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  • She's quite annoying, probably for no other reason than that her gameplay style is so different from other killers.

    As a foreword, this is coming from a killer main who occasionally plays survivor.

    Hag really forces survivors to stealth around, and pay attention to their environment. She's really good at getting sneaky and unexpected hits, which can feel kind of cheap. Her strength is map presence and surprise hits, which is very different from the usual course of the game. In chase, she's lacking, unless you can back survivors into a corner with your traps.

    The synthesis of this comes down to that she's kind of boring to play against, and frankly, to play. With little chase interaction and forcing players to urban evade around the map, it brings a new and slow gameplay to the match, when the most exciting part of the game is chase interaction. I don't think she's that awful, especially in comparison to playing spirit, but she can feel cheap (regardless of if the hits are actually cheap or not) and boring.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894987#Comment_1894987

    NOED doesn't guarantee anything. I've seen plenty of times where you get a down and a hook, they cleanse the totem and get the save and you get nothing. Or you get the down and 3 get out, because they dont bother going for the totem. Yes you can make a spicy endgame build with blood warden, and if they are overly altruistic you can get more, but thats on the survivors and how they play once they know NOED is on the field.

    At it's core it is a direct counter to adrenaline and hope, and your right that isnt going to come up every game but i have seen it and got burned by it by a swf group before, your also right in that it can be used in a much broader fashion when those perks arent in play, but you never know what survivors are running until you know.

    If you prefer running rancor great then run it (which not everyone can if they dont have spirit or get it from the shrine). But Calling it a crutch perk is completely wrong, its a second chance perk for the killer if anything and unlike survivors killers only get one.

    Well of course, nothing is guaranteed by RNG. I think the devs tried to implement its hex nature to counter its hefty payload, but totems are rather inconsistent. I've had NOED cleansed the moment the endgame collapse happened, and just had it never cleansed 30 minutes into all the exit gates being powered.

    NOED applies more than once. Adrenaline procs once. Hope procs for a limited amount of time. Besides that, they are two separate perks, as opposed to the all-in-one deal of NOED. It definitely is a counter to those, but it really seems too powerful to be a counter to those perks that are weak in comparison. It's like DS having anti-tunnel capabilities, but being far more powerful than a simple anti-tunnel perk.

    For The People is like the discount Walmart version of NOED. You won't use them any time other than the endgame, in order to grasp at a last chance to win. In a similar vein, NOED is meant to help lower-level killers get kills. It's literally useless for the overwhelming majority of the game, only helping in the salvage operation at the end. That's precisely why it's a general killer perk. "Crutch" perk might be a bit overstated, but it is meant to be a beginner perk. It gets the job done using brute force, plain and simple. That being said, having every survivor exposed during the time when they are concentrated in two locations only can be a bit more than a beginner perk, more than a salvage. Far from being a last hope, it's an ace in the hole to drag the game into their favor.

    Of course, survivors can do totems, but as stated before, RNG depends on your credit rating with karma. The few times I play survivor, I've seen NOED spawn both right next to me and in the lost city of El Dorado.

    Even for survivors with a sixth totem sense, NOED can be annoying. I've gotten all the way to rank 6 from rank 18 with NOED (as clown), and I, without reservation, suck at clown. Whenever I try to switch to any other perk, I tumble down the ranks. When I eventually get survivors that run small game, I get absolutely demolished. Far bigger than the payload being a bit too excessive is the nature of countering NOED.

  • Susie wears socks in bed

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895003#Comment_1895003

    It's 100% not toxic at all, but in some situations (specifically when they're all split up on different gens), you cannot pressure everyone off without them hopping back on as soon as you leave. Best thing you could do in that scenario is 3-gen, but a lot of people don't know that.

    Well, it is their main goal. When it becomes "toxic" is more like when it's just bad playing, when they're doing gens while everybody else is on a hook.

    Getting downs is kind of pressure in itself, since it takes away resources and requires survivors to come help. You're going to have to give away a few gens, most likely the faraway ones, but that's not crazy. It gets progressively easier as the game goes.

  • Depends on the survivors you get. Good survivors will know to always greed, and be especially cautious, running away very early when he approach a gen. They can afford to do such, as he's just an m1 killer.

    Unfortunately, many survivors will get smacked in the middle of nowhere and go selfcare in a corner.

  • I uWu softly and bring out a maid costume for them

  • I really don't think slugging is that much of an issue. Good survivors will know how to heal downed survivors while the killer pursues another survivor. I always run knockout and this always happens.

  • It's survivors doing objectives. When some less-able killers cannot apply enough pressure to prevent a "genrush," they blame "toxic salty genrush survivors." 

    I'm not exactly great, but even I know how to pressure survivors off of generators. It's not terribly hard.

  • He has a low skill ceiling. So do many other things. Once you get used to him, there are plenty of counters.

  • Susie eats Hawaiian pizza

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893408#Comment_1893408

    Your talking about it like the killer sits there and does nothing until NOED activates and then 4ks which unless they are making a crazy bloodwarden play shouldnt happen.

    Once you know its in play you have 2 options.

    Either cleanse it and then go for saves so they killer gets nothing from it.

    Or say screw it let them have the one and everyone else gets out.

    Besides that if the killer did play the whole game and got some hooks and did the prep work to be in the running for an actual 4k theres nothing wrong with doing it as a hail mary. Ever watch an nfl superbowl teams win on hail mary's sometimes.

    There is nothing wrong with NOED, it counters both adrenaline and hope, and you can get rid of it before it activates by cleansing totems. Its also a fair equalizer for lower level killers who get screwed over by the games horrible matchmaking, I'm a rank 13 killer and when i play i routinely get matched up with much higher rank higher skill survivors, so I often run NOED to even up the odds a bit.

    The issue is that totems are RNG reliant.

    The purpose of the perk is not to counter adrenaline and hope. It is far too broad to just counter both perks, and what are the chances all survivors are running both, assuming they get value from both? 

    The point of NOED, as has been noted, is to guarantee at least one kill after a rough game. I've used NOED plenty, but the amount of 4K's that I've gotten after playing horribly is absurd. I'd much rather use rancor, since 1) it actually guarantees a *kill* and 2) it guarantees only one. Under the correct circumstances, which have been rather common for me, a build like NOED, infectious, and blood warden can hand you a swift victory after literally doing nothing, as long as I get decent totem spawns.

    I'm not crazy about some ridiculous ideas from some other community members, but NOED is supposed to be a crutch perk. It should operate as such, not a singular key to victory. 

  • No, mostly because it's simply too strong. A free escape for the entire team (potentially) with one item is a bit too much, although these situations are rare. 

  • Well, for a crutch perk for inexperienced players, it does a good enough job. However, I don't think hail maries should be able to win an entire game on one perk's merits. I think that it should activate when the endgame collapse occurs, since that'll still give you a decent amount of time to get one down at least, and/or notify survivors that they are exposed the moment the endgame collapse begins.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893393#Comment_1893393

    Daddy Myers body blocks the last survivor and holds the game hostage

    Susie self cares in the corner

  • It would be a good idea if BT was made directly to counter camping, but it isn't. BT is just meant to guarantee a safe hook rescue, camping or not. The 6 second timer could also be abused by leaving the range sporadically, and still gives no safety net for the rescuer.

  • DS is not meant to be an anti-tunnel perk, it's a watered down second chance perk. If you're going to design an anti-tunnel perk, it better be based off of the ratio of how much a survivor is chased relative to others, and the payload better be more than a stun.

  • Slug or eat it. If they have unbreakable to complement it, you get that out of the way. If you take it, which is usually the course I take, you don't have to worry about it later.

  • I don't think this would be unexpected or pernicious in any way. It's not even a bug; it's just an oversight of a feature. So no, it should be perfectly legitimate.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890115#Comment_1890115

    Daddy Myers is Camping and Tunneling plus he has pre-nerf Undying/pre-nerf Ruin.

    Susie plays hag

  • I heard Susie is self caring in the corner of the map

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889764#Comment_1889764

    Susie has secretly been the entity this whole time! She also pretends to be Nea so she can spy on the survivors and if she's in a match as one a clone of her appears as the other

    Well susie has urban evasion so she automatically is a terrible person

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889771#Comment_1889771

    I think it’s a pretty damn big exploit if whenever someone is in a chase they’re being directed where to lead it so that they’re always going interrupted. Either I continue chasing the survivor that’s now gained distance, only to be head on again at another tile, or I chase who stunned me who is also going to lead me somewhere someone else can stun me and interrupt the chase.

    You’re not getting it.

    When it’s used across all 4 survivors with impeccable coordination and communication, getting an actual hit or down on anyone takes FOREVER.

    An exploit is a deliberate abuse of a software vulnerability to gain unwanted and unauthorized access or benefit. Head on is specifically about stunning the killer, and that's precisely what it does. It's really useless in a 1 v. 1 situation, where the three second stun is kind of underwhelming, and  SWF survivors have every right to use it, as I have the right to use ruin and surveillance. There's a difference between exploits and strategy.

    It's not that hard to avoid lockers, or even to bait out the stun. Approach like you're going to run into the range, and then abruptly shift away. It's done wonders for me. But more important than your ability to juke lockers is the fact that they're down two survivors who could have been doing gens, instead of waiting around in a locker.

    And yes, I am getting it. I've gone against 4 member SWF with vigil, Q&Q, head on, and DS a million times. As with any other SWF, you have license to tunnel and camp, or even just slug everybody when they keep jumping into lockers. Provided that you can loop somewhat optimally, getting an early down while avoiding or baiting lockers isn't that hard, especially since you get free hits on failed head ons.

  • Conceptually, yes. However, if you have multiple survivors on the generator, or if the killer is already preoccupied, it's worthless information. It is only OP when the killer is working in a single variable vacuum with 2 or less survivors. Throw in the fact that there are other generators to harass, tinkerer can pop multiple times at once, and that if you're in a chase, you don't want to just let the survivor get away for free, and it's really information that's just too late.

  • It's annoying, but that's no matter. It's not OP and that's the marker for deletion. 

    The typical saying of "fool me once" still applies. Learn to adapt (observe their patterns and plan accordingly), and if you keep giving them the opportunity to head on in a chase, then it's nobody's fault but yours. The three second stun is a measly sum, the hitboxes are ridiculous, and it's just a pretty terrible exhaustion perk. If you are insistent on making the same mistakes over and over again, take solace in the not insignificant fact that there's no gens being worked on.

    Beyond that, using a perk is not "abuse." That's like saying you abuse ruin by chasing survivors off of gens and hooking them. They're playing the game as it is meant to be, and if you don't like it, you can play Nea to still enjoy the killer experience.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889456#Comment_1889456

    Yes but Susie has been hanging out with Blendy and learned her Blendette ways. She has also stolen Calm spirit and Iron will from Jake

    Well daddy myers is a flying hatchet ghostface

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1888804#Comment_1888804

    But before Daddy Myers can even try, Susie uploads a video of his old tweets and now he is canceled

    Well you can't cancel daddy Myers if daddy Myers is in your kitchen with Judith's tombstone and braindead survivors

  • Only by a little bit, perhaps 5 seconds. The necessity to bring chewed pen and address book is a bit hindering, and you should really only have to bring one.

  • Daddy Myers is walking over in 12-inch stilettos to eat Susie's heart out for her since she's so full of herself and cholesterol

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1888101#Comment_1888101

    Nope, not at all. She hunts and kills fairly easy, and collect trophies. She also believes that small girls will die in the forest, so she also acts like a mother to them. So no, huntress is legal

    So you're saying she's a murderous MILF?

  • People don't give enough credit to programmers and game developers. It's not just "press e to fix," some people here need to lay off the self-righteousness.

    First off, you have to verify yourself that the bug exists, meaning it has to be reasonably common and reproducible. Any idiot can either modify footage or just exploit. Beyond that, there's a level of coordination required to disable this feature and that feature, which, after being planned, includes going into the actual game and making the modifications (which is difficult when you have millions upon millions of lines of code). That is then usually part of a hotfix that must be developed, checked, proofread to make sure that the hotfix doesn't cause more bugs, published, and then downloaded, meaning everybody gets kicked off of servers randomly for that option to be blocked.

    When it's that complex (not including the multiple steps I glossed over), it's not worth devoting resources for a hotfix every week. Video game companies operate on notoriously thin margins, and a company as relatively small as BHVR just can't afford to invest that much into such an inefficient process.

  • That's essentially the old version of the perk. I would be receptive to that, but I think the exhaustion mechanic should still remain in some form. They've already worked to remove most vertical infinites with balanced (other than Haddonfield), so I think both could do.

  • I've always wanted to see Annette or Piers as the survivors, or even Ada. They both died, in lore, and it just seems that they have more charisma. The brave detective role has already been filled by Tapp, and the punch young ingenue is kind of generic, although I would be perfectly receptive to both. We haven't had an obsessive scientist yet, although I guess Bill would be the pragmatic soldier type. Ada would fill the sly and cunning spy role well, but above all, Annette has the best room for lore.

  • That sounds great. Beyond that, it should reduce your grunting to 100% suppression, like iron will. "No mither" literally means "no complaining."

    Conceptually, no mither is a challenge perk. These stealth aspects are great, but they are absolutely no compensation for losing a health state. Obviously, the remedy to this is chase benefits. I agree with your exhaustion recovery, but it might need a tiny buff to speed, perhaps by 1/2/3%, in addition to vault and action speed and the such. Whatever strengthens him meaningfully in chase.

  • Never heard of that game. The only character ports I would support are either bloodborne or coolmathgames.

  • @CLAUDETTEINABUSH said:

    Stop stealing my ideas I did a whole tierlist 🔫

    For real tho, here's my results, which match the community results when I asked on the forums

    https://us.v-cdn.net/6030815/uploads/O0L5AYB7P0AY/my-image.png

    Enjoy :)

    Doesn't huntress have the mind of a child

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/220947/who-is-the-hottest-dbd-killer

    Susie is a goddess and I’ll fight anyone who says she isn’t

    heheh well the Plague says there can only be one true god

    and that god is daddy Myers

  • Game development is not just press "e" to fix. They do not have the time or the resources to constantly test, test, test. That's why they have PTBs; so they can crowdsource that project.

    Developing a game is complex. One line of code gone awry can cause Myers to become invisible and make hag run at 69% speed. They simply cannot catch every bug and then subsequently identify the exact feature that's causing it, not to mention remedying it without causing more bugs. It's imperious and a bit entitled to proclaim that they have the obligation to pour all of those resources into those.

    Despite what many caterwauling critics have to say, hitboxes have gotten better. Hit validation, although not perfect, penalizes players with bad interest. Besides that, hitboxes are complex to model and can throw the game off of balance if the most incremental changes go awry. As for matchmaking, that's what they meant by MMR. There is simply no metric or way to determine the skill of players via an algorithm, so they try the best they can. If your teammates are mental asylum escapees and 3 month old unborn fetuses, that's unfortunate, just try again.

    Yes, there are blatantly obvious bugs that exist which I wish would be fixed. But it's not my 401(k) on the line and is no license to start getting imperious.

    TL;DR, game making is more complicated and laborious than that. BHVR is a relatively small company and fixing a game is simpler than pressing "e." Stop whining and deal with it.

  • You'd have to contact a mod, which people like I are too lazy to do. Alas, despite now being a shameless spirit main, people will still see me as a shameless pig main.

  • I agree. He's not OP or anything if survivors have any idea what they're doing, but his entire power is a disjunct gimmick that's rather uninteresting. I enjoyed old Freddy more, since that incorporated a more interesting and game-changing power, but that was woefully underpowered. Perhaps a nice balance between the two would help.

  • Shirtless David made the entire forum wet their pants. Can't wait to see what this will bring.

    But really, the only cosmetic that we need is daddy Myers in full drag. Fight me.

  • Being able to kill a survivor off of one hook is ripe for tunneling and cheat gameplay. Imagine if survivors were able escape with 4 exit gates at 2 generators left, simply due to one measly offering.

  • I can somewhat agree.

    Even against iron will survivors, tracking with her can be mediated through either subterfuge or prediction. That being said, built in iron wills may be free license for survivors to just walk away, rendering her power pretty much useless, so I think that it should be a 50% reduction, give or take.

  • Spirit's been the object of complaints for years. It's just that since more people are playing her, people come across her more.

    Really, there is rarely a solid counter to spirit as there is to other killers. That is precisely because you can't predict what you have no information on. I played spirits to cruise all the way to red ranks, and all I had to do was observe survivors and cut them off. Whenever I play against spirit, I can try to deceive them with iron will, spasmodic walking, etc. but it will always result in the spirit reappearing near me, since there's no way I can completely erase the cues of my presence. The simple solution, I think, is to give survivors a tiny bit more information as to where the spirit is. Perhaps the phase emission sound can become directional and proportional in distance, for rudimentary trilteration.

  • It's hard to determine who exactly is being toxic, since we don't have any hard stats on the matter, but toxicity (or just general brusqueness) is rampant in the community. People take games too seriously, although such a response is perfectly in accordance with, you know, being human. Not everybody runs calm spirit 24/7.

  • I don't mean to kink-shame, but I find felony charges of aggravated first degree murder and grievous assault to be profoundly unsexy.

    That being said, Ms. America can just resign since daddy Myers is stalking his way over in 12-inch stilettos.

  • I don't think it really is that much of a hinderance. I've gotten around even with it, although I do think the ceiling should be higher. I get the idea is to give the survivors some respite from constantly chainsawing Billys, but good survivors know how to lose billy, so I think this caters to less experienced types more.

  • I played her a lot, so I got used to the vomit stream's hitbox (It's important to know that they're just a few projectiles with visual links, so tight hits have a chance to not include a hitbox particle). The reason I don't play her, however, is because the survivors I get cleanse when they even hear the word influenza, and then all I do is go around and down everybody. There's barely any chase value in that.

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