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LordGlint

LordGlint

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LordGlint
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  • @DBD78 said:

    Hag is decent at best really overrated and against teams that know how to counter her she is more or less the worst you can play since they can just destroy a trap and run to closest loop without you having a chance to hit them, and they can simply wipe traps out also I don't know what BHVR was thinking with that nerf. MFT also makes sure Hag can't catch a good player.

    It's all about not being found out early so you can set up the net and hide traps so I would avoid Corrupt and perhaps go with Monitor. I have even seen people use Leathal on Hag just to see if a survivor is running towards Hag and avoid being found out.

    SWF having a trap destroyer and the rest on gens is a nightmare. Hag is very rare I would say probably as rare as Twins.

    I've been doing moniter, nowhere to hide, lullaby and Overcharge. Been working pretty well. MFT is miserable with her though.

  • From what I've heard from those who have him, he's also especially weak on console due to slow cursor speed on his cameras when playing with controller. Makes it hard to tag someone with the cameras.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483763#Comment_3483763

    Hag is a slower killer anyhow so you don't really want to chase much if you can help it. But yeah sometimes there's not much else you can do and MFT would be awful for her.

    It wasn't SUPPOSE to be a chase really, but when you can loop any piece of geography at all... You can loop a rock with MFT and I won't really start gaining distance until BL kicks in, it's so dumb.

  • @Krazzik said:

    Hag is consistantly shown as the second-least-played killer behind Twins whenever they show pick-rates. Those two are both quite a bit behind everyone else, so it's not too surprising that even good survivors don't know how to play against her. And she heavily punishes people who don't know how to play against her.

    I'm having fun with her, although I AM learning how irritating MFT can be against her. Just had someone loop me against basically nothing. Pallet was spent but since survivors can hug loops tighter than killers, it was enough to make it take FOREVER to inch closer.

  • @The_Krapper said:

    In my opinion the hag is a really good killer that is slept on a lot especially after her main weakness was removed because flashlights don't burn the traps anymore

    Thought they made them able to be removed without flashlights

  • @AssortedSorting said:

    Prestige doesn’t equal skill.

    True, but it does mean more time played. You'd think a P100 player would outperform someone who's played this character for 2 days now.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383661/can-we-make-boons-stronger-but-a-one-time-use

    So a 5% dark theory speed boost that's map wide that can stack?

    Shadow Step that is map wide and also hide blood pools and extends speed boost on hit by 1 second and can stack as well?

    Exponential that actually fits its name and increases recovery by 250% and.. you get the picture

    COH that is map wide and can let you heal yourself at 75% speed and 50% bonus to all healing too which of course stacks?

    No, I think not. And anything less than these buffs in compensation for permanent removal on snuff would be a straight nerf for no reason when boons are rather weak as is besides COH, which isn't even overpowered anymore just decent

    Am I missing something or did you just bring up over the top effects so you could shoot it down? Is this a carryover from a previous thread?

  • I'd be ok with that. The huge issue with boons were how they could be reset up, making snuffing them out a temp fix.

  • Any suggestions or just gonna keep things vague? Devs HAVE introduced various perks to counter that, but I don't think that's what your asking about.

  • Are we talking about survivor sexuality BEFORE or AFTER being sucked into the fog? I think more than afew of em might have changed their minds after seeing Myers and Huntress.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383550/combined-offerings-pool

    I see no reason not to, at least for offerings

    Could even be a p10 award as well, allowing you to use that character's offerings and items + addons (if survivor) on anyone else if they are p10

    Was about to say, addon swapping could be screwy, lol. No one would ever suspect a Nurse to bring a Tombstone piece.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482958#Comment_3482958

    It could become a thing, since it is already in place in DBD Mobile.

    Didn't know that.

  • @Killing_Time said:

    Imagine being an add-on dependent killer like Doctor... Yikes

    Doc isn't that bad. The difference between his brown and purple addons of the same kind of actually pretty minimum. You can play with his brown and yellow addons and do just fine.

  • @THE_Crazy_Hyena said:

    I would love to have a random perks mode instead. It would be really fun seeing other things than the meta builds all the time

    Feel like that would be fun if everyone in game was doing it. If not, just kinda feels like your throwing. Not saying picking non-meta perks is throwing, just saying you could get loadouts that are awful.

  • It's weird how the term has changed. Originally it was told to killers with good intentions rather than to shame. Killers getting tunnel vision didn't even have to do with chasing off hook, but rather staying in a chase for an extended amount of time. We've all seen those YouTube videos with click bait titles like "lead killer on 5 gen chase". The killers in those videos should've broke chase and not gotten tunnel vision on what was infront of them.


    Now however, it's the act of disproportionately chasing 1 survivor over their teammates with the intention of removing them from the game ASAP. Unfortunately since survivors don't usually see the entire picture, they might assume they are being tunneled out of the game, when in reality... their teammates are just better at not going down. This can be due to being better at stealth or better at chases.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482774#Comment_3482774

    I'm not, but I'm trying to explain to you something being well-liked and popular doesn't mean its excluded from nerfs.

    If people are going to say that Wesker shouldn't get nerfed because he's popular and fun then the same can be applied to meta perks that are complained about.

    I at no time said meta perks SHOULD be excluded. I said something being well liked does not mean it should be nerfed. Nerf things that are OP, not things that are popular. There's people here asking for nerfs for Wesker, not because he's OP, but because they hope that will get ppl to stop playing him. If Wesker was nerfed to the ground, but still equally popular, the people complaining would not be satisfied.

  • @DEMONANCE said:

    do people think bhvr hate money and they actively trying to design boring killers or smth?

    there are many fun killers in the game and i didn't hear complaints about"boring cast" or "lack of fun killers" to play before stupid wesker was released but now people defend spamming him because "thErE R nO fUn KillErS" no it's because he's easy and because he is press m2 to zoom and that's what it takes to click with people's brains but bhvr releases a fun and strong killer like singularity that if played well can be pretty oppressive and people don't give him a chance cuz he takes a but more effort than just pressing a button to zoom around everything.

    From what I've heard about ppl who have him, Singularity is pretty rough playing as on Console due to not being able to move the cursor fast enough with cameras to tag someone before they get out of LoS. It could simply be QoL reasons like that Singularity isn't more popular.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482759#Comment_3482759

    I agree 100%!

    Now put Made For This in your post instead of Wesker, what's the difference?

    Are you under the impression that I'm defending made for this? I'm not... if your trying to debate Made for this, message someone else.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482684#Comment_3482684

    Except Wesker is performing well too.

    Sorry to be the bearer of bad news, but he meets all the criteria to get nerfed, any argument against him getting nerfed could be applied to the current complained about perks as well.

    Will he get nerfed? I doubt it but he is definitely in that territory and I personally would not mind him getting knocked down and played less.

    Performing well is where killers SHOULD be. Performing well =/= OP. If that was ppl's problem, the thread would be titled "Wesker is OP, it's just not possible to win against this guy". There IS counterplay though and the complaints are about his popularity. Popularity is not something to base what gets nerfed, otherwise things like Windows of Opertunity would get hit, which is dumb.

  • @woundcowboy said:

    I don’t get how people can’t see this coming. Who in their right mind would invest time and effort into a killer that isn’t effective? The only way around this is to make stronger killers that are worth the time.

    In fairness, you always have afew nuts. I mained Freddy before his rework. There's also ppl who main all the low tier killers. That's still gonna be a unicorn though.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482497#Comment_3482497

    Exactly! "Too bad, tell behaviour to make more fun perks then."

    Works both ways indeed :>

    Except the complaint against Wesker is that he's too popular, not that he's OP. Things shouldn't be buffed/nerfed due to things like popularity or DCes, but rather how well they perform.

  • @MikaelaWantsYourBoon said:

    Dramaturgy works only when you are healthy which it's pretty hard. Staying injured is easier and that's why Dead Hard was so strong.

    Just RIP if your playing against Plague

  • @Phantom_ said:

    There's this mechanic called picking them up. Just do that. Who cares if they wiggle off? You can down them within mere seconds if u like.

    Unless I'm doing archives IDGAF about getting 4Ks, they can have hatch/door/my neighbours car keys, who cares, go. It lets us both move on to the next game :)

    I myself do crawl away, the amount of times I've found hatch that way has been insane

    https://media.tenor.com/1ltN8_VUDIEAAAAC/stitch-maniatic-laugh.gif

    Unless it closes then obviously I'll crawl to the killer and call it a day lol.

    I don't care about the 4k enough to slug someone to deny hatch or something as I look for their teammate, but if I already won the chase and someone decides to just chillax in a hook deadzone... I'll watch em bleed.

    As far as being able to down them in mere seconds once they wiggle off, that's enough time to run BACK to the corner. I've been stuck in that situation before where in the time after the stun duration, the survivor just ran to the same corner like 5 times. Unless I'm playing something like Huntress or Nurse, there's no escaping the corner.

  • @brokedownpalace said:

    Well Bhvr is still working on the finishing mori right? I believe they just scrapped the basekit ability to pick yourself up. So hopefully this kind of thing will be over soon.

    Oh and I've done it before as survivor, out of spite for a killer being toxic. Is it wasting my own time as well? Yes, but it's the small victories that I made up in my mind completely that truly matter

    The finishing mori thing will be cool. I don't usually bring moris often, so I don't get to see the animations.

  • Often times, if I'm trying to be nice and let ppl live... I'll still play a normal game, but instead of hooking for the 3rd hook, I'll slug em and give em a little nod. If this leads to 4 slugs... I'll let 1 wiggle out to heal the other 3 so they can finish gens. We still played, I still won but everyone gets their points.


    The ppl who use a map offering instead of a cake though are getting hooked 3 times.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479094#Comment_3479094

    His brown add ons are honestly some of his best, especially the faster stalking one. I only ever run that and the power recharge one haha

    That's what I've been using. It's good to know I'll never have to worry about running out of my normal go-to add-ons with him

  • @BlightedDolphin said:

    The recent buffs he got made him feel a lot better.

    He was always my main but he just keeps getting better!

    His power recharge is awesome now. It's probably because I just started playing him and thus I'm in low MMR, but I'm doing really well with him with just brown add-ons. I've only actually lost 1 game so far and for all the other survivors that have escaped... was cuz I was being nice. Doing the Ghostface T bag dance is fun.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478736#Comment_3478736

    Well, unless the killer play is absolutely awful they’re going to win a chase eventually. In its current iteration I can just slug survivors continuously until they bleed out two seconds after being downed. Of course, that depends on how long they’re down before they get picked up but it requires nothing but chasing and downing which favors the killer player. If they wanted to balance it out they could add endurance for a limited time after being picked up or recovering completely without needing a perk to do so.

    That word "eventually" is a bad word to have for a killer player. That's generally the ppl who let 3 survivors go completely unpressured to sit on gens. And your plan is to leave that guy you wasted a ton of time EVENTUALLY downing on the ground so you can EVENTUALLY down someone else? How is bleeding out for 4 minutes a better plan than dying in 2 min or 3 hook stages, whichever is sooner. Slugging in itself is NOT a game winning strategy unless you can get fast downs and apply alot of pressure. You don't want to down someone EVENTUALLY.

  • @Pulsar said:

    I lost like 40 games in a row trying to play Nurse.

    Granted, I was on the Xbox One, I think, and Nurse makes me motion sick.

    I'd recommend Blight, but even Blight won't mask fundamental issues.

    Feel like Spirit might be a better pick. She's not mechanically challenging, so a controller isn't as much of a handicap while she can do pretty good without having as high of a skill floor as Nurse.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478492#Comment_3478492

    Even then SBMM should prevent something like this from happening.

    I've experienced this too. Every so often it feels like my games are completely unwinnable and I can't do anything. Then I'll lose a few douzen games and some days later my games are super easy. I have a theory that the MMR threshold is actually a point of discontinuity regarding matchmaking. You reach it but then you aren't accurately placed at the lowest / highest end of that MMR bracket but more towards the middle. That would also explain what the devs mentioned about it taking a while to drop down a MMR bracket again.

    Inside the giant machine that is the matchmaker is actually just a break room designed for monkeys to throw darts at a dart board. OP's issue is the monkey assigned for him keeps hitting that "best killer in the world" spot, lol.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478447#Comment_3478447

    Anything that can be used purely to antagonize or gain an unfair advantage needs to be looked at. I do thing slugging has its place but like camping it’s too easy and effective for a killer to do and they can do it just to be a jerk.

    Slugging in itself is no easier than hooking though since it still involves winning a chase. It's sometimes strategic if you have to prevent a nearby gen from popping rather than take the time to hook, but even that comes with the risk of the survivor you just spent time winning a chase on getting picked up and getting nothing from that invested time.

    I'll agree that BM can involve slugging. If I T bag on you with Ghostface or puke on you with Plague just to BM while on the ground... THAT is not strategic, and is in the same boat as hitting on hook (I'll sometimes give 1 hit to end the super long screaming though...).

  • @MikaelaWantsYourBoon said:

    Why i will help you to hook me? You can also carry me to deadzone and then get me down again. But you don't wanna risk to lose me.

    So if you are okey to waiting 5 minutes doing nothing gameplay, i am okey too. We both will wait until i bleed out.

    Even if we're ignoring you finding hatch/escaping... I can't carry you further than you can run back to. I've had this exact situation before. The head start a survivor gets from the stun from wiggling out is more than enough time to return to your original spot in the corner before I can down you again. Might be a thing if I have a range attack or something, but if I'm playing Myers, Ghostface, Oni ect... it doesn't work.

  • @Seraphor said:

    It's similar to how completing generators can result in a 3 gen. It's a drawback to eliminating survivors without care. Sacrifice them too early or in the wrong place, and you can hamper your efforts later in the game.

    It's not a huge issue, I guess I wouldn't be sad to see it go. But it would kinda be a double standard if survivors couldn't do something similar with gens.

    At least a 3 gen situation requires your opponent (the killer) to actually do something. The killer chases survivors off gens to prevent the gen from being done similar to survivors body blocking and hook saboing to prevent a hook. The permanent hook breaks though ARNT an actual outplay. That's something the game is doing that takes no actual effort from the survivor team besides maybe running to a spot over and over to MAKE these hook dead spots.


    Even the 3 gen example though isn't really a good example since DE has already nerfed the perks that cause gen regression. Now if you want decent value from gen regression perks, you have to actually down ppl instead of JUST kick gens. The entity permanent destroyer though takes 0 perks.

  • @Eleghost said:

    The perk really hinders the 110 speed killers, I find it's almost more useful to run than an exhaust perk when playing survivor. The speed helps you break LoS faster and if done on certain loops, extends them by a lot. I have also seen the perk being used by 2-3 survivors a game as killer.

    You can also still combo it with actual exhaustion perks. While you won't get any value comboing it with sprintburst, you CAN combo it with something like deadhard. The speed boost turns off after using DH, but it also would've turned off if you were downed from not using the DH at all...so worth it.

  • I know it's a perk "fix", but for Plague... try PWYF. Your able to rush down sick survivors easily and if they stay sick to make use of MFT speed... great. I was using PWYF+Nemesis for the longest time and survivors tend to start cleansing when they realize giving me a lifetime supply of red puke is better than getting rushed down and 1 shot by a killer going 5.29m/s (132.25% movement speed). The 3% boost is usually significant in chase... but not against this.

  • Never said there was, just saying often times ppl will insist the killer is picking on them because their teammates don't get hit or downed as much as they do. They don't see how many huntress hatchetes their teammates are dodging but just come to the conclusion huntress Is only throwing hatchets at THEM.

  • @MaTtRoSiTy said:

    I didn't think much of it until I faced a decent survivor with it yesterday and boy does it make weaker killers have a miserable time. It is amazing how such a small increase in base speed can make so many loops take an extra loop or even more to finally get a pallet/hit

    Small speed boosts don't really matter for getting around, which is what ppl think of for just getting from point a to point b like in this test. It matters when in a chase because then your cutting into the speed difference between killer and survivor. If Ghostface is chasing you and your 3% faster... 3% is 20% of the speed difference between you. Now it takes 20% longer to close any distance, even if just running in a straight line. It's kinda like how a stack of PWYF won't make a killer any better at patrolling the map really, but is pretty massive in a chase.

  • @nars said:

    it should go, it just causes bleedout situations and lose lose scenarios.

    Exactly. It's not even REALLY a balance issue since most of the time you run into this, it's at the end of the game...likely with the last survivor. I didn't think anyone would actually defend this because I thought survivors don't like being bled out. I had 2 games last night end by me watching a survivor bleed out because there's no hooks nearby. The End result is the same. A dead survivor.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478563#Comment_3478563

    Yeah it’s a game mechanic if you can’t manage hooks better play survivor I guess… It’s a resource to be managed don’t hook people close together and you’ll be good to go.

    My hook options are limited to wherever a survivor runs to. Beyond that, name 1 actual reason this SHOULD be a thing. All it does is prevent the main object completely passively because... the killer did his main objective. Imagine if gens got entity blocked because you dared do gens. Last 3 gens are just permanently blocked and the killer says "well just do better next time, gens are a resource".

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478551#Comment_3478551

    @JPLongstreet put it best hooks are a resource to be managed just like gens for survivors work on managing them better if it’s an issue for you.

    But the LORE says entity wants hooks. Spider God herself should come down here and fix these since we care about the lore so much, right? In the game where you can get chainsawed in half, put on a meat hook and walk it off... the lore should not be questioned, lol.

  • @[Deleted User] said:

    It makes sense once someone is sacrificed on it it breaks its apart of the lore and aesthetic design of dbd. If you are having trouble hooking people maybe that’s something you should work on…

    Also sidenote... we ignore lore for gameplay all the time. Nurse and Pyramid head for example can be blinded, even though you can't even see their eyes. Both killers can also somehow see you just fine. In a game where the entity feeds off hope, your allowed to ######### instantly instead of feeling hopeful for a solid 2 minutes that you'll be saved off hook. Also any random person knows how to fix generators. None of their lore hinted at mechanical knowledge, but they all can repair a gen faster than I can change a tire.

  • @[Deleted User] said:

    It makes sense once someone is sacrificed on it it breaks its apart of the lore and aesthetic design of dbd. If you are having trouble hooking people maybe that’s something you should work on…

    Your reasoning is it should stay because it's always been a thing and therefore is lore. Since when has "lore" prevented changes? If I down 4 survivors in the corner of the map, how is that something I need to work on when it comes to getting them to 4 separate hooks?

  • @Onako said:

    There are a few maps where hook spawns need to be a little adjusted or dead zones need to be looked at. Dead Dawg Saloon comes to my mind with this one main building variant where the back room on the second floor only has one exit.

    But other than that, the hooks already spawn so close together nowadays. You can eaisly make it to 1-3 different hooks if one is broken depending on the map. I don't see why it would have to be removed.

    Even if I can make it to 37 different hooks, the question remains. Why is it a thing? What good is this doing? From my perspective, it's only adding deadzones, which shouldn't be a goal. I've had multiple matches recently where I've been stuck watching the last survivor bleed out in the corner of the map because 1 or more of their teammates died nearby.

  • @Crowman said:

    From what I can tell, Hooks have always broke on sacrifice since the game's inception. It's possible it's an outdated mechanic at this point, but it's just something the devs never changed.

    I know it's been a thing since the beginning, I just don't understand why. It don't feel like it should be a thing where if a survivor is at X location, it's impossible to hook them. It would be one thing I'd this was from body blocking or something... but that's not what I'm talking about.

  • I feel like every killer player have said this at least once before realizing how high of a skill floor Nurse has. Your not just gonna lose those first bunch of matches. You might not even get a hook/hit. If you have a 20 game lose streak, I feel like you might be struggling with some of the basic parts of killer gameplay that swapping to Nurse isn't going to fix. How much time do you spend LOOKING for survivors? Roughly how many hooks do you get and how many chases do you start? How often do you drop chase with a survivor to go pressure somewhere else?

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478465#Comment_3478465

    I think a lot of it stems from a lack of emotional maturity and the modern day phenomenon of identifying oneself as a perpetual victim.

    "I'm angry I lost, its your fault that I'm angry, I'm a victim of your malicious intent to make me angry and am justified to abuse you over it outside of the game."

    I'm not saying it always boils down to this but I'm sure it accounts for a lot of it.

    Just look at all the self proposed victims on the forums making post after post about how their game is constantly being ruined by others. Why? well its solely because their opponents are angry and out to ruin their fun obviously.

    Its nuts that people get so worked up over a game.

    I found this alot back in the day. I USE to play on PC and would have the joys of endgame chat (playing on Switch now, so no chat). I got alot of ppl asking what they did to deserve being tunneled. Wouldn't even cross their minds that their teammates were just better than them. I didn't hook you twice in a row because I hate you, but because your teammates WON their chases and therefore didn't get hooked. I'm also not gonna throw a match insisting on chasing 1 of their teammates for an extended amount of time. I might leave that chase and check the gen that that one survivor who can't loop me for longer than 10 seconds has been hyper fixated on.


    Alot of ppl are blind to the whole picture and only remember chases that involve them. I legit got accused of tunneling the last survivor at EGC who I caught opening the exit gates once.

  • The only killer that ever really made me DREAD going against them really would be Spirit, and not the reason you may think. Has nothing to do with balance, I would just get overly panicked from her. Prayer beads were in their prime at the time and you could have a Spirit just appear with no warning. Being in that overly stressed state from a whole match is abit much. I've gotten alot better about it, but that use to be the only killer I'd contemplate DCing when I saw her.

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