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TheClownIsKing

TheClownIsKing

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  • @Trwth said:

    I would completely rework No Mither to fit in with David’s aggressive, protective playstyle.

    Essentially, you take a hit for your teammate and for the next minute or so, you have Iron Will and stun the Killer for 50% longer with a pallet (which is a 3-second stun).

    Not that strong, but it sounds pretty fun in my head.

    No Mither already does compliment David’s intended aggressive play style.

    No Mither was the original anti-tunnel/anti-camp perk before DS and BT were introduced.

    Someone camping the hook? You’re meant to rush in, DH to avoid the killers first attempt at stopping you, get them off the hook and expect to them go down. Now the killer is in a position where they’re allowing you a free revive if they don’t pick you up and instead choose to tunnel who was unhooked. Obviously most killers won’t let you do that, so now although you’ve hook traded, you’ve still given your team mate another chance at the game.

    Someone being tunnelled? Same story. Run in and take one for the team. Again the killer is stuck with the awkward position of knowing they cannot ignore you and come back to you later.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234275#Comment_2234275

    No Mither isn't much of a stealth perk. Iron Will completely outclasses the less noise aspect and Lucky Break does the same to blood trails - less time but better effect. No Mither's most prominent aspect is the infinite pickups - as made obvious on how all other self-pickup perks have far more limited conditions on when survivors are able to do it - and that function is immediately hamstringed by the perk announcing itself the second the killer loads into the game, so nobody with a brain is going to leave a No Mither user on the ground unless they're memeing.

    "Start out healthy" isn't an unfair demand when it's the only way this perk isn't going to immediately shoot itself in the foot. If you want a stealth build, No Mither is not your cornerstone.

    Your rework sounds like a decent perk, but it's removing the utility that half the players who do run No Mither use it for because you personally don't use it like that. Which... may be a result of that being useless on account of, again, the immediate injury destroying that part of the perk. (But it's a tossup on whether I see it in Resilience builds or whether I see it in Tenacity/Unbreakable builds... or when I see someone with it who's just yoloing and showing off just how confident they are about chases, but usually people who run NM do so with a plan.)

    (And no, not being immediately injured doesn't break NM/Resilience builds, it just means you don't get Resilience straight off the bat.)

    It’s a stealth perk, just not a top tier one.

    If the killer has any lapse of concentration by accidentally leaving a No Mither user downed, the killer will have much more of a challenge finding them (without Deerstalker) if they crawl off first, which is exactly what a No Mither player should be doing if they’re downed.

  • @glitchboi said:

    Personally, I would rework it to make the survivor start the trial healthy, then be unable to be healed in the injured state. The broken status effect will show to other survivors, but not to the killer. This is a basic rework idea that I'm sure others have thought of as well.

    I wouldn’t rework it at all.

    I like challenge, and I like the unique builds and strategies No Mither can offer via its big risk and reward concept.

  • @SalmonDean said:

    Yes! Especially Claudette. It’s why I love having her in my lobby as she makes me laugh so much. Seeing her do a back-flip and scream is comedy gold. Honourable mentions also go to Jake, Jeff and Ash.

    You mean back flip?

    And yeah, I find Jeff’s short, abrupt “ungh” pretty damn funny too.

  • @gatsby said:

    @Laluzi

    I don't think making Hag Trap's dissolve when they're too close to hooks, gens or exit gates like Pyramiad Head would hurt anything that actually makes her interactive or skillful to play. She'd still be able to trap strong loops and set up her webs.

    It would just make endgame exit gate camping, hook camping and rusty shackles gen grabs never happen again. Which I think the majority of the community would be fine with.

    I’d cry with pure, unadulterated joy if this day ever comes.

  • Well seeing as Boon perks are on the way, i’d love one that provides permanent aura blocking over an unlimited range until the Boon is deactivated.

  • @Phasmamain said:

    Not hook related but tapp’s injured grunts sound like this guy

    https://us.v-cdn.net/6030815/uploads/P9WSVO8Q6CBN/d7174845-a434-4857-9c79-4e6e460ab45d.gif

    @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234251#Comment_2234251

    God I think about him every time I hear Tapp's injured grunts, it's so damn accurate.

    Lol

  • @TwitchyMike said:

    I think I can speak for most people that spirit is just broken. Correct me if I'm wrong but anyone who I talk to about this game says spirit is just broken. I get it it's the normal part of gaming experience for one thing to be over powered. But sometimes games against spirit...... I'd have more fun hitting my junk against a hot stove lol xD

    I should clarify I've only logged in 157 hours into the game over the last year so maybe she's always been this way?

    Whether you deem it hard or easy, nonetheless tracking via sound is a skill.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/254073/mom-what-if-it-were-reverted-but-accompanied-by-particular-conditions

    I'd probably just remove the aura reading part of Mettle of Man since it's already hard enough to activate, so why add more salt to injury?

    Maybe we can experiment with only two protection hits for activation on the PTB and see where it goes?

    Your idea would still allow survivors multiple health states, and it can still be paired with Adrenaline to negate the exhaustion negative. Blindness is not solo queue friendly, would be better to replace it with Oblivious instead.

    I forgot about Adrenaline. Good point.

    Still though, I stand by my ideas on Blindness. If MoM were more accessible, I’d hate for the potential to abuse it with OoO.

  • So it could look like this:


    Evil has a way of always finding you.

    After getting hit 3 times by a Killer's Basic Attack, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer, and you will be afflicted by the Blindness status effect.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time. You are afflicted with the Exhaustion status effect for the duration of the trial.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233885#Comment_2233885

    The issue is power creep. That's why stackability (is that even a word?) is being limited via various conditions, i.e. cooldowns, basic hits, etc.

    Thank you. You get it. That’s the term I was looking for: power creep.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234023#Comment_2234023

    Is holding M1 and/or sitting on a gen with another Survivor really that hard? Also, I guess people who run Ruin and Pop are boring.

    BTW, TC actually put SURGE on the same level as Pop... they don't even synergize well at all too. Someone else here actually said this already as well.

    All it takes is a survivor already on a gen when Surge activates to stay on it, and the killer is free to give that gen an additional 25% regression.

    This isn’t exactly uncommon. How often do you come across Survivors that will intentionally think “oh I better not touch that gen again now that Surge has popped”? Particularly if they’ve almost finished the gen.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233976#Comment_2233976

    ... Are you serious? "We see many of the same Survivor perks because of the vicious cycle of killers stacking perks"? Did you miss the part where these perks aren't broken when stacked? One of these doesn't even chain well with stuff like Pop.

    Dead Hard and BT aren't ran because of gen perks, last I checked, they're ran because their effects are good and no other perk can compete.

    Have you ever considered that you are just fearmongering and that YOU are ignoring what I have said so far about these perks not being broken? These aren't "game breaking", you're just scared of anything strong happening. Don't you understand? You're the problem.

    For goodness sake. I’m tired of blatant ignorance.

    I never once said this build was strong. It may even be a poor build example of what I’m trying portray, which YOU ARE MISSING THE POINT OF ENTIRELY.

    I’m saying any future gen perks will have any number of conservative conditions to activate because the devs need to consider potential oppressive outliers when 4 perks are stacked together.

    This will become MORE complicated as the list of gen defence perks grow.

    I’m not saying there’s anything wrong with stacking perks, or the killer intentionally providing themselves the best advantages as possible, because that’s the most logical thing for any player to do.

    I’m simply saying that such stacking shouldn’t ever be so strong that outliers occur that make it impossible for the opposing side to deal with. That’s it.

    Now Chill.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233939#Comment_2233939

    https://forum.deadbydaylight.com/en/discussion/comment/2233944#Comment_2233944

    The devs are already considering the outliers. That's why individually these perks (except pop) are on the weak side.

    Who is going to run Eruption as their sole gen defense perk? No one. Same with Oppression

    Eruption and Oppression solely exist as perks to combo with other gen defense perks, because on their own they do barely anything.

    Even Surge is a bit hard to justify as a sole gen defense perk, but it does at least allow you to bypass kicking gens like ruin which is a time save.

    Sorry, I phrased myself poorly.

    Yes I agree, the devs already are considering outliers when it comes to perk implementation.

    Thats my point. This is what we can expect of future gen perks because they will always from now on be considering “what if it’s stacked with... (insert perks)?”

  • @[Deleted User] said:

    If we're talking about stacking, Corrupt/Ruin/Pop and something like Tinkerer/Discordance/Survellaince is still doable and way better than the combo you mentioned. Perks like Surge and Eruption just limit killer builds and are too unattractive for players to use, hence why everybody sticks with the trio I mentioned.

    Surge and Oppression are nice due to being passive effects, but Eruption manages to be a whole another level of bad. It's so much work for such a meh regression that you might as well run something like Ruin or Pop instead. Then you add the huge cooldown where you play with 3 perks and the basic attack requirement (why a perk that comes with a killer that has a special attack has this???).

    The point of my post isn’t “which build is better”. My point is about how such stacking allows for outliers that could potentially be game breaking, which is why they have conservative conditions.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233944#Comment_2233944

    To justify sweeping changes.

    This is exactly why we have so many useless perks on both Survivor and Killer btw, and why Demogorgon's perks were unfairly nerfed when leaving PTB. It's the same ultimately unhealthy mindset that leads to seeing the same 4 Survivor perks per game.

    (BTW, the devs do consider niche circumstances, they did so with Demogorgon iirc.)

    We see many of the same survivor perks because of the vicious cycle of killers stacking perks. If these gen perks were made any stronger on their own, it would only reinforce many survivor mains perception that they NEED their second chance perks because of how unavoidably long matches would/could become.

    I can’t believe your refusal to accept how potentially game breaking certain stacking could be with perks even WITH their existing cool down.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233908#Comment_2233908

    And yes, the "fair" thing. Anything that could pose a challenge = broken. You didn't say anything original here.

    Like I said, the DBD community fears change... also forgot to mention that they call anything that could give a new problem instead of hold M1 "broken" and how it "needs to go" (AKA nerfed so they don't have to think about it) so they can stick to the same safe things. :)

    ... And yes, I AM saying that none of these are broken stacked together. Carefully go through the conditions for these to activate and what they do in practice and the point falls apart.

    Outliers happen. Regardless of how remote.

    Just look at the mistake they made with the Freddy Rework, and Swing Chains, Jump Rope, and Outdoor Rope. These on their own only provided incredibly small amounts of reduction to gen repair speeds. But stacking 2 together with Thana, Dying Light, and Pop became a real big problem.

    Small numbers that can be paired with other seeming small numbers in this game matters.

  • @Crowman said:

    Surge honestly doesn't work that well with perks that require you to kick gens. You block yourself from being able to kick the gen if you surge it.

    Oppression has a long cooldown and can go on cooldown even if you never affect another gen with its effect.

    Eruption requires you kick a bunch of gens for only 6% regression. It's a pretty bad perk and I doubt anyone will seriously run it.

    Honestly, this will never be an issue as long as devs keep releasing rather weak gen defense options.

    My point is that the devs need to consider outliers.

  • @Crowman said:

    Surge honestly doesn't work that well with perks that require you to kick gens. You block yourself from being able to kick the gen if you surge it.

    Oppression has a long cooldown and can go on cooldown even if you never affect another gen with its effect.

    Eruption requires you kick a bunch of gens for only 6% regression. It's a pretty bad perk and I doubt anyone will seriously run it.

    Honestly, this will never be an issue as long as devs keep releasing rather weak gen defense options.

    Except it’s not entirely improbable either for all 4 perks to give rapid regression in quick succession either.

    Although the scenarios you presented is likely, it’s also equally possible that a killer could have Eruption active in a well defended area, meaning both Surge and Eruption immediately regress those gens by 14% just from a single down. Now imagine that other survivors were on those gens and try to continue working on them again once the 14 seconds of incapacitated elapses. One of those gens gets an additional 25% regression, and if Oppression happens to affect the other gens already affected by surge and Eruption (and the survivors fail the Oppression skill check), that’s another 10% regression.

    So on the one hand, yes your scenario could result in poor luck for the killer whereby they’re not getting much value from the stacking. In another, one gen could be reduced by 39% within seconds, and a small group of others could be reduced by 24%. All from a single down/hook, and one kick.

  • @OopsAllHexes said:

    So what? If the Killer dedicates 4 entire slots to gen defense perks, they should be rewarded.

    The DBD community actively fears doing anything interesting with perks because of specific situations because they hate change, it's honestly impressive on how no other community has this fear and desire for stagnancy.

    Sure, rewarded, but fair. There are 5 people playing, not 1.

    4 gen perks stacked together shouldn’t be so strong working in tandem that survivors are just spinning their wheels, and bothering to try to do their objective becomes almost pointless because of the almost constant regression occurring.

  • @Bonquiqui414 said:

    Ok I can’t be the only one who finds scratches incredibly buggy. Some examples are when a survivor turns a corner sometimes they don’t register, sometimes they show up in a room that the survivor never went in, they don’t show up on stairs time to time, the survivor you just downed still leaves their own scratch marks for some reason, you still can’t see them in dark grass, and coldwind and ormond is straining your eyes at that point trying to track them. As a person who already has a problem seeing this is a huge annoyance.

    It is a latency problem, and has existed since the implementation of dedicated servers.

    It drives me nuts some matches. I turn a corner and momentarily stop because I think the survivor has attempted to juke me and double back, but then I see that they never stopped running, and I’ve just allowed them to gain distance for free. All because there was a delay in scratch marks showing up the way they should.

  • @lemonsway said:

    Just remove the cooldown. Why cooldown on a gen perk that has minimal effect and needs set up? It's the same as the cooldown on Thrilling Tremors, just why? TT already has a decent requirement, down and pick up a survivor, for minimal effect so why add a cooldown to that? 16 seconds is nothing in DbD for both sides but for contrary reasons, 16 seconds for killer is not pressure and 16 seconds for Survivors is no problem.

    It needs a cooldown because of the potential for oppressive stacking with other gen perks like I previously mentioned.

    As I said, adding more gen defence perks will be trickier now and in the future because the devs need to balance around players stacking them.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232700#Comment_2232700

    Wow, how the hell did I miss this perk? Thanks for the info, I can't wait to try it now!

    Probably because Open Handed doesn’t do anything on its own. It has to be paired with other aura reading perks (or what I said about keys).

    Best thing about Open Handed is that it affects the whole team. I always feel good running it when in the post match results i see other survivors running (for example) Kindred or Windows of Opportunity or Plunderers, and knowing my Open Handed helped them a lot.

  • That’s what I’ve been doing almost identical to yours with Built To Last instead of Empathy.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232693#Comment_2232693

    Nice, thanks for that tip! I would never have taken a second look at Ace. So they stack? That's like 150+ feet.

    Open Handed extends any ranged aura reading by a HUGE amount.

    Works with:

    • Bond
    • Tier 1 and Tier 2 Empathy
    • Plunderers Instinct
    • Kindred
    • Buckle Up
    • Better Together
    • Visionary
    • Saboteur
    • Windows of Opportunity
    • Detectives Hunch
    • Keys (Gold Token, Eroded Token, Blood Amber, also stacks with the range increase of Scratched Pearl).
    • It’s supposed to partially counter the effects of Knockout, but it’s currently bugged and not extending the readable aura range.
  • @miketheratguy said:

    I play stealthy so I love using aura perks like Bond, Dark Sense, Kindred, and the fourth I sometimes swap around but often use Urban Evasion. The pro is that I get a lot of information about where my teammates are and what they're doing, as well as occasional updates as to the killer's movements as well. The con is that I have no advantage when I'm caught.

    Bond with new Open Handed is phenomenal. It gives me so much info.

  • Recently, as survivor I find it fun running Open Handed, Streetwise, Built To Last, Red Key, Scratched Pearl, Blood Amber.

    The ultimate “keep track of the killer” since the change to OoO.

  • @Kira4Evr said:

    P3 Claudette on Saloon:

    Urban Evasion || Iron Will || Calm Spirit || Self-Care

    Item: Skeleton Key + Blood Amber & Prayer Beads.

    Infinite Med-Kit:

    Streetwise || Self-Care || Botany Knowledge || Empathy

    Item: Ranger Med-Kit + Gel Dressing & Gauze Roll.

    Ultimate Self-Care:

    Botany Knowledge || Resilience || Desperate Measures || Self-Care

    Item: None.

    Why would you not add Built To Last in the Infinite Med Kit build?

  • @Keezo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231723#Comment_2231723

    To NOT camp as Twins, you have to actively move both characters away from the hook. If you want a Twins to DECIDE to waste time with no profit, you need to do so as well when facing them.

    Huh?

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232381#Comment_2232381

    That would gut Hag to being a bottom tier killer. Maps like Wreckers yard and Rotten fields would be near unplayable for a Hag. I get wanting to change Hag, but gutting her like that is not the answer. The only way a change like that would be acceptable would be giving her speed buffs to movement and trap setting speed.

    How would preventing her from trapping a hooked survivor gut her?

    Are you implying Hag simply cannot win unless she tunnels?

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232312#Comment_2232312

    Does hooking a survivor auto delete the traps that are within 16 meters in your ideal version of her?

    Yes, or disables them temporarily.

  • Personally, I can’t see why anyone would choose Trickster over Plague.

    At least with Plague I only have to get one little bit of purge on a survivor, or force them to vault an infected window, or touch an infected pallet, and I can then leave them if I choose to.

    There are two definitive outcomes: they’ll either give me another corrupted fountain, or they will become broken without me putting in any further effort.

    Trickster just seems like unnecessary effort and headaches compared to Plague.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229668#Comment_2229668

    16m from hook so she can barley place traps anywhere

    Not from any hook, just the ones that a survivor is hooked on.

  • @NMCKE said:

    PROLOGUE

    Been playing the Twins and they are pretty fun, love them. However, I'm not sure on where they stand at within the game, fun and game balance are two completely different things...

    Therefore, I ask the community to discuss where you think they stand in the fog and if anything... What do they need to be more healthy for the game? 😁

    I think they are in a good spot.

    There’s actually a lot more nuance to their strategy than I first thought. Victor as a sentry is way more useful in many scenarios. Oh and by all means kidnap Victor. It just makes the game WAY easier for me.

    So yeah, there’s more to them beyond plant Victor or Charlotte near hooked survivor.

  • Especially where Twins are concerned because they aren’t actually a bad killer. That’s just an unwillingness for the player to learn how to do well with Twins without “plant Victor or Charlotte near hook”

  • @bowo said:

    I'm certainly open to more idea for changes to Hag, but the before anything else, I'd like them to address the traps at hook. I feel the solution is simple - Hag cannot place traps within x meters of a hooked survivor. If any traps already exist within the radius when a survivor is hooked, they will disappear and be added back to the Hag's "inventory". After this hypothetical change, they should see how Hag plays before any other significant changes.

    I can agree with this.

    Change this, then gather data.

  • @CLAUDETTEINABUSH said:

    Incredible 10/10 rant forum from an entitled survivor main. I, the hag main that I am, accept the challenge of debating you.

    A) Hag has a really weird play style that revolves around her making a web. That means that you can walk around the map, if you have the brain capacity to guess where her web is. And by the way, why walk? To keep your sprint burst? I'm surprised you didn't talk about running. Interesting.

    B) wow, If you step into a trap you get hit! Groundbreaking! So by that logic trapper needs a nerf because if you step into his trap you're stunned.

    C) that's incorrect. The trap is coded in a pretty balanced way: if you step on it and move into its direction or hold w whilst running towards the location of her phantasm due to the camera turning, you'll get hit. But if you trigger the trap and run in the exact opposite direction the hag cannot BY ANY MEANS hit you if she performs the teleport lunge. So that proves two things here: you haven't played hag enough or at all and you don't know how she works.

    D) I actually agree on this one, if you get trapped on hook it's a real 50/50 if your teammates understand that you're trapped. And when they unhook they're in a lose-lose situation: if they run they'll get hit, if they crouch they'll lose a lot of time and the hag might have time to return on hook by that time.

    "There is absolutely NOTHING BALANCED about a killer whereby the determining chances of success against them is whether someone in the team happens to have the correct item.

    I just don’t get it. How?! HOW?!"

    Hag is a strategic killer. In order to easily defeat her you need to harass her web, that means surveil her movements and acting accordingly, something that it's not common on the survivor role. It's true that flashlights are also her weak point, alongside urban evasion, but let's keep em out of equation.

    "All she provides is a lopsided experience for the killer using her, and misery, frustration and a sense of pointlessness “why even bother trying...” for the survivors."

    I actually agree that her chases can feel one sided sometimes, but it's because of her role as a trapping and methodical killer. If the trapper traps a loop and you step on the trap, I believe that it would also be a one sided chase. What you argue rn is "if a hag plays correctly then the chased will end quickly", no #########! If every killer plays correctly then the chase ends quickly.

    "Please, why aren’t more of the community speaking up about Hag’s very real, very big problems?!"

    Because they're not big, neither real, sorry bud.

    "i’d also like to add that ever since the change to Ruin, it is now an absurdly frustrating perk to deal with when hag runs it."

    Hag doesn't even need slowdown, the only slowdown I run is sloppy. So you really haven't played against a lot of hags. I assume you played against a hag and she destroyed you, so you decided to complain in the forums.

    "anything that’s either an objective or a loop/vault that’s likely trapped"

    NO #########! Where should a killer that traps #########, use their traps?! Randomly on a corn field?!

    "She is a stain on DBD. The only positive thing about her is that she isn’t played prolifically for some odd reason."

    I disagree. Methodical killers are a good addition in dbd. The reason she's not played it's because swfs destroys her and she needs a lot of game knowledge to use her in her full capacity.

    So basically what you're saying is: I can't hold m1 on gens or hold w against this killer pls delete!

    What I'm saying is: you need a brain to play against a hag. But I do agree on the hook argument.

    Clarification: are you claiming I’m an entitled survivor main, or stating you are?

    I’d hate that you’re disregarding my long history advocating for fairness for BOTH sides in this game.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231624#Comment_2231624

    Did you not read my initial post?

    I literally stated that one of the changes she needs is increased distance of placing traps near hooks to prevent the heavy hook camping.

    My apologies.

    I did see that, but forgot at the time of responding to your latest comment.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231610#Comment_2231610

    Why do I not see games like this almost ever then? Could you have carried them better?

    Even then, that admits the issue isn't Hag, it's matchmaking, ranking, and rank reset problems giving you bad teammates in solo queue. Your focus should be on fixing those, not Hag.

    I can’t even...

    So at the very least, you can’t see issue with spamming traps around a hooked survivor?!

  • @Akito said:

    Yea but do you trust the design team anymore?

    Just look at the last 1.5 years, Every Killer has an unhealthy ability. The worst one is Trickster. Not the strongest, but unhealthy af.

    If you want them to rework hag she will be sth worse, most likely.

    I have faith. I think the team have improved fairness and balance substantially over the past year.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231588#Comment_2231588

    If this is the actual scenario you are in either you or your team are playing like complete potatoes. This scenario is a skill problem, not a Hag problem.

    As a solo, it is beyond my control what team mates I get.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230401#Comment_2230401

    You swing into them and pop them from your radius when she's busy/animation locked.

    Yeah, I’ll just jump off the gen I’m currently on, at 5 gens, with Ruin still up, and Hag is at 3 or 4 hooks already, and I’m still not quite sure where traps have been set yet...

  • Also....

    As far as I’m concerned, Party Bottles are mandatory when choosing to not use other add ons.

    Those survivors need to celebrate receiving their smack in the face.

  • Thanks for the encouragement, but even at my Clown peak I think this challenge is nigh impossible. Not so much achieving wins under those conditions (because I’ve slaughtered teams previously while add on less or perk less, or meme’d with nothing else equipped but monstrous shrine or Zanshin or mindbreaker), but successfully achieving that 10 times consecutively is way too much of a stretch.

  • @Mazoobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230180#Comment_2230180

    Those maps in particular are just outdated. If anything, the basements in all of the maps appeal more of a horror cliche than those 3. I don't know anyone who "enjoys" playing on them. The reworks for them were also disappointing, I would've expected more from shelter woods and the main tree, but nope just a huge dead-zone.

    Correct. Making those areas risky and scary. Repair gens there at you’re own risk.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230508#Comment_2230508

    What mistake?

    It's not like the lobby says "On, btw, Hag" on the screen. I don't get into a match with Hag and think to myself "darn, I forgot to bring a flashlight or Urban Evasion... Guess this mistake will cost me the game."

    "Oh, I guess I shouldn't have unhooked the survivor. Whether the Hag trapped this hook or not, I have to slowly crouch-walk in, unhook, pray the other survivor also crouches, and slowly crouch-walk 8m away just to stand back up, and-- oops, too late, the Hag's already ran back here. I made a mistake for trying to unhook a teammate while the Hag exists..."

    Exactly

  • @UseTheValve said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230030#Comment_2230030

    You won’t need to crouch walk everywhere 🧐, if you been playing for 4 years you would know that. If you are playing against decent hag then you known she’ll web a 3 gen usually that’s where you want to crouch and that’s where you want to pop a generator ASAP.

    She has counter play, terrible hag will put 6 trap near a hook that also means there maybe only 4 trap somewhere else, it’s the equivalent of a face camping trapper just move on.

    Good hag will usually put one around the hook and somewhere that’s not super obvious.

    Also kudos on comparing Freddy and demodoggo to hag, they totally don’t play the same.

    You would need the auto camera following otherwise you would just be disoriented as ######### depending on which side the survivor popped the trap and which side you were looking.

    The only thing I would consider a Fix for hag is somehow remove the ability to use the mouse wheel as a teleport button, that feels cheap AF but I don’t know how BHVR would do that .

    About your first point: I think and behave that way, but then the next thing I know is that I’ve walked and triggered a trap that was practically invisible absolutely nowhere near nothing significant or important, where it makes no sense as to why it’s there. Oh great, now I’m downed and going to be proxy camped.

  • @Aven_Fallen said:

    I have seen exactly two Lucky Breaks since the change - one on a Nea without Iron Will (which made Lucky Break pointless, but maybe she had an Archive-Challenge) and one on a Yui who was doing her Adept.

    The Perk got nerfed too hard before going to live, the Devs got scared and a bad Perk stayed a bad Perk. Even with 90 seconds, it only had potential to be Meta, but with 45 seconds, no way the Perk will be used. And we see that, nobody uses it.

    And I have to agree, the Perk is probably weaker than before, at least for those, who used Lucky Break before and were fine with the effect of just removing Bloodstains.

    Yeah, I’d rather go back to (up to) 3 minutes of no blood trails.

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