Michi
Michi
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- Michi
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As a pure Hag Main myself (playing only as her a soon she came out) I can only say that trap destruction via flashlight was very strong and needed to go. Wiping is a huge nerf but its a necessary counter.
Problem is there are so many counters ..
Out of to range, crouching, being seen, wiping, swf, ears (during a chase you hear trap placements), reaction when a Trap is triggered (yes after testing a lot it is extremely easy to dodge a trap after the trigger by reaction alone), exploits.. it just adds up
You cannot set up, the few traps you can set up get countered (most of the time by the exploit), swf just kills you and you cannot even chase after survs.
The changes she got a few months ago did absolutely nothing. I (and others) still run the same addons all the time, we still cannot hit anyone because of the counters and exploits and she still feels powerless most of the time.
I did some more tests (even as video If you dont believe me) and Hag cannot hit a surv out of a tp even if you combine the yellow and green trigger range addons together! It gets even worse: Coup de grace (+80% bigger attack range) still lets you not hit a surv after a trap trigger. Thats how bad it is. And as survivor you basically have to do nothing to avoid hits from trap triggers.
The pure minimum Hag needs is a global tp (so people won't complain that she sticks to one small part of any map), 115% base speed (so she can chase if traps fail) wraith/sadako speed boost after any tp (so she can actually hit survs out of a tp) and an almost Instant trap placing at all times so she can use her power during chase. Also trap wiping needs to be much faster to allow a healthy back and forth between survs and Hag for great interaction and a fix of the exploits.
It is really really an awful time to be a Hag main rn
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While the basekit changes are nice it requires a lot of testing to see If the brown addons basekit are enough. After testing these I will be able to form a better opinion but so far the changes mentioned above don't strike me as special.
But!
The big thing you should look out for is the basekit smaller tp range! If this change makes Hag hit survs out of any teleport (translated: If you trigger a trap as surv while the Hag is in tp range and tps + attacks immediately you should get hit 100% of times except If any speed boost is affecting you) I would be very happy and this is all she needs.
So If you test her on the PTB then have a close look at her ,,hit after tp " rate . Wiping should be the counter , not triggering and then running away making her miss
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As someone who plays Hag only I have a few answers to that:
Hag is extremely hard to play and Impossible to master. For beginners it is also very difficult to get used to her. The main issue is:
She has way too many counters and all of them are easily applied. What happens If you try to learn a power but it won't work over and over and over again? You start to chase. Now you realize she is a 110% killer.
So you are setting up 2-3 gens long for what? For a power which is easily denied in more than 7 different ways with no backup at all?
And after a whole match full of frustration and troubles what do you do to secure your one catch? You trap the hell out of the hook. Not fun for anyone.
I will take this opportunity to advocate for the following changes:
-Increase her speed to 115% (people like chases so this is a win win)
-Double tp distance and adjust range addons (No one likes area locks or to stay in one place dor the entire match. Make Hag roam the entire map and both sides will be happy)
-Hag gets speed boost after tp/surv gets hindered after a trap trigger/smaller trap trigger radius (Choose one of these. The main point here is that any trap trigger should result in a hit If Hag is ready . Regardless how fast the surv reacts or even if they trigger the trap at the border and run away it should result in a hit. Survs have eyes, can crouch ,can wipe, can avoid the area, have comms etc. to deal with traps. This is already enough).
-Make wiping faster (If a trap trigger [when Hag is ready] guarantees a hit then wiping as counter should be faster to have a healthy back and forth. This also ensures some interaction between both. Also this would make hook rescues a lot easier. [survs often say Hag lacks interaction; this would fix it])
I would really like to see these things getting implemented to analyze how the hag population changes and If the community likes to play vs her more.
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I am a huge fan of hexes but they are cleansed before doing anything meaningful. Many scourge-hook perks powercrept hexes by a lot.
My dream change for totems would be:
12 crates/small boxes spawn on the map at locations where totems could spawn.
Totems can spawn only inside of those crates. Survs and Killers can break them open and get a tiny amount of BP for doing so. (you could say it is the exact same mechanic as halloween pumpkins but some of them have totems hidden inside of them)
This way totems arent exposed to the eye during a chase or while repairing a gen etc. The player has to walk up to the crate, smash it open and check if there is a totem. I think this would do a lot already
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384103#Comment_3384103
Hey Michi, hope you are doing well!
Yeah, against coms it may be a pain. Unfortunately basement Hags at lower levels will still dominate where BHVR will think she's fine.
All good! (except for the hag nerf)
Well maybe basement will be now more bearable for people now.
How are you doing? Hopefully you are having a great time!
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@Mr_K said:
This is something the Devs talked about for years. At least it's happening at the same time flashlight interaction is removed.
Is it really a nerf? Depends on how long it takes to disable. Are survivors going to crouch walk everywhere looking for traps to disable? Doubt it. It's use will be for hook rescues where time is limited.
I always said that the worst thing they could do to her is adding a basekit removal for her traps (and this happens now without any compensation)
It is a gigantic nerf. As example :
People will still run around and trigger traps when hag is busy, far away or if they want to lure her away. But guess what happens if you set a few traps mid chase and the survivor you chased has some time later? That survivor will just undo all your hard work or tell their swf buddies where to remove traps.
The old method was to crouch or to trigger and run away which often leads to chases and survs are never tired to express how much they like a chase. Well this is gone now too.
I wouldnt be mad if there would be a compensation for this astronomically nerf like normal killer speed + guaranteed hit after a trap trigger (unless haste effect or window/pallet is in play) but she got nothing.
She already one of the least played killers and people are sick of facing the same ones day for day and now even Mains will drop her
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I have to say I am extremely disappointed.
Hag is already one of (if not the) killer with the most counters and now we just got another very generic one.
There are already countless flaws with her and her power: While she has to set up very slowly 2-3 gens are usually done before she is able to start the game while other killers can happily apply pressure right at the start.
Additionally we have killers like blight, huntress etc which get chance after chance when messing up. Hatchet did not hit the surv? Throw again. And again. And again. What happens if Hag teleports and doesn't hit the surv? All set up time wasted and even if you retrap immediately the surv is long gone and even if not its very difficult to get a hit on that surv with this trap.
And the worst thing: she is a killer that suffers heavily frm getting called out by voice coms. Almost all other killer do not get their powers denied just because of voice coms. You cannot say: ,, Nemesis will use whip" and suddenly he is less effective.
Hag got also no real compensation since the healing nerf affects all killers, especially the strong ones.
I also tried for as long as I can remember to stop people from overtrapping gens and hooks. Guess what? Now the most effective method will be to double and triple trap hooks and gens.. and I guess this will get her nerfed even more..
Hag needs big compensations. She needs better speed, a way to quickly set up to play the game relatively early (like other killers) and she needs a way to easily hit a surv after they trigger a trap. Nowadays survs just trigger traps from the edge and are perfectly safe.
I would like to see Hag get a buff to her lunge distance coming out of a teleport so that traps that are set off while the Hag is able to teleport to them quickly enough could always result in a hit (with exceptions: vaults/pallets and haste effects). With the addition of a new counter to her power, this change would buff her chase game and further incentivize the removal of her traps when it is safe.
Hag players are already a very rare species and after that her playerbase will drop even more. And I really want to see her more and make other people play her and have fun. We need more killer diversity, not less.
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@dspaceman20 said:
I'm all for nerfing circle of healing so that's it's more balenced but your going to have to buff the other boons. Non of the other boons are good enough to take on their own.
Also can we please have a suggestion that doesn't outright make circle of healing completely useless?
What makes coh different is the fact that it works best when placed far away from the killer while the other boons work better if placed relatively close to the killer.
My idea for a coh rework would be that it acts like a reverse haunted ground :
When coh gets snuffed or destroyed by the killer then all survivors within that boons range heal by 1 health state (injured - > healthy, downed - > injured, big wound - > injured)
This would bring coh close to the other boons in term of functionality I think. Additionally I would add 12m range to any boon
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At the end the only thing we need is coh working like the other boons. Killer must be close and survs too for it to have a great effect.
I think coh would be fine if it would heal all survs inside it's radius by one health state whenever it gets snuffed. Kind of a reverse haunted ground.
Now you can even increase the effective range of boons to make them worth running and rework shattered hope into smth useful.
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Hag relies on the cam swing to hit survivors. The cam swing happens only rarely nowadays and it makes it impossible to hit survivors out of a teleport. I recorded some examples even with aura addons to show that the survivor isn't influenced by the trap at all.
nocamswing.gif -
Hag relies on the cam swing to hit survivors. The cam swing happens only rarely nowadays and it makes it impossible to hit survivors out of a teleport. I recorded some examples even with aura addons to show that the survivor isn't influenced by the trap at all.
nocamswing.gif -
@foodie said:
Oh you hag hater how you exposed yourself for not knowing how to face and counter hag
For your first point, there are ways to avoid her traps or to trigger them in a way where you won't get hit. You can also mind game, it's really not hard.
For your second point, hag mains either put 1 trap at the hook or none at all. You can crouch, yes, and run away or hide. Getting chased as the person who unhooks is a situation that can happen and happens with any killer if the killer wants to, it's not specific to hag. Its not a trait that hags have specifically, and one that differs from literally any other killer. Nor is tunneling the unhooked survivor. I find it funny that you didn't mention Bubba as the best campy killer. Interesting.
Number 3, that's her power. Again, you can avoid. Her traps are not invisible, look down, manually trigger the trap from the farthest distance possible and run. She can't hit ya. Have some control over your character, it's not an epic turnaround.
For number 4, if you 3 gened yourself, well that's your own fault and it would make any match vs any killer as you say "a long and boring one". This is again, not hag specific and it is your fault as a survivor for not calculating the situation, but instead jumping from gen to gen without a plan. Hag mains move their web, they're not stationary on one side of the map and waiting for their prey to get in. They move as you move.
For 5 I agree. If your team is not playing together or doesn't know how to face Hag, a soloQ player can't do much. Hope for hatch, I guess. But again, this can happen with any killer if the team is bad :)
Number 6, that's a red addon that is rarely used. And shackles is a purple addon and is what makes her more interesting. This is supposed to be a horror game, so yes, jump scare = fun.
For your conclusion, you are right that facing hag as a solo player is hard, since you need to use brain along with the team that may choose to not use brain.
Hag is not rare because her power is boring, she is rare because there is a stigma around hag as a killer and wrong assumptions being made about her, her power, how she is used and how she is played. A lot of people don't play her because of the stigma and what is said about her.
Your post is proof of that bad stigma that is not followed by trial. It's obvious that you haven't tested different strategies to try and face her effectively or learn more about her, but here you are instead making a hate post and calling her plain boring because you don't know how to face her and win. By boring, you're saying that you can't hold a chase vs hag for more than a few seconds, but a fun killer is one that you can loop around the whole match.
Her power is not easy to use, you need to learn how to play her. She is very strategic, and you need to have a plan about where and how you are going to place traps and play the match. It's not like other killers that just go, find, survivors and chase for 4 min around the whole map.
And for your last bit, flashlights can destroy a trap with a simple click, so you can definitely do that in a chase. Hag mains equip Franklin's not because they want to, but because they need to. Since this survivor item destroys her power and there is no other killer that has this problem. So yes, Behavior need to nerf flashlights, so they don't destroy a killer's power and then you won't see Franklin's :)
I couldnt agree more with this. Take these words seriously
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3168043#Comment_3168043
First of all, I'm on the phone right now and won't search for the names of the addons. So I'll just describe them as how I face her as survivor.
I like the addon that doesn't make the triggered trap visible. Because it catches me off guard. When I think I didn't trigger anything.
I also like the addon that makes survivors deaf. Because i have to put in more effort into identifying where she actually is. Especially on indoor maps.
The addon that replaces copies of her, that just block the way is also neat. As blocking some paths requires to rethink where to go. (And before you argue that she could use that to block off the basement, that's exactly what the trapper can do. With the difference that you can Urban Evade above the hags traps.)
The addon that doesn't trigger traps but let's you teleport freely between them across the map. Changes her map presence. Kinda like Demo or Dredge.
I know you're a Hag main and probably have a ton of arguments against those addons. But I find those addons more exiting and game changing than having a 0,2 second increased slowdown, a 0,5 meter longer power range, 4 additional blades, or 0,33 second faster locker animation.
Alright my turn.
(while you described her addons from a survivor standpoint I describe them from her own view)
- issue 1 The rarity problem:
The green addons to draw traps faster, teleport further, see survivors aura when they trigger traps and to let the phantasm stay up longer are great. No discussion there. The big problem is : they also exist as yellow and (except for the aura one) in brown form too. Which means there are 7 addons which do what the green ones do but weaker.. This is such a huge waste of space and good ideas..
- issue 2 Stats increasers
Except for the aura one all mentioned addons add nothing to make the game more exciting. As the title says, the aformentioned addons simply increase some stats. While it is good to have these, it's sad to see that half of her addon kit is just stat increases and only 3 addons are good.. The rest is useless. It's also so boring to have addons which do nothing but raise some numbers..
-issue 3 All other addons are bad
You mentioned the silent trap addon earlier. It takes away the cam swing but it's still a pretty good addon. All other addons she has make her worse or they do nothing at all.
Examples: she has addons (many) to increase the trap trigger range. But guess what? Now you cannot hit survs out of a teleport anymore.
The addon which makes other survs deaf does nothing since the terror radius of the phantasm itself masks hags own terror radius. This addon does nothing but play a weird sound effect with 0 impact. You could even go as far and say (a metaphor) it's like Trapper having an addon which says survs get injured when stepping into a trap.
Hag has an addon which makes her terror radius 0 and increases phantasm terror radius when a trap is triggered for 3 seconds. Guess what? Phantasm is bugged to display no terror radius for months now and there is still no fix. Ontop of that you almost always tp to traps so this addon never activates. And even if you dont teleport you need to be lucky that someone triggers a trap somewhere at the right moment when you try to sneak up which happens once per year.
The bodyblock trap takes away the ability to teleport which transforms her into a 110% chase killer. You can only set up now during a chase but survs will leave the loop when you trap and the traps even dont have collision for a few secs after they vault, drop, get hit, sprint etc.
The shoe has the same issues. This addon transforms hag into Clown with the difference she cannot throw bottles, even worse, the slowdown must be placed on top of her. It's like a Clown who has to always drop bottles straight down. Isnt that bad?
And finally the one that allows her to teleport freely around is useless too. It makes you teleport everywhere but where you want to be. It's unhealthy when paired with make your choice and you cannot teleport to cut off a chase since you always look 180 degree away from a surv after a teleport (when you teleport using the addons power) which makes you miss 100% of all attacks.
I know this post was full of addon bashing. The core of it is simply :
Delete all addons and rework them except for the silent trap one and the green versions of the stat increases.
This means : out of all her addons only 5 are usable. Not even good. Just useable at best. The rest have no effect or even straight up nerf her heavily.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3166470#Comment_3166470
You're right. But honestly I wouldn't want a rework for her. Since her (and Myers) addons are something that makes her special. I wish we had more killers with addons that completely change the gameplay of the killer.
I see you keep praising her addons and their diversity. Which is strange to me since my opinion differs 100% on that matter. Can you tell me why you think her addons are that great and,, change the gameplay of this killer".
Explain it with examples please, I have a list already why I think her addons are mostly horrible and boring.
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As a hag only player I actually have a few issues with her :
- flashlights - > she shouldnt be,, that" weak to an item. Just barely click a flashie on a trap and it's gone while it takes ages to burn a nurse/wraith or to disarm an artist crow or delete spirits husk.
My fix: shine a flashie at her trap for 2,5 seconds and the trap wont trigger for the next 4 seconds.
-voice comms - > she and Trapper suffer a lot when their power gets called out while other Killer Powers are barely affected when you call them out.
My fix: every 25 seconds hag is able to teleport to a set trap inside a 24m radius around her (similar to mint rag) and if she does her lunge out of this teleport is drastically increased (so if you see someone is coming close to a trap to disarm it you just tp and hit. Wait until she is further away to trigger)
-Bugs - > she suffers from ton of bugs just as her trap not having any terror radius. This needs to be fixed
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Last Halloween they made pumpkins spawn at almost every Totem location. They could make Iridescent vases spawn on each map (always 12) and 5 of them would contain a Totem. This way survs wont spot totems easily during a chase or at gens hooks etc. They would first have to interact with them. To spice it up some vases could have traps which hold survs in place like bear traps but without injuring also 2 tries maximum to escape
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It is one of my favourite hex perks.
Right now it is okay-ish.
But after next patch you will wipe your weapon faster and survs wont get that much of a speed boost after a hit which is an incredible buff for this perk!
I used it a ton on the ptb playing as hag (I exclusively play hag) and Survivors could not reach a non-blocked pallet after a hit and me running after them. She is a 110% speed killer. And they couldnt reach any good pallet on any map. This already says a lot! Test blood favor as soon as the midchapter Drops and you will have a blast using it.
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Just a heads up regarding hag and franklins:
The good hags do not run franklins to get rid of items or to make the experience unfun for survivors.
The Hag wants people in her web and a trap ontop of an item often leads to the survivor entering hags web again.
The main playstyle of Hag is to set up a danger zone and create points of interest for survs with a time limitation (which is what a trap ontop of an item is)
Everything which makes survs run back into hags web is worth using and adds a ton to her strategy
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I am experiencing the same. For a longer time now after any teleport the survivor is just out of lunge distance. (it is also always the exact same distance)
People might say it happens because they triggered it on purpose or that they looked at the trap. I can confirm that this isn't the cause.
I recorded many games and did my tests (also with slow motion). My observations are that one of 4 things happen:
1)- the cam of the surv doesn't snap at all even if they trigger a trap sideways (which should result in a 90 degree cam snap)
2)- the head briefly snaps (a cam swing should always pull the head of a surv around but in these cases the head just twitches for a milisecond)
3)- the 180 effect (the milisecond they trigger a trap they instantly do a 180 and move with the very same momentum into the other direction, so maybe a reversed cam swing? This is the effect that happens the most)
4)-normal cam swing (almost never happens anymore)
Since I am very experienced with Hag and only play her I know exactly how survs should behave when triggering a trap + how they react and move when they trigger it on purpose or not. Ontop of that with my recordings and tests I can further confirm a strange behavior of survs triggering a trap.
I don't know if it is a cheat, a hack, a weakness due to stretched resolution (basically survs with stretched would have no cam swing since their center of the screen is stretched too) or a bug.. But I know for sure that traps don't work as intended
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After the release of pain resonace I kept using this perk together with furtive chase to switch Obsessions. This build failed pretty often because the game was almost over before seeing the Initial Obsession the first time. Now without the need of an Obsession this perk seems to be very good.
Also is it just me or are devs dropping the Obsession mechanics? Grim embrace is the first killer Obsession perk after many chapters and even this has a half hearted side effect for Obsession slapped on it. Now they remove the Obsession mechanics from another perk. I wonder what is going on
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Here the build I keep running as surv (it even gives you a 2nd objective/goal to reach)
MoM (obvious)
Overcome (get hit while killer carries other survs and sprint to your boon)
Coh (heal up)
Object of Obsession (use it to know where killer is and go in for a protection hit + after you got MoM to work and endured a protection hit + healed up again MoM will reveal your aura to the killer permanently which means Object makes you see the Killers aura permanently too + you get the Object speed bonus buff permanently)
A very fun build where you try to escape but also try to make this combo work
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Hag is a fantastic killer and the only one I like to play as and against. She is the only true tactical killer in this game where you win with your brain.
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I would like these addons a lot if you could still teleport. But the main problem is that traps get triggered when you are far away so the block + slowdown does nothing.
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Work in progress
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I am fine with flashlights destroying hag traps, I even think every killer power should have an interaction with flashies.
But it should take longer to disarm them. Not as long as a light-burn but they shouldn't be removeable by just a click
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Legion camped me on hook, survs could still rescue me and she tunneled me. After a longer chase she slugged me and waited very close to me (which is weird since the chase was around 2 mins long, I had no ds equipped but still).
After recovering 20% the boon close to me lights up and a few secs later I could stand up and vault a window which catched the Legion off guard and she even missed her attack. We could all escape
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I think the spawns and the visibility are the problem.
An easy fix would be to just let 12-15 crates spawn around the map (they only appear at Totem spots) and 5 of them can contain a Totem. They can be destroyed by killers and survivors the same way they could destroy the pumpkins.
With this addition survs will not find totems immediately while getting chased and totems will survive longer since survs would only open them for boons or if they are sure a strong hex is in play. They wont be able to see totems from miles away anymore.
Additionally new perks can be created that trigger while interacting with boxes, mindgames are possible where Killers open up a create with their devour to make people think it's haunted ground etc etc.
With this spawns could stay as they are since even totems on hills would be hidden by crates, it would be minimal effort to inplement this since box skins exist already and the kick/destroy mechanics are also in the game.
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For me personally she is the most fun killer. I am not a friend of chases. I like to be 100% strategical which is not possible with other killers
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I rly wonder why people keep saying that this boon is bad for hag.. All it does is creating a new point of interest and with the right traps around that you can easily down them
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If I am correct current MMR tries to give you opponents that have a very similar MMR number to yours. This results in the effects you just described.
What I would do is create 3 brackets:
[1] [2] [3]
New players or low mmr players will be in bracket 1, medium in 2 and high in 3.
Bracket 1 players can vs bracket 1-2 players, 2 can vs 1-3, and bracket 3 can vs 2-3 players. MMR will randomly pick any players from the brackets which means players at peak of 3 could potentially vs low bracket 2 players.
This could maybe lead to a compromise between,, same skill and fun '' matches.
(if needed 5 brackets can be created but with the same idea. Just make sure that the tolerance for getting players is high enough)
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@StarLost said:
For me:
Hag
Favorite: Constantly being able to jumpscare people. No bad maps (aside from maybe RPD, but RPD is RPD). Incredibly flexible with a wide variety of playstyles. Small terror radius (Pig badly needs this treatment) and she's small and hard to notice at times. My favorite skins in the game. Plus she's rare, which is always appealing to me.
Least Favorite: People DCing when playing against her. Sort of 'meh' addons. Slightly hard-countered by booners unless you play a campy Hag.
Pinhead:
Favorite: High skill cap, but not terribly hard to grasp the basics of. Side objective is a fantastic addition to the game. My favorite horror franchise that isn't The Thing. Some interesting addons. Relatively rare.
Least favorite: Most of the interesting addons are getting napalmed. Removal of voicelines, replaced with Mr. Plinkett. Indoor maps can be rough.
Demogorgon
Favorite: A nice balance of mobility and aggression. Great addons (mostly). Flexible. Strong but never feels cheap. Plus he's rare (seeing a pattern yet?)
Least favorite: unnecessarily loud ambient noises make it really hard to hear stuff. Shred can still be janky at times. Mediocre perks.
Doctor:
Favorite: Even intermediate survivors don't understand Madness, and it's such a great tool. Some amazing addons that completely change his playstyle. Static Blast is brilliant. Starstruck+Agitation build is so filthy on Doctor that it's only legally viewable in Germany.
Least Favorite: Shock badly needs some sort of validation, it fails to stop actions maybe 60% of the time. Experienced survivors can be rough with him.
For hag you can add the massive strategical aspect and the option to play with any perks + fun builds and still have amazing results.
I just wonder how do boons affect her? In all my games boons were never any issue for me
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I think they butchered this perk completely.
They buffed its numbers just by a few seconds but removed the part why people used it. It already was a very underused perk. It isnt protecting totems anymore and it is in no way a counter to boons.
After many games of using undying or thrill it turned out that undying is actually kind of a boon counter since it shows surv auras on dulls, while with thrill it is cleansed before I see the first surv (in all my games) and it did basically nothing.
Thrill is now a perk slot that gives you a tiny amount of time but this counts only for one surv.
The worst thing about this is that hex perks are all about synergy. If you look carefully at hexes you might find out that they work best as group. If you combine them you get so amazing and effective builds. They took this away from thrill.
Just a tiny example what could have been : New retribution with old thrill - > silently sneak up on a surv doing a hex. Effective and an thrilling experience for the surv. Same would be with plaything and thrill. Old thrill would also combo amazingly with Pentimento.
Old thrill was also amazing in a undying devour build and it was also counterable. They took all fun, combo potential and effectiveness out of this perk.
Old thrill did not inform you about dulls so a counter would have been to just bless dulls, it takes longer but is much safer.
I am really sad that they basically removed an already mediocre perk and I wish devs would bring it back
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12-15 crates are created everytime a game starts. Totems can only appear inside crates. Now survs have to kick them to reach totems (kick a box to check if there is a Totem at all in there)
-gives 250 points per kick
-Mindgames: killers can kick boxes to mindgame survs (example kick the crate with haunted ground open so survs see and cleanse it or use devour hope and kick it open so survs think it is hg and ignore it etc)
-totems will never be spotted during a chase since all are hidden in boxes
-Mini side objective that makes the Match a tiny bit longer
-perks around crates can be created (examples for a killer perk : get notification if a surv kicks a create/get speed boost if you kick a crate)
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@Boss said:
I got lots of Iridescent Shards right now, so that automatically means it's time for a new Wraith outfit that you can buy with IS.
And he's still lacking the perfect outfit that i designed myself, i'm still waiting on a mail from you BHVR. 😇
Other than that: While maybe 1 and VERY MAYBE 2 Add-ons need a change, i think his Teachables in particular need a look-at way more than the Add-ons.
He's absolutely bottom 3 in terms of Teachables, ranking from QoL (Shadowborn) to downright counterproductive. (Predator)
Predator could be something cool like: When a Survivor performs a certain action like vaulting a Window or entering/exiting a Locker, it will produce scratchmarks all around that window, no matter the speed at which the Survivor vaulted/entered/exited.
Since I always have huge fun reworking or inventing perks here is my predador idea:
Scratch Marks spawned by a survivor not being in a chase behave,, normal". Scratchmarks of a surv in a chase are affected by predator. After chasing and not hitting a surv for 7 seconds, that surv becomes the Obsession
(imagine the combos without the need to get force pallet stunned [nemesis] or the Obsession getting rescued [furtive chase]. You can apply dark devotion so often and easily + make good use out of dead mans switch etc)
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@Adeloo said:
Hello.
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I thought a lot about it and i know i'll get lot of hate from this post but here me out : it actually makes sense, especially canon wise.
It was an amazing idea but it brought a problem : how to make it not be played when the killer is playing the Chatterer skin, or a future skin of an other Cenobite ? Would they need to get approval to record specific lines from the different Cenobites ?
Because that is probably the reason behind this removal. The devs made the right choice by calling Pinhead "The Cenobite". It allows them to add the 3 (only saw the movies once so i'm not sure there are only 3) other Cenobites without problem.
But the issue come when the voiceline of Pinhead would be played when playing Chatterer or the Female Cenobite (which will probable come). It would sounds weird and out of place. Same way we had - as a bug - Frank voice while using a Julie or Susie body when playing as Legion.
So for me until they figure out a way to either only play the voice line when it's Pinhead or get license agreement to record 3 others "voice lines", we won't get the voice lines back. And it's for the best.
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Please don't hate me too much, just voicing an opinion. You have the right not to agree with me but don't bash on me for it. Thank you and see you in the Fog !
As far as I know they are able to bind sound files to skins. Take pig as example : she has different attack sounds if you equip the saw
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I am using this combo pretty often and I can tell you it works like this :
3 totems ignite. If they cleanse the hg one, undying will respawn it somewhere else and you get 1 min of oneshot. Also youre able to use hg again.
If they cleanse the undying Totem nothing happens. Hg can only trigger once in that match.
You were just extremely unlucky that they cleansed undying all the time.
Smth else can also happen :if they cleanse enough dull totems (2+) then even when breaking hg first there is no Totem hg can travel to and you still get only one oneshot.
So basically hope that they dont do dull totems and that they break the hg and not the undying one
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During dead mans switch duration if any surv stops repairing a gen that gen + all gens that are getting repaired currently will be blocked. So if one surv leaves the gen all are affected.
To make Obsession swap better (to use dead mans switch) change furtive chase into a scorched hook perk where the surv getting hooked on these bescomes the Obsession (counts as Obsession getting hooked)
Also predator should make the surv youre chasing for 7 seconds the Obsession.
Now you have a good and strong 2 perk combo.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2472157#Comment_2472157
I am in the DBD discord, but I cannot find you.
Can you DM me on reddit or tell me how to find you in the channel?
Thanks <3
Name is Michii (picture is the middle node of the blood Web)
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2472087#Comment_2472087
I would be honored and super excited to do that. What's the best way of reaching you to swap info? You could dm me on the Reddit thread by the same name.
Discord would be the best to share via Text. By any Chance are you in the dbd group?
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2471904#Comment_2471904
Michi!
I can't believe you are here.
I appreciate what you said about my post. It is unfortunate that I don't have the vods to back it up.
Without your guides, I would not be nearly as good a Hag player as I am, nor would I enjoy the game as much. Thank you for that, please keep making great Hag content.
Also, if you egg tech someone I am going to lose my mind.
No need to thank me. I am glad that you put so much time into learning her and creating this thread. It would be great if you join the scenes for the next hag guide.
I dont need any vods, I know the situation. I will try the egg tech, sounds fun
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2471794#Comment_2471794
Thanks for dropping by.
Really hope you'll be more active in future threads, too :D
I'd like you to weigh in your thoughts regarding the likelihood of a 700 game streak using Hag - Just a brief analysis similar to @ScottJund's.
It in no way has to be identical or agree or w/e - Just want your honest thoughts.
If it is about hag or totems or perk rework then yes!
Basing on my own experience with hag, the fact she is s Tier, that survs refuse to use the counterplay they have and some other factors I would say that this is entirely possible.
Of course you also need a ton of luck because you can be skilled with any killer as much as you want, sometimes you cant do anything against a Team.
Also I read carefully what the OP wrote and the way the hag is described with powers, counterplay, Info etc. Shows me that this person indeed has played hag a ton. Many of the described things you can only know when playing as her for months (since many of the Infos I kept for myself until I am done with my hag guide) so all in all I think this is possible if the Stars align perfectly!
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Remove cooldown, pallets are blocked for 20 seconds and make it Block pallets from 16-40m.
After a hit survs can choose to stay inside the 16m range to continue to use pallets but the sprint is wasted, or they run away after the hit but it will be hard to run out of the 40m zone before the killer can Hit you again.
Buffs the perk and leaves a choice for Survivors
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@ukenicky said:
I had an idea to rework Monstrous Shrine as a hex perk but that likely won't happen now that Scourge Hook perks will be a family of perks now and I can guarantee 100% that Monstrous Shrine will be reworked/recategorized as such as it literally is the OG scourge hook in a way.
Anyways my idea was simple, Hex: Monstrous Shrine. As long as the lit totem is up ALL hooks have the negative effects of Monstrous Shrine applied to them. Not just basement hooks. So survivors would need to rush to find the hex and dispel it or else die on the hook faster which I think is a pretty scary predicament (They'd be cursed and notified as soon as they are hooked).
I love your idea for overwhelming presence. Would be a nasty surprise for toolbox users lol
Interesting! Since hex perks are my fav perks by far I also had a hex rework for that.
Hex: monstrous shrine
As long as the Totem is standing the sacrifice timer of the 1st hook phase progresses 100% faster. Survivors on their first hook have a 100% chance to unhook themselves. If a survivor unhook themselves they gain the endurance effect and all generator in the trial get blocked for 40 seconds.
Basically this hex forces a choice on you. A teammate has to quickly rush over to help and stop rapairing or whatever else or (if you see that you cannot be rescued) you jump off the hook with the bt effect by yourself but this will make the game stand still for 40 seconds
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Actually a few years ago a friend and me had an idea regarding insidiois. The idea was to change it into a hex and apply the following change :
At the start of the trial all dull totems become hexed. For each hex Totem in the trial the tr of the killer is reduced by 4m.
My non hex buff would be:
Stay still for 3/2/1 seconds to gain the Undetectable effect. Everytime the Undetectable effect would be lifted from you, Insidious will activate and give you the Undetectable effect for 15 seconds. Insidious will then go on cooldown for 30 seconds.
(with this it would be a good mindgame perk I think and it also would also be good on pig, ghostfave, tbh on all Killers during a mindgame with high Walls. Also perks like dark devotion can be used with it)
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Regarding the,, Not earned part":
Noed is a Totem perk. Totem perks are meant to be extraordinary powerful.
Yes I am annoyed and roll my eyes if I see that the killer is using noed but it is a hex perk, and as a hex perk it is fine. Tbh other Totem perks should be brought to this power Level instead. The only other hex perks that are.. Worth" being hexes (Power lvl wise) are ruin and devour hope
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Plaything is a very combo heavy perk.
It works well with all hexes:
- alone it is a good time waster since survs have to do 4 totems
- with retribution you get a nice aura read every time a Totem is broken so as long as retribution is up you can get up to 5 aura reads
-pair it with thrill of the hunt and they wont you hear arriving but you know where they are and sneak up
-pair it with haunted ground to let them do totems (after the 90 secs survs start to cleanse totems even if they have no aura of it), additionally if haunted is broken the 4th Totem will be free for plaything Nr 4
- 3rd seal will not show any Totem aura to survs
-undying will refresh and protect plaything one time
-all other hexes: hide your important Totem like devour hope under a mass of glowing totems
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How I would change it (it also gives counter play for Survivors)
- cooldown removed
- instead of 15 seconds it blocks pallets for 20 seconds
- after a hit it blocks pallets in a radius of 16-40m
This means pallets in a radius of 16m or less are not blocked. After a hit survs can choose if they waste their hit speed and stay at the same loop or they can run away and hope that the killer wont reach them before they are out of the 40m radius. In each scenario the killer benefits from it but the surv has still a choice + counterplay
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I guess the best and most balanced way to protect hex perks with the entity blocking them is by scorched hooks.
3 random hooks and the basement hooks are changed into scorched hooks at the start of the trial. When a surv gets hooked on a scorched hook all totems get blocked by the entity. These totems remain blocked as long as a survivor hangs on a scorched hook. If a survivor gets rescued from a scorched hook the totems remain blocked for 15 for each active hex totem in the trial
(clarification: survs gets hooked on scorched hook - > all totems blocked.
If surv gets rescued and you control 2 hex totems then all totems stay blocked for 30 more seconds after the rescue)
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I think the solution is pretty easy.
During map Generation 10 boxes will spawn at locations where totems are normally placed. If a Box would spawn at the same locations a Totem is already placed the Totem will be Set inside that Box. This means we will have many empty boxes, some totems inside boxes and some totems still staying outside (it is rng, it could happen that all 5 totems are in boxes)
These boxes have the same paintings on their sides like breakable Walls and survs can walk up to them and kick them with the same Animation as kicking Victor. Now they can look inside if there is a (hex) Totem.
With this solution totems are much better hidden because during a chase survs will not see a glowing Totem but instead this Box. And I am sure survs wont go around and kick these boxes to search for potential totems except they know a strong hex is is play.
I can also imagine that weaker hex perks would stay up longer since survs will not waste their time kicking boxes to get rid of 3rd seal es example.
Boxes do not Block auras, boxes can be destroyed by the killer too, many New perks can be invented to work with boxes, a new side objective is created, devs dont have to find New totems spots (with boxes the old ones can stay) and many more positive aspects