die quite a lot because we're there to enjoy the game with friends while chatting, not to tryhard. We still often have "solo q moments" of leading killer to friends because we don't typically update each other on our positions (we'd need a compass for that one haha, most maps don't have enough landmarks for us to know where we are). X)

    And I might be biased and generalizing, but I think most SWFs are like us, incomplete for one, and casual as well.

    Same with Nurse, an average Nurse never ruins my day (actually most of the Nurse players I encounter are quite nice), I very rarely encounter unpleasant or stomping Nurses because I'm still in the mmr bracket of people with a medium skill level / casual players.

    Maybe the game could have a more competitive mode that would remove SWF, like League does, but if base game ever removes SWF I would probably switch permanently to killer, which is a shame because I do enjoy playing survivor casually with friends.

    (Thanks ! I'm glad it cracks you up ! :D)

  • Experienced, high-skill Nurse*

    Experienced, high-skill 4-man SWF*

  • You can get a lot of value out of new DH when it is timed correctly.

    Hoever, 0.5 second is really ridiculously hard to time, especially since there is an arbitrary delay that is applied before giving you the Endurance effect, so you have to keep it in mind. Plus some languages literally don't have the right info in the perk description, which is why some foreign players will miss their window 90% of the time.

  • Additionally, much like the Barbie Girl trial of 2002, the parties are advised to chill.

    In game you'll face a lot of aggravating behaviours, or even just tensed situations in game, but keeping a clear head and staying calm always beats getting outraged and letting anger guide you.

    This is more specifically directed at beginner killers. Sometimes you'll be matched against people who are really good, have great game knowledge, can and will loop you forever if you let them. And a lot of the time, not even being toxic or cocky about it. They're just really good. And in these situations, it's easy to become frustrated or feel humiliated and to throw the entire game because of it. 'I don't care if everyone else gets out, I'm going to catch this one, I swear to God.' And you don't. Or you do, but someone unhooks them under your nose and all escape. And there's no words for the ensuing rage.

    Same with toxic survivors vying for attention. Just keep your cool and keep doing your job as killer, chase a different person, patrol gens. Don't let the teabagging or flashlight-clicking get to you.

    Also don't let your losses against good teams or toxic players convince you that the majority of survivors are toxic or experienced SWFs or both. Both of these can be scary and assuming you'll get them every game is just going to make you tense and anxious when playing killer, leading to you getting frustrated more quickly and be less efficient.

    Same with playing survivor. Assuming every killer is going to camp or tunnel is not a good mindset to be efficient in game. Being pessimistic will only lead to more careless plays ('he's going to tunnel anyway so I might as well do this', 'the game is lost already because killer is a POS so who cares if I don't finish this gen') or toxicity ('Look at killer trying to come for me again uh ? That sure deserves a little teabag').

    Everyone just chill a bit.

  • I give hatch or gate most of my matches. I very rarely encounter BM from survivors, so most times I let the last one go.

    Choice of whom I let go can be determined during the game, I'll sometimes feel sorry for someone I accidentally tunneled in the first half of the game (like if they were freshly unhooked and happened to be my 4rth/5th Frenzy chain). Sometimes matchmaking makes an oopsie and gives me someone who just installed the game (I had a 12 hour guy in my lobby the other day, poor Bill), so I'll spare them so that their first experiences of the game are not complete garbage. If a survivor did something genuinely funny during the game, or showed me an easter egg on the map. Finally, if someone hard carried the team, I'll let them go rather than one of their teammates. They were more satisfying to catch, but they deserved a better team.

    I'll sometimes let more than one go on certain circonstances, like if the two remaining are a funny SWF indulging me in some parkour races as Legion, or if both gave up after a stomp and I feel bad.

  • My worst game like this was a Midwich with terrible hook spawns, and that got worse with every death.

    (I was actually with Hag for this one as well)

    I think I must have had survivors breaking out maybe 5 or 6 times because I either couldn't find a hook, or the closest one was behind a breakable wall I didn't open, and I didn't have time to look for another. (One of the survs had Boil Over as well, which while a bit of a weak perk got them a lot of value this game)

    Eventually we all had a good laugh about it in endgame chat, seeing as the survivors noticed my desperation grow with each down, until I eventually resorted to leaving them slugged for a moment to scout where the nearest hook was before picking them up.

    It was a bit frustrating during the game, but really funny looking back on it.

  • Yes.

    What is not bannable is for the killer to see that your teammate has given up, and to decide to spare them and look for you.

    But if your teammate is with them looking for you, often to farm you for points while letting killer sacrifice you in hopes for hatch, that is completely bannable.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167352#Comment_3167352

    That’s just frustrating to me lol i totally understand the “it can’t be TOO easy then it’s not fun and you get there in a day” that’s not fun when I’m not really that competitive but I like to continuously aim for something sorta easily achievable to keep games interesting .

    I still really enjoy the game at times but I realized this last month that even grades don’t matter to me anymore with how hard it is for me to pip up now .

    I don't know if you play survivor, but trust me it can be even more frustrating.

    With killer, you can know at the end of your matches what you games lacked, whether it was pressuring gens, hitting more people, whatever deviousness is, the works.

    With survivor, you have to take into account that everyone wants to pip so people will bum rush unhooks carelessly, sometimes dooming your games... when they're not unaliving themselves on hook, DCing, or if you're not tunneled out of the game (and therefore de-pipping).

    I've been stuck in the survivor iri 2 limbo for two weeks now, where sometimes I have great games that make me almost double pip, only to be tunneled the next 3 games and lose all progress, followed by a string of teammates DCs or first-hook-deaths that make it virtually impossible to get back what I lost.

    I should really work towards my killer grade more this months because I'm pretty sure it will make more of a difference in rewards than focusing on the survivor one haha.

  • I genuinely don't know. Entitlement maybe.

    I'm usually a team player, but there is no faster way to lose any sympathy from me, and to ensure my gen is more important than your hook stages, than BMing the killer.

    If guy wants to lose time teabagging and macro clicking, I'm out the gate the moment its opened. They can reap what they sow.

  • @JakeCannon said:

    But why does it give me the black pip for theoretically playing the same way I did when i was ash?

    In ash, the expectations for emblems to get a pip are significantly lower than in higher grades.

    You can easily double pip every game if you're a good player (with the right killer). I'm pretty sure you can even get pips by camping two guys out, that's how little is necessary in ash.

    In higher grades, the game expects you to actually make great efforts to apply pressure on all of your roles as killer. It favours slightly killers whose powers score in several categories (I know for example that I don't have much trouble pipping as Legion, but it was a bit harder on my Hag before the update as I used not to kick gens so my brutality was usually very low).

    If the game made you pip as easily in ash and in iridescent grades, ranking up would be a breeze. As things are, the game expects you to put more efforts in if you want higher grades.

  • Legion doesn't break pallets when vaulting unless using an iridescent add-on.

    In the same logic, I don't think Wesker should break pallets when using bound unless using an add-on.

    There is an argument to be made for when the end of his bound collides with the pallet, but I think that would be confusing since Wesker also has vaulting power.

  • Each individual hook works towards you pipping. So if survivors unalive themselves on first hook, or are not picked up and go second phase, then you won't get as many points or pips (which makes sense as it's not really skill but more neglect on the part of their teammates).

    Good pipping games are more often than not games where you will double hook everyone, or at least a majority of players, on top of having a good destruction score, chasing score, and so forth.

    You don't have to two-hook everyone before having your first kill though. Killing your first survivor on 5th or 6th hook is perfectly acceptable and will slow the game down to let you get your other hooks.

    Also keep in mind that as your rise in grades, it gets harder to pip and easier to de-pip. Games where you would have pipped before will now give you black pip most of the time. You have to make a lot of efforts to work for those pips.

  • Most people still struggle to time it out, as not only is it a very short time (0.5 second), some language have false information in the perk description (like saying it gives 1 sec. of endurance), and there is a delay after pressing the key, which makes having the 0.5 second unreliable at best.

    If someone pulls off a DH, it's well deserved. It can also still be baited out, so the perk is really in a more than balanced state right now.

    I am of course not talking about the people who use hacks to use if automatically, those exist unfortunately, but I hardly doubt they are very common.

  • Me, who always wants to see Legion and who mains them : :D

    The survivors : -_-


    Jokes aside, there are some killers I'd love to see more of but I don't have the DLC for them, like my guy Pyramid Head. I might bully my friend to have him play this killer more !

    I'll even compromise and switch up from my trusty Legion. I'll give Doctor a whirl :D

  • I think after Sky Billy they're wary of dashing off of ledges...

    Maybe in the future an exploit is discovered that would make the rise of Space Wesker

  • Hope his power remains dodge-able after the fix, though not to such a ridiculous degree.

  • What I'd be most interested in knowing is what bonus is taken into consideration : the one when you queue up or the one at the time you finish your match.

    I'm pretty sure I remember one game I had 100% queueing up and got 25% in the end.

  • @FogNoob said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166159#Comment_3166159

    I totally agree, on ending the game if anyone DCs early, but I don't think there's anything to be done on people just killing themselves...

    I don't even know if there would be anyway to penalize that either... I mean, if people are having a terrible time you can't make them stay in the game. The penalty in the end is just earning less blood points in general, but I don't think people hardly care about that.

    Oh trust me I know if someone is not having a great time they should be allowed to leave. I think we've all had this kind of game where it's beyong repair and you just want to leave the match.

    And killing oneself on hook is sometimes the only way to give your last teammate a chance at hatch, so I don't genuinely want that to not be an option anymore as well.

    It's just such a weird situation we're in, I don't actually know what can be done about it. And I don't think anyone truly does if they're considering all aspects.

  • But how would the DLC sell is Wesker was killswitched ?

    More seriously, while it is very bad that they thought it was okay to release him like this, it's hopefully going to be fixed soon. I hope they don't fix it the Thana way (fast but wonky) by increasing hitbox instead of fixing grabbing bugs though. It's been two days, that's not enough time to decide if it's a skill issue or a real problem. The game could use more hard-to-master killers like Nurse anyway, for those looking for a challenge.

  • A survivor disconnecting in the first few minutes should end the match the same way killer DCs do.

    As for giving up on hook, maybe there shouldn't be skillchecks in struggle phase, at least while this DC/unalive oneself trend is going on. That would make the survivor have to wait for an unhook, the difference with first phase being that they couldn't take a chance to escape.

    Of course, they could find other ways to leave the match (stay under hook to be downed again), but at least that would buy time for the team rather than dying in 10 seconds.

  • Hag can be fun to play and efficient even without proxy camping or placing traps near the hooks.

    Sure, if you're facing a team that knows exactly how to counter her (and who have flashlights) the game is mostly lost from the start, but against most survivor players she can do really well. I do wish she was a bit faster, since she doesn't have any chase power and long chases are time you're not spending placing your web. I feel like she should be a bit faster to compensate for games where you're forced to revert to M1, but that's only my opinion.

    I also really like going against her, it's very rare but I like her jumpscare potential.

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164964#Comment_3164964

    Huh? I wouldn't be surprised if they didn't change anything about survivor collision detection. And if they do, I guarantee you they'll change it to a maximum of 25cm. And that will probably be pretty damn unsatisfying again, but not as frustrating as it is now. So people will just accept it and move on. 

    (Not on subject, but props for the username, it cracked me up ! xD)

  • I wouldn't go as far as a guaranteed pip since some clever swfs would dc all the time to help their friends rank up, but mabe make it so that if someone DC'd, you cannot depip. That would make it at least a little bit less infuriating.

    I would be all for a bp bonus as well, or one gen compensation if the DC happened early in the game (not late game because someone could take one for the team and DC to guarantee powered doors or something).

  • Killers have op combos as well. And they can very easily set the tone for the game, in terms of toxicity, same as survivors. There are discouraging mechanics on both sides, and toxic players on both sides.

    You must be quite unlucky to often have such infuriating postgame chats. I mostly experience either no chat, or really chill/nice ones. Please remember there are probably more good people playing than guys there to troll or grief.

    I personally find survivor to be quite depressing and discouraging to learn, whereas killer is in my experience easier to get the hang of. But that is just the learning curve difference. Survivor is spontaneously really hard to learn, and will remain so for a long time until you get better. Killer is rather easy to start with, but your quick progress means you will encounter increasingly better survivors, and will eventualy have to adapt to well-organised teams with lots of game knowledge. That's the critical learning period for killer, and it can feel discouraging that it happens so late, when you thought you were unstoppable.

  • My friend, raging post game : You see, they all had exhaustion perks !

    Me : Ex-what now ? No dude, tell me how many feet perk they used

  • Philip is a sweet person. Would love for him to be a survivor :(

  • Wonder how that'll work with streamer griefers.

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