ShanoaLegendaryPlz
ShanoaLegendaryPlz
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If a generator were anywhere near this safe house, it would be the easiest last generator to finnish and there would be nothing the killer could do about it except sit there while the other 2 gens get worked on.
And im not sure if youve played xenomorph before but survivors make turret safezone they run to at the slightest sign of the killer, thats alredy quite annoying to deal with as the killer. It would also 100% stop a tunneling killer from going for that survivor until they leave the invincibility space.
And lastly, it could be used to hold a killer player hostage if there is more than 1 "house" the survivors could stay in them till the killer disconnects as he wouldnt be able to progress the game.
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I loved the original xcom and xcom: terror from the deep.
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The mobile game leveled characters through play time as them, while the bloodpoints were spent in more of a choose 1 of 3 items per stage, at the end of the page (of about 6 choices) is a bigger item/addon/offering each time etc. There were also offerings to increase character xp for all/individual much like bloodpoint offerings.
Items were also shared between all survivors, while killers had their own addons to grind for, but offerings were shared i think.
Not sure if thatd all be a better idea to go with as itd take longer to prestige characters and make playing as 100s feel like a waste of xp unless there were devotion levels of some kind
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Ive managed to report / ban well over 20 hackers using that report system. Its very slow tho, like by the time you get the notification that your report resulted in a ban you can't even remember who it was lol. Allot of killers using wallhacks.
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Silent hill 4 characters i guess. Not sure if there is a silent hill creature as iconic as pyramid head enough to have their own powers for a killer etc, maybe one of the flower mouthed dogs lol could play like a suped up dracula / chucky mix, and use cages like pyramid head to avoid the "hows he gonna carry/hook them" thing.
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I like it more than freddy's rework, but i wouldn't say it's fun to play against
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Well.. i never really thought of a build for tunneling, but id guess Make your choice from the pig, that scourge hook from sadako (those 2 together would force the unhooker to not try to body block while also seeing where the target goes), knockout (since its reworked to make people slower from holding W after predropping) and hex plaything. The tail addon for mangled, and the turret flame distance addon incase they make it to turrets.
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My biggest concern was when they nerfed anniversary cakes for p100s. If i was putting them on p100s, id have to spend entire prestiges worth to get up to 100, while leveling up lara croft, i managed to get her over 1100. So why nerf 1 and make the other able to get them in bulk? Same with any event offerings now.
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The idea is interesting, but if you were to imagine the perk in play, if someone died, the last thing you would have time for is an entire invocation in the basement to bring back someone who could get tunneled off faster than it took to revive them. When theres only 3 people left that means someone is on hook, the other is being chased and then theres you doing a full invocation lol it would probably cause another person to die, unless it had a shorter activation time.
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Honorable mentions to Hexen and Warhammer
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Lightborn exists as a means for players that are not confident playing killer (as it is more stressfull and many avoid that role) to freely play against bully squads / swf teams and generaly people that wont let you pick someone up, and avoid the stress of constantly being blinded. Its like a beginner perk such as noone escapes death, but usefull in all levels of play since bully squads and swfs are more common once you reach a higher mmr.
Consider what happens if you were to nerf this perk, bully squads will now have no counterplay besides a high amount of game knowledge and skill. If all it does is prevent blinding, it doesnt prevent survivors from finnishing their objectives and escaping with normal looping. Its always seemed entirely fair to me compared to nooed
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I always wondered why endurance doesnt get canceled out by "protection hit". Like 9 times out of 10 if the killer is tunneling right off the hook, its a few seconds after the player gets unhooked, so if the survivors seperate rather than weaponising basekit borrowed time, itd be usefull against the tunneler if not used as a protection hit. The only problem is killers who are actively camping would use the fact that being near the rescuer and getting hit right as your feet touch the floor, might count as a protection hit. With a bit of tweeking they can make it possible to avoid "protection hit" for a 1.5 seconds enough for the survivors to seperate from the hook. And then it becomes anti tunnel only instead of a hit you are expected to take for your rescuer
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Currently still use them but they are extremely situational to get any value. Only works if youve alredy broken line of sight with the killer and can maintain that while in the fog.
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SHANOA!!!!! as a legendary skin for Trevor
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034959#Comment_4034959
Did BHVR mention anything about legendaries?
It would be great to see them included in badges, though I'm worried it might be a lot to implement, especially with more coming in the future.They havent but ive noticed all new legendaries come with a badge, and they just gave tiffany a badge finally so they might go back to the other existing legendaries. Maybe when they add legendary customisations they mentioned as something they want to do.
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The upcoming prestige rewards mentioned multiple badges for all characters that rank up in rarity/details based on prestige levels earned. Likely all the base character designs as 95% of the characters are missing those as badges, and the rest have been for legendaries so far.
Not sure if there will be banners as well.
We would alredy be getting the prestige rewards update but it was postponed along with the now stranger things part 2 chapter. Maybe they will be in january.
Aa someone with 7 p100s im looking forword to seeing how they turn out
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Im guessing its more of a fairness factor towards the killer player. Like if they arent camping and going straight away to someone else, kindred is kinda meant for anticamp and giving the survivors information to strategise who goes for the unhook.
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I once managed to kill all 4 after the gates were opened and they were tbagging at the gate lol without even using the freddy perk or noed. But i was deathslinger and managed to grab someone off a totem right infront of the gate, and the chaos that ensued ended with all of them down or on hooks. So some rare cases it aint over till its over.
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Before the 9.3 i was playing her rather effectively with a half stealth / aura build, focusing more on ambushing people rather than claw trap stacks unless they started to loop. Still kinda waiting for that hotfix they mentioned coming where they keep what she has now but revert the undetectable length nerf. I still hope they do a full power rework tho. They also havent thought of a way to make use of her oversized powered claw that currently hits weaker than myers kitchen knife lol, and if the ai wasnt so bad i wouldnt mind making the drones into deployable minions that actively roam around detecting and trapping survivors or something. But then again any typical heavy attack idea just gets called dash slop these days.
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I heard somewhere on here that any match with an abandon is prettymuch voided off the stats and arent counted, and that it prevents mmr from moving up or down.
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Wouldnt mind an annual left 4 dead zombie event where you earn legendary skins of the other left 4 dead survivors. Seeing as their only problem is it has to be free
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The things that probably go through some of the players minds when
- 1 person gets tunneled out at 5 or 4 gens
- Theres more gens left then survivors
- The killer is downing people very quickly
- The whole team is getting slugged instead of hooked
- The killer brings a very annoying build like with devour hope
- The player themselves are getting tunneled right off the hook
- The killer is someone they really don't like playing against or is very strong
they either feel like getting to the next round faster by getting it over with, or they've tried to win in those situations many timea before and it never worked out for them so they naturally don't bother.
Im not supporting that mindset but i have felt those hopeless situations. I still push through to try and get as many points as i can before dieing and sometimes even survive, but most just give in to that mindset as those kinds of rounds happen very often in soloque.
On the other hand that vittorio just wanted to throw the round from the start out of arrogance, he probably knew you guys couldve won and sat there anyway to watch you die for some steange reason he expected more than 1 generator done by the time he went down and got mad about it.
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While i get its a toxic player problem much like griefers, beside that point ive always noticed unhooking gives way more points than someone who dedicated to doing most of the generators or looping the killer and rather than nerfing healing points, it might be better to swap the amount of points given between altruism and objectives. As people more interested in doing the gens rather than always "stealing all the unhooks" would benefit the entire team in the long run and probably deter some of the toxic hook farmers. And while thats swapped, lessen the amount needed to max out altruism so that people will share hooks and heals moreoften as the generators would be the sole focus. I believe looping the killer got buffed for points not too long ago as ive seen some game where i looped quite a bit and ended up with most points not even getting many chances to heal or do gens
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At most i can see them putting his portals on walls atleast. Ones he places of course. Might help when theres not enough space on the floor
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Ive noticed it went from about 1-2 minutes to 4-7 minutes
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033988#Comment_4033988
Are you sure that this is the case? Because Voicelines should be different from Screams and Grunts of Pain, those are not Voicelines. E.g. the TWD-Characters have different Voice Actors for each of them, because the Actors did not need to record Grunts and Screams, therefore there are different Voice Actors for the actual Voicelines and the Screams/Grunts of Pain.
Even tho, I can imagine that BHVR is sloppy and lazy there and just uses "Voicelines" for every sound a character makes…
I am sure. One test of switching to french and playing as someone like sable or ripley and all their screams and grunts are different along with the voicelines because its a french voice actor replacement. So far ive only noticed it works on sable/ripley/lara croft. And apparently vecna
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033999#Comment_4033999
That's fair, probably is a little on the nose.
I just wanted some kind of visual indicator on the actual Survivor model for the killer as to which Survivor is the one Accursed... the creepier the better 😏
Perhaps little shadow tendrils appear occasionally biting as the Survivors soul, or a shadowy traslucent silhouette of their soul occasionally thrashes in pain out of the character model, a bit like Sadako's demanifested form.
We can dream 😅
Maybe it can show differently in their scratch marks, to better avoid following them specificly if ur avoiding the penalties. Like little tendrils n claws coming out of the marks
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On the roadmap from anniversary they showed there is 1 killer , 2 survivors , no map. Which is one of the reasons stranger things 2 was one of the largest guesses as they alredy had a map like resident evil has rpd.
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It would all probably work well. Im just not feeling the whole glowing eyes thing for most of or half the match, the hud marker (orange claws) would be enough i think.
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Its also about the screams n grunts of pain. They just change voice actors not only the voice lines. Choosing none would make any of your characters dead silent the entire time (only on your end as everyone else still has it set to english)
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Yesterday i grouped with some randoms, had rize for the killer, tried to lure her away from the last generator i was fighting for only to drop near the shack because there wasnt anything to use for miles, and because i didnt have bond on at the time, the generator they were trying to finnish was apparently next to the shack so rize went over and slugged em before they could finnish the last 1%. Whole game gets blamed on me with insults and they leave before i can say anything. So i que again, same 2 people. Nothing said didnt argue just trying again maybe ill do better this time and prove them wrong. We get haddonfield and it ends up being twins with lethal persuer and news to me that victor had an addon to drop your item with weave atunement. I run upstair in the main building thinking there will be a window to jump out of but nope. So i get hooked first upstairs. And watched as nobody would come up there because the weave atunement and her proxy camping due to the current anticamp bug with twins. I died on that first hook with a total of 1200 points. Never even got a chance to "do better this time" and they abandoned once they all got slugged.
Most of the rounds i have in soloque end up hopeless pretty quick and i can really feel there is alllot less to work with even compared to before the pallet density update. It makes me wonder why i don't just play killer since they must be in their prime right now.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033636#Comment_4033636
Problem is now almost every survivor knows how to place turets and in comparison to nemesis its like getting zombie in doorway and having to kill him with m2 all the time, this slowdown is very noticible not to mention survivors see turrets from very far distance so they know where to run and two turrets in one chase thats like missing two hits and loosing like 12-15 meters distance which isnt fun at all tbh thats why nemi who is I would say little weaker more reliable and easier to play as compare to xenonorph he is even less stressfull because doging his attack is harder when the killer knows where to aim and drag it.
Ur not wrong lol nemi is much more casual to play as. I just get a lot of rounds where survivors dont know how to place the turrets. But when they do... not much you can do besides m1 mindgames. I wouldnt mind a rework to the whole tail/turret part of it as its really 1 sided on both ends.
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Im surprised xenomorph had such a low pickrate. Hes like nemisis on steroids if the survivors never bunch the turrets together, and noone ever expects him to see you from underground. He just has a significant weakness to bully squad /swf tactics as they always bunch the turrets together but id say its more of the survivors time wasted setting up than your own if you manage to break them all and go into a tunnel to chase the next person on a gen.
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I have her at p100 so im not one of the haters. But i do want a rework. I like her because of the character design. The power design tho... the one thing that ive seen most complain about with her is that her power is Boring, like Wraith's mori boring. Shes like a hybrid stealth/trap/loop denial killer but shes the only stealth killer that isnt a big license, shes the only stealth killer that just places objects as an ability. She doesnt stare at you to ambush or make you want to break line of sight in chase or anything, just plops an object and makes the tile unusable. Shes the only trap killer with no strategy or carefully planned setup. Her entire gameplay is just m1, and plop an object anywhere in a loop. Even her stealth is the most tedious to use out of all the others as its temporary and very short and has to be spammed to maintain. Everybody else can just push the button and stay in stealth, even chucky has an addon making it last quite a while.
So yea her most commonly hated trait is how basic, simple, and boring she is in terms of gameplay mechanics. Even i wouldn't mind a dash merchant as she can finally make use of her oversized powered claw blade that so far just works like a knife lol
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Im asuming they will go all out with atleast 2-4 legendaries and skins for all. Joyce n hopper seem like the best fit and then eddie and robin for legrndaries on steve n nancy, seeing how the relationship got rocky before they might try to get more content then last time all packed in at once incase it happens again.
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Can't really tell whats going on over there. At one point they are making changes based on statistics only, then when complaints come in they don't rely on the feedback given or even their fog whisperers to figure out what a good solution would be, while taking extra time by pushing things back to figure these solutions out, only to come up with stuff that makes no sense to either side. You would almost think they are being rushed twice as hard as usual to get stuff done as thats the quality coming out of every update so far. Im surprised they havent just told us the next chapter alredy to give us atleast 1 possitive thing to look forword to and hold onto hope. I highly doubt the bone chill event will be so amazing that everyone ends up feeling better about the game lol.
But most importantly, i believe i speak on behalf of the entire dbd community when i say : we need a Shanoa legendary skin on Trevor Belmont.
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Yea and Shanoa needs to be made into a legendary skin as wellas Simon Belmont. And Richter's face needs to be fixed. And Daryl's screams/grunts need to be replaced (along with Ricks). And the Resident evil / Silent hill / Alan Wake legendaries need badges. And visual updates for silent hill's legendaries. And Rize needs a badge or banner of her own.
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Or make it so stakeout does not trigger hyperfocus stacks unless manually hitting a great skill check.
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I was playing out a round and managed to loop the killer long enough for the last gen to pop while i was being carried to the hook to die. Got hooked, and before my character could die the game crashed, kicked me out and made me fill out a crash report. So i went back in, messed around with some cosmetics, click play and BAM 5 min dc penalty. Until they fix crashing and connection problems on their end causing dc penalties, its not justified to make it even worse.
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If anything they should make you undetectable when placing AND recalling a drone. Nothing wrong with having undetectable for a long time many killers do it, several perks can do it.
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@CrossX2 said:
so I played only killer for like almost 2 weeks now. I almost never played as killer so I’m not a pro at this.
But now I really don’t understand why killers are complaining that the game is survivor sided this is definetly not true. I won almost every game each match I always let one survivor go cause I felt bad for them. I played fair, no tunneling, no slugging no camping, I didn’t even really equipped perks. So this game in my opinion is definitely not survivor sided.Thats an mmr thing. Every killer has their own matchmaking rating unless you get 1 to skyrocket past the "softcap" where it places the rest of your roster at a new minimum difficulty. If you play the same killer for a couple days maybe even less, youl eventually constantly get swf teams, ttv teams, bully squads, swat teams. And the things they are capable of can make you feel helpless to get even 1 or 2 hooks before all the gens are done. Im not justifying the tunneling or anything i just mean the game isnt properly balanced around survivor teams using 3rd party communication software that start each game with a plan and strategy, as apose to the people youve currently played against which either don't know eachother at all or at most have a duo of 2 players working together. Which is why the game is survivor sided when it comes to swf teams, killer sides when it comes to the traditional random soloque players
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@pickle4juice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030543#Comment_4030543
Damn, I thought I came up with something origional here.
Itd also be heavily exploited by bullies and sabo squads. It would make the basement almost impossible to hook in unless you are expecting a "claymore". Itd also be the easiest blinding tool in the game to use for vanishing from chases. Sabo squads would bait you to try and hook at certain hooks, break those and then you go for the only nearby one left and bang claymore.
And what i mean by the most annoying part of xeno, is swf teams like to make entire "safe zones" where they will always run to to make you much easier to loop by placing multiple turrets, and now also claymores lol
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Yep. Most games these days with a bunch of characters having different abilities, usualy has at the very least - a tiny video showing what each ability does and an example on how to use it. Everytime we grt a new killer nowadays we have to read a wall of text and try to visualize how they work, then try it in the ptb to see what it does. Game has tons of characters that all cost money or slowly earned shards so they wont even be able to afford to see what each killer does unless matched against them or reading the wall of text. Getting clearer information without having to directly play as something would go a long way
Currently the only effective way to learn how to loop certain killers better is to play as them and see their weaknesses/cooldowns etc. As an example my friend didnt know theres a small window of time that wesker cant hit you after using all his dashes, which is enough time to vault a window etc, and she didnt think shed make it to the window and died trying to go around instead. She also just died learning about heal tech in exit gates today lol trying to shrug people off with shift key and as soon as she did they got to pick her up instead of crawling that extra foot to the end.
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Singularity probably. Theres a whoooole story there and lots of people killed
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@SoGo said:
It's getting rolled back, so WoO is fine.
I think they mentioned adjustments to some maps with problems. Not a full rollback on pallet density. But another reason people would use it less is like people relying on technician for the first while till they get the hang of skillchecks
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I wont lie and say ive seen sables singlehandedly get the whole team killed several times lol. But that was just a few times. But it seems most of the community experiences that more often and then places that assumption on any sable they see. Ill admit for some strange reason i play extremely well on nancy or rebecca or aestri, yet if i ever play as leon i end up making tons of facepalm worthy mistakes lol. My duo partner is a sable main at p100, so ive had to defend her a couple times. Theres even a specific player we know by his name thats against sables, and first played against him when he was on a blight. Tunneled her off etc started getting the other 2 randoms after her to. Everytime we see him pop up in our survivor lobbies we scare him off making it sound like were going to turn it into a 3v1v1 lol he always ends up leaving. But yea there are sables that dont play well probably like the leon effect, but its not all of them and u don't see people hating on leons for some reason. Shes just the most attractive original survivor and most have no reason to switch from her.
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I had one time where a nemisis facecamped and tunneled me off just for playing as rebecca. But i used every second correctly, pulled myself off at the last second of each stage, looped for several gens each time, everyone else got out unscathed. I felt it was more of a win. But thats like the most ideal situation you could ever have being tunneled - killer lets you unhook urself, teammates take advantage of his focus on you to crank out gens, your against a killer you know how to loop well etc. Most experience the exact opposite. Killer waiting out of anticamp range, people pulling you off the hook early, then following you around failing to get flashlight saves and reducing generator effeciency. And some dont feel confident in looping someone that focused on them so they give up since they know they arent getting any points out of the deal etc.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031258#Comment_4031258
Cheers! Indeed posing an actual threat as a 4.4 killer when people can so easily subvert your traps is a constant source of pain...
This is what always leads to Hag's playimg her in such nasty ways, such as Rusty Shackles, Mint Rag, Franklin's and Weave Attunement, and then trapping the hell out of hooks. It's effectively her equivalent of basement Trapper, her power can be shut down so easily, you basically have to force Survivors to play this game to pose any threat at all.
I also appeciate the response in general! Trying to get a conversation going about Hag sometimes feels like trying to sell car insurance door to door... even though it's something that ignoring it causes a big problem when it crops up, no one wants to hear it and would prefer you to just leave 😅
I hear you lol ive been begging for shanoa as a legendary skin in every way possible since the castlevania rift, only for tons of people to say "we alredy have shanoa on yui tho?" Lol. Its tough trying to get ideas across to the community or devs, especially when it involves a character the community barely seems to care about.
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It was much worse for survivors back when everyone including the killer could see the prestiges before the round even started making everyone in the lobby harass you ingame. Ive even seen someone facecamp and hard tunnel someone off the hook because they were p100 and say in the end game chat " omg i actually killed a p100!" As if prestige makes you invincible or perfect at the game lol. Its not so bad when all they can do it comment on your prestige after everythings done. I know what you mean tho ive got 7 p100s and i don't go all out trying to win all the time im just playing my favorite killer/survivor and then even if u just let them win cuz u arent interested in sweating against bullies they will still be like "p100 and for what?!" You don't have to worry about them. You can turn the end game chat off while playing killer to avoid anything like that or just click the leave button as soon as the round ends if u know they are going to say something.
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When i last tried to play hag i got to a generator that was nearly finnished, with 2 survivors on it, they spread out in 2 seperate directions of the hallway and waited for me to chase either one. If i placed a trap the other would wipe it away and work on the gen, if i went for the other - same thing. If i didnt commit to either of them, the gen gets done, if i stay and protect the gen, the others get done by the other 2 survivors. It felt pretty helpless. And the ward effect you mention of not being able to easily wipe them without it going off within 30s would certainly help with that scenerio. And her biggest frustration point with survivors is the minefield around hooks camping playstyle which thatd also prevent. Sounds like decent changes