Raven014
Raven014
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- Raven014
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Sometimes I do, sometimes I don't. Sometimes I'm looking for other people but run into them by accident. It is all situational.
If I'm being pressured, I will tunnel for the kill. But only because survivors are pressuring me to get the kill (because 3 gens within 5 seconds of each other is not great), not because I wanted to tunnel.
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@Lexilogo said:
I haven't actually tried this yet, but I kind of want to attempt this Pig setup:
Interlocking Razor, Crate of Gears
Unnerving Presence, Hex: Huntress Lullaby, Overcharge, Distressing
For bonus guilt, use after a rank reset and with map offerings to get tiny maps like Hawkins/The Game.
Unfortunately, Huntress Lullaby doesn't effect Pig's boxes.
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Iri button with ruler. Only with Unnerving presence and Overcharge.
Black Box + fake pallets + Nemesis + Furtive + Rancor.
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I know this is an april fools joke, but I really don't want people giving Behavior Ideas...
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Even then, it is not guaranteed.
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@Deadeye said:
Every insta down killer whose power "steals" a hit is screwed by the emblem system. There were several killers when I depipped to yellow ranks on purpose to have one more free emblem point available for the adept.
Myers is affected by that too and had contradicting perks before Dying Light got reworked. Like find your obsession to let her escape, but kill her so the others get slowdown, but then you can't stack the other two perks anymore... But with new Dying Light and strong addons (like Dead Rabbit, 12m radius in Tier 2) he isn't that bad anymore (still affected by emblem power drain :/ but when you wanna stay in Tier 2 due to emblems and just use it rarely in appropriate situations, the dead rabbit is even better)
Hag is actually a pretty strong build, but I did her with old Ruin, so she had the best perk available for the gate keeper. Not sure how it looks now, as you pretty much can't protect the first two gens while setting up your web.
I remember that I really had to struggle with Oni. Power usage punishes the emblems and his perks are just wasted. Only Blood Echo might give you some minor effect sometimes. But that's it.
Just by perks, I would say Huntress and Freddy have a bad loadout but if you can handle the power, they should actually be viable (while Freddy is way easier to handle). Wraith has also a weak loadout but can have pretty strong addons. If you wanna waste them on adept :P Didn't do it on Oni either, although the gloves addon with aura reading would favor a non-power using playstyle to counter the emblem loss.
@switch Farm and then 4k? And then say sorry for adept? Don't know if you get a lot of hate for that XD
I actually got my adept for Micheal during that time. The obsession was so very cocky that match, and kept giving me PWYF stacks and it would punish their teammates by getting them hit more easily. I would get my STBFL stacks up, T3, then down the obsession. I did this until the obsession was dead, then just continued to whittle them down to nothing.
Sure, now the perks synergize, but I think it is dumb that the effect goes away when the obsession dies. It should keep stacks or lose half, but it is what it is...
And I will always be proud of getting Freddy's adept when he was Old Freddy.
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Bubba. Took me the longest time to get it. His power goes against the emblem system, punishing Malicious and Chaser. He has no map pressure, so Gatekeeper suffers, and he cannot down people quickly if they are smart, meaning that Devout suffers.
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My friends came up with a new gamemode: Hide and Seek, and this really shifted how the game operated. It made a new experience, and make survivors afraid. It was great to play as both sides (although some maps are bad for it. Looking at Yamaoka).
The point is, when messing around, this game can be real fun. Problem is the game forces you to not mess around.
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Xbox is fine. I play it all the time there and really haven't had an issue overall. I will say that PC is probably the best platform to play on, but at least on Xbox you get to know everyone who plays the game, so you know who is toxic and who isn't.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1185804#Comment_1185804
There's distrust in the game, some teammates won't even bother with trying to rescue you off the hook.
Only for solo survivors. There is none of that with SWF.
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At the same token, I want more selfish perks for survivors in the mix. In the lore, they don't all trust each other as you see in game, so they should be able to show that in game. Right now there is no risk to working together.
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I would wear Trapper's legacy... if it existed on console. : /
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1183934#Comment_1183934
"Its a free 60 seconds of invulnerability."
I honestly can't stand this argument. Survivors are not invulnerable when they have DS. You can't pick them up or grab them. There is a MASSIVE different between those 2 things. Saying they are invulnerable implies you can't do anything to them, when in reality you can. You can hurt them and slug them. That's not invulnerable. A slugged survivor is as productive as a hooked survivor. In other words, not productive at all. Slugging creates a huge amount of pressure.
You really make it sound like there is not a single thing you can do because they are "invulnerable". This is so far from the truth. You just can't put them on a hook for 60s. That's not invulnerable.
"It can also allow survivors to make mistakes they actually shouldn't get away with. A common example is this: I hook, then I try to find the unhooker, but since the guy with DS acts like an idiot and lets me find him, say, 45 seconds into their DS. I chase and he gets into a locker. I'll take him out, because of course he shouldn't have it, it's been longer than 60 seconds, since MYC ran out. But... no, he still has it and used it against me."
This too is wrong. The survivor is baiting you and you took the bait. That's not a problem with the perk, that's a problem with YOU. He wanted you to chase him and grab him out of the locker. I also seriously doubt that if MYC ran out this person would still have DS. Video or it never happened, or this person was not the one rescued when MYC activated. Again, that's on you for making the mistake, it's not the survivor making a mistake. The survivor made a good play and baited you, and you took the bait. Simple as that. Accept that you got outplayed and stop blaming the perk. This is really what bothers me about killer mains' attitudes towards DS. "It's the perk/survivors fault, I played perfectly I should be rewarded." No you ######### up. Accept it. Admit it. Stop acting like you are God's gift to DBD. You got DS'd and that's entirely on you. But very few killers are ever willing to admit this, because how can they ever make a mistake in a video game, right? It's always the survivors that messed up but got rescued by a perk SMH. Kinda like how killers messed up and didn't stop survivors from doing all the gens but got rescued by NOED. Deny it all you want, but following this logic this statement would be true.
They act like it is, which is the important part. If they don't willingly eat the DS to make it powerless, it will be a bigger and bigger thorn in the killer's side.
It's how survivors learn to use it at red ranks, which, when there is 4 of them, can be absolutely game breaking. Each one can change the route of a game (since it can eliminate killer progress, like every second chance perk), even if the killer is winning by a landslide, just because survivors can recover far more easily than killers can.
I explain that slugging is not a very fun option for the killer. It puts them in a lose lose situation, which survivors never get. Sure, it pressures survivors, but they can just recover to 99%, making them not have to waste that much time.
It wasn't bait, it was just them being toxic because they can. Because DS allows them to get away with it. I gave that situation as a common example. I stress this: It allows them to get away with being toxic.
There are lots of times where I have not tunneled but still get hit by DS. Not because I intended to (lots of times I will take the stun to get rid of it completely), but because the time for survivors is longer than for killers. Either that or the time crunch pressures the killer, forcing them to be as quick as possible. And there are recorded instances from people like Scott Jund, Otzdarva, and others that show that they did not tunnel the survivors, but still got hit by DS because the time is really long.
And it fails in its purpose as an anti-tunnel perk, since it lets the killer know they can tunnel that guy with no consequence.
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@Jamppandeerus said:
https://forum.deadbydaylight.com/en/discussion/comment/1183901#Comment_1183901
Nowadays the game is killer sided because of the short af loops and hitboxes
Not really. Many of the maps are still in survivor favor because of how long the loops can be (Wretched Shop and Ironworks still exists), and based on how breakable walls were implemented in Dead Dawg Saloon, there will be pseudo infinites if you don't break them (wasting even more time).
That doesn't even get to the rough time of chases. If you get the first hit in surprise, the chase will often be around 60 seconds at the start. That is a gen (if two are on it). If you don't get the jump on them, or if they use Sprint Burst as a get out of jail free move, then the chase will probably take around 120-280 seconds, and that is if you can get them quick, since survivors have two hits you have to get, and many jungle gyms are in their favor.
That doesn't account for DH, Lithe, Balanced Landing, which give survivors distance.
Then, after you get the first hook, I would not be surprised if the second or third gen were to pop. For every survivor you chase, the others will be pressuring gens, and in the end, they will get done.
Hitbox issues are more about your and the killer's connection (at least on Xbox, which is my platform).
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1161270#Comment_1161270
how can he not down you with his power...??? this is the most uneducated troll iv ever seen
I mentioned this to @Joelwino, but he cannot down people with the gun alone. He has to use a basic attack to down people, like Legion has to. There isn't even a way to down people by just shooting them.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1161270#Comment_1161270
What are you talking about? He can get downs with his gun, he just has to reel survivors in with it to get a hit.
Not with the gun alone. He still has to use a basic attack. The gun itself cannot down people with just shooting. That is why I compare his power to Legions, because they both have nonlethal powers.
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1184093#Comment_1184093
Perhaps I judged Bond too harshly, but I do think it should be changed to at least be a little more interesting. What if Bond had a range of 20/32/44 meters, but you have to have performed a cooperative action for at least 2 seconds with the survivor, then it activates for that survivor. It'd be like Aftercare, but more objective oriented, just like Dwight's kit is very objective oriented. If you don't know Aftercare: "Unlocks potential in one's Aura-reading ability. You see the Aura of every Survivor that, you rescued from a hook or who rescued you from one. You completed a Healing action on or who completed one on you. They also see your Aura. This occurs for up to 1/2/3 Survivor(s). All effects of Aftercare are reset when you are hooked by the Killer." Except, no reset since there's a limited range. Do you think that might work better?
If anything, I think Empathy should be nerfed a little. I love using Aftercare, but it is hard to maintain, but Empathy has no real requirement for such a powerful information tool.
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DS actively encourages you to tunnel those who use it on you, since you can now tunnel them without consequence.
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Oh yeah, solo survivor is just as, if not more frustrating than Killer at high ranks. I play both, but I get far more enjoyment on killer (at least I used to).
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1183960#Comment_1183960
Hey Raven, thanks for the feedback. I wanted to walk you through my thought process on your comments and see what you think. While self Care and Object may not be overpowered, but they can be used in toxic manners that I would hope to negate. I also think that Urban gives too much of a boost to crouching speed as it makes it exactly the same as walking speed which eliminates variety in movement, one of the only mechanics survivors have to use. Bond is a little too strong of an information perk and tends to overshadow other information perks such as empathy or aftercare. I thought that the vaulting speed thing was a hoax on Spine Chill, but after some deeper research, it does do that. I will make sure to add that vaulting speed be removed from Spine Chill and that they include all of Spine Chill's uses. As for DS, there is a major problem with making it deactivate when a survivor does something: it encourages inactivity. I understand your thought process, but it would most likely result in people body blocking more frequently, which will most likely get them slugged and that is not something we need more of, or it will result with them specifically getting back into a chase when they should be getting on a generator.
Well, at least you give an eloquent response.
DS is the biggest issue for me, personally. It's far too versatile at the moment, and I think it encourages survivors to be toxic right now, but the version I have designed has two important aspects to it:
- It can be used after both unhooks, regardless of use.
- If the people want to use it, they have to be tunneled.
This forces survivors who want to be toxic to not be useful and discourage that particular use of DS. It should not be a period of time of invulnerability. It should be a period of time for the survivor to get away from the hook and reorganize, not to just flaunt their shield in the killers face.
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Not exactly sure that Self Care, Urban, and Object need nerfs at this point. And the only Bond users I know only use it to troll their teammates.
Spine Chill needs the vault speed increase taken away though. That has made me miss swings I know should've landed.
And I have a better idea for DS:
You can use it twice per game, and it's base timer is 60 seconds. However, Getting on a gen, getting in a locker, or getting fully healed will deactivate the perk. Someone else getting hooked will also deactivate the perk, because you are not getting tunneled anymore.
This would be a true anti tunneling perk, with the added caveat that they must be getting tunneled to use it. They could use it twice per match, only if the killer is really tunneling. I would consider it fair at this point instead of a free 60 seconds of invulnerability. Technically this would be weaker against all killers but really strong against tunnellers and campers.
Also, Enduring should work against it because that nerf to Enduring only made it useful with Spirit Fury, which is a real shame, but that's a topic for another post.
That's my opinion on this though.
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I absolutely agree. Except about only 1 hex perk per build though. Roulette builds would cease to exist and those are too much fun.
Thrill of the Hunt and Huntress Lullaby need some serious buffs/reworks too.
But other than that, the amount of stress and mechanics working against killers is only going to drive them away. And that will kill the game faster than anything else. Even I am driven to playing other games like Halo or Dark Souls, because they are far more fun.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/140348/do-you-think-ds-is-fine-in-its-current-state
Is this a killer sided comment? I think it needs a buff! It needs to be available every time you get off the hook! The one minute can easily be waited out. it’s an ANTI tunnel perk Though. It does it’s job in letting people play the game.Why do you feel like you deserve that kill? I’m getting sick of people complaining about survivor perks when they help them survive. I think killers get people too easily. It’s kinda unfair if you really think about how easy it is to find people and how easy it can be to down them or catch people off guard.
Offerings are one time use. Perks are multi use and permanently unlocked. DS is very versatile for its' intentions (anti-tunneling), and doesn't deserve to be. I get hit by DS not because I tunnel, but because the 60 second time period is absurdly long and they act like idiots when running the perk.
On the survivor side, it gives 60 seconds of being slugged, if they do down you quickly, or 60 seconds to be invulnerable for your team. That is unbelievably powerful. And that doesn't even mention if they have Unbreakable, which combos really well with DS.
I gave a suggestion on how to actually make DS an anti-tunnel perk on my comment. And Borrowed Time is a meta perk right now, which counters camping as well (with no downside except for putting the unhooker at more risk).
DS also encourages tunneling after its use because they no longer have the shield they were betting on having later.
That skill check is easy to hit. It's just an Overcharge skill check. That is an easy one to hit.
Sure, Ebonies can be reworked: Everyone hooked once before use (that way people don't tunnel). I don't care, as they are by far less common than the DS, Adrenaline, BT, and Exhaustion perk of your choice meta we have now. And Moris don't win you games. You can have a mori and still lose because the game ends before you can use it.
And if we are nerfing Moris (which need actual skill from the killer to pull off well, not just for one or two kills), then we absolutely need a nerf to keys. They are just a one button free escape (and in this current genrush meta, where the first 3 can go in 2 minutes, meaning the hatch will spawn if one dies, that will be an easy escape). If I kill everyone and close hatch at 5 gens, they can just escape for free without needing to go to the doors. It's ridiculous.
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My problem with DS is it is so versatile. Its a free 60 seconds of invulnerability. And that 60 seconds is long from the killer's point of view.
It can also allow survivors to make mistakes they actually shouldn't get away with. A common example is this: I hook, then I try to find the unhooker, but since the guy with DS acts like an idiot and lets me find him, say, 45 seconds into their DS. I chase and he gets into a locker. I'll take him out, because of course he shouldn't have it, it's been longer than 60 seconds, since MYC ran out. But... no, he still has it and used it against me.
This perk can affect an entire game. And, it makes me want to tunnel him since I know that he doesn't have DS.
It was designed to be an anti tunnel perk. If anything, it encourages you to tunnel the striker since it tells you that they don't have DS anymore.
And it's really boring to play against. Leave on the ground or be striked. That's not very fun options. It forces a lose lose. And there are 4 of them on a team, because it is a meta perk at red ranks, where you can't afford to take the stun. And that's not mentioning the 4 adrenalines, the 4 BTs, or the 4 Exhaustion perks you have to deal with in a match. It gets real tedious to go against when you have R1 survivors using all the strongest survivor perks against you when you just want to have a fun match.
I would rework it like this: You can use it twice per game, and it's base timer is 60 seconds. However, Getting on a gen, getting in a locker, or getting fully healed will deactivate the perk. Someone else getting hooked will also deactivate the perk, because you are not getting tunneled anymore.
This would be a true anti tunneling perk, with the added caveat that they must be getting tunneled to use it. They could use it twice per match, only if the killer is really tunneling. I would consider it fair at this point instead of a free 60 seconds of invulnerability. Technically this would be weaker against all killers but really strong against tunnellers and campers.
Also, Enduring should work against it because that nerf to Enduring only made it useful with Spirit Fury, which is a real shame, but that's a topic for another post.
TL;DR: DS is too good at it's job and needs only a minor rework to be balanced for being a true anti-tunneling perk.
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@Shocktober said:
Matching against people equal to your skill level is a reward in itself. You will never improve playing against people significantly worse than you.
Getting to red ranks just shows how survivor sided the game can be... so many mechanics are in their favor. And they act toxic in the match. It's not worth it for my sanity to try to stay there, since survivors there actively try to tilt you.
It is why purple/green ranks are more fun. I can just play and have fun instead of just sweating all the time.
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@Steve0333 said:
I cant believe there are people who actually want to play with bots. For me that would take all the fun out of online gaming. I want to play real people, not bots.
When you get to red ranks, the idea of bots becomes far more fun than playing against that toxic mess.
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It could work for an offline mode when you just want to kill something. Or practice going against certain killers.
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@Liruliniel said:
Moris and Keys should honestly be removed from the game. They completely invalidate the core objective of the game by significantly reducing the amount of time needed to actually do anything. Keys don't require any skill to escape and Mori's only require 1 hook per person.
I wouldn't mind Mori's being added at base as a alternative way to kill someone on Death Hook instead of just rehooking. It would solely just be a different animation and for style points.
I wouldn't mind if they were made so that Ebonies need everyone to be hooked before anyone can be mori'd.
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Ignore what they say and play how you have the most fun. They will get mad, be salty, etc, but that shouldn't stop you. However, if their goal is to just be infuriating, maybe just ignoring them and limit the time you spend with them by DCing or letting them get the gens done and open the door yourself.
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You are sacrificing gen protection for stealth. I wouldn't call him a stealth killer.
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As of the last patch, she can effectively force them to cleanse. So this shouldn't be too common.
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Whether or not I have fun in a match. If I don't, I consider it a loss. I don't care about gens (since they will get done), so I use Rancor + Nemesis to have a bit of fun.
I try to stay in purple ranks for the next reset, and just mess around. If I kill them all, that is just what happens.
It just seems to be pointless and frustrating to actually try when going against red ranks these days.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175753#Comment_1175753
As stated previously in the thread I as well as other people already discussed the limitations that would need to exist for this feature to work - things like time of DC mattering, gens already done being taken into account, etc. So the first line (which I understand was pointless sarcasm and not constructive) have already been addressed.
And perhaps! But there are also people who DC because of connection issues. But the reason for the DC doesn't matter, I don't think one person's actions or motivations should tilt the game or inconvenience anyone. This is a game with 5 players - all of them should have an equal chance to play and have fun. ^_^
Which is why this thread was a discussion about ways to better balance a DC.
But 3 dcs already open the hatch, regardless of circumstance. It's a broken system when I see it used constantly against me. It was sarcasm with a point.
DCs should not allow the hatch to open, because it requires no skill on either part.
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It would be interesting, but a shadow nerf to an already mediocre killer.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1177988#Comment_1177988
Bruh you lost me a long time ago when you said "hag requires timing and skill"
Like immediately after you said that the scoreboard was like
points : murdle 1, raven 0.
She does. And I fail to see how you gain anything by arguing that. Again, have you actually played as Hag? Have you actually mastered her mechanics?
I would've ignored you had you not shown how weak your argument is. And it's your main form of argument, too.
You haven't proven your point because you haven't said how I'm wrong. I've at least played as her and against her. I have at least tried to learn her best tricks, her best strategies. You have brought nothing to the argument, and make a personal attack by describing me as ''just an angry hag main''.
You don't like being wrong, and pretend that I am just delusional because I don't agree with you.
You haven't proven your point. You have no leg to stand on. How you think you ''won'' the argument just... staggers me... only just because of the mental gymnastics required.
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Even I wouldn't call them amazing. Hag, Nurse, and Spirit do what Legion can do better. The only advantage Legion has is the KI readings, which the killer has to interpret and use to their fullest extent. Hag can teleport to her traps, which are often faster than a Legion's Frenzy, Nurse can ignore walls, even if she is masochism to play, and Spirit is much faster (with addons) and can down people using her phase.
Legion can't even down people with their power. The only way to do that is Frank's Mixtape/Stab Wounds Study, but they can mend in your face if they figure it out and you really want the addons to be useful...
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I would love to see him reverted as well.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1177445#Comment_1177445
"it's clear you don't know what you're talking about"
Angry Hag main spotted
I'm not mad. I'm not even a hag main. I'm a Legion main, if anything. But if you actually tried to play hag, you would not make those arguments. You also wouldn't just use one line to say: Ha, I won't adress the main point because I can claim this person is an angry person. This is extremely funny to me. XD
Ad Hominem Arguments are just sad attempts to put people off so you can 'win'. Try again.
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@Murdle said:
Literally everyone plays her.. I see hag so much so I don't know what you're talking about.
Every hag spams like 5 traps on hooked survivors and then proxy camps and tunnels.
Boring killer to play and extremely boring to play against because of the play style that naturally comes with her abilities.
A better and more accurate question would be "why does no one play nurse?" and the answer would be cause she actually requires some amount of skill and effort to play.
Hag requires timing and skill to use. Bad ones won't know how to use their traps well, while others who know the character even slightly well realize it requires knowing survivor pathing, as well as timing with the traps.
To teleport or not to teleport, that is the question. Knowing if you need to teleport or just leave it up as a mindgame... Her addons offer a lot of variety with gameplay, although, not as much as Michael's does...
It is clear to me that you don't know what you are talking about with the Hag, as it appears you only play survivor.
And nobody plays nurse because she is the video game equivalent of nails on a chalkboard to play.
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Nobody really knows how to play as her, which is a shame, since she can be really strong. And fun. : D
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Making Gen perks not-stackable when the problem is gen speed is ludicrous decision making.
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I like the idea.
But, I was always fond of the idea of making ambushes with the other legion members. (They could be wearing the body cosmetics of other legion members, or heck, the player can set up how the ambushers look, but the default will be Suzie, Joey, and Julie [or Frank, if they are wearing the Julie body piece].)
idk, I just always thought that it would be cool for the killer to feel like there are multiple of them. The main Legion member will set the ambush location, when a survivor triggers the trap, they'll spawn 1 legion member, chase, and stab with frenzy, then go to a spot not seen by survivors and despawn.
Just a bit of map pressure to their kit. Idk how popular it could be, but it fits with the lore.
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I consider that behavior BM. Even more so when they Dead Hard into the exit.
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It happens with the the Until Death Parts set as well, but not in game. (On Xbox btw.)
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If gates regressed in progress after being left alone, then I might be good with them not opening the gates.
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I think all of the information given really hurts the game in the long run. I mean, I like the effect for Expose, but I think it should only happen if you are being chased. The hex notifications are really obvious and unnecessary. People can figure things out on their own.
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Nerf Keys, DS, and Exhaustion perks first. Then we can talk about this.
JK, I don't care about Exhaustion perks. But seriously, DS and keys are broken. That and some structures are unfun to chase in but chill for survivors. (Ironworks, That window on Coal Tower, Grim Pantry, and the House of Pain are good examples.)
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This is kind of biased. There is no option for wanting it as is...
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1173939#Comment_1173939
I think many people confuse fan stories with canon. Everyone in legion, may not seem like they belong, but they do. Frank is just broken in the head from a life that turned its back on him, so he turned its back on life and pulled people away. Julie was a wannabe innocent girl with susie, who was easily manipulated to belief she is like Frank. Susie is a klepto-angst teen who cannot stand joy when she cannot have it. She hates when they have the fun she should've had. Joey comes from a broken house with step parents and real parents that acted like they loved him, causing him to be on his own and stray down the wrong path, and develop a hatred for anyone who has such family, and especially family around christmas, making him feel like he belonged to the family that is legion.
It would be cool to see maybe more groups of legion forming in the real world and becoming taken, becoming new cosmetics maybe.
Or have groups directly inspired by Legion. I mean, people become fascinated with terrible events and people, so it wouldn't surprise me if there was a pseudo-fan group in their honor that eventually got taken by the entity or something... (as possible future cosmetics).
Completely agree about the whole Canon vs. Fan Stories thing though. I think of Julie's story as, well, Romeo & Juliet story gone wrong. Doesn't mean I'm right though.
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@skynightjourney said:
https://forum.deadbydaylight.com/en/discussion/comment/1175752#Comment_1175752
Good idea, wish we were able to trust them though cause they could be so useful if they could work :/
Yeah. The only grabs I've actually trusted are Hag hook grabs.