Withered8
Withered8
About
- Username
- Withered8
- Joined
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Comments
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His addons aren't bad at all, they are just hard to use, a theme for more recent killers.
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4 urban blendette spinechill claudettes
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@Bootlegmoth said:
Honest question... Why do people hate deathslinger and not huntress?
They're both ranged, slinger has infinite ammo but tbh it's not hard to reload as huntress. And a skilled huntress can down you from much further away while slinger has to reel you giving that (admittedly very small) extra chance to escape.
I see a lot of slinger hate but not huntress, if someone could clarify why for me I'd appreciate it.
Because deathsligner has an instant aim time and instant ads, meaning as survivor you can't physically react to the shot no matter how good you are.
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@Crawler24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1747982#Comment_1747982
These are very easy to dodge ...
Ur basically saying u want the game on easy mode where there's nothing you can do as survivor but rush gens, which sucks for BOTH sides.
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@MigrantTheGreat said:
I actually enjoy playing against Slinger, I feel that his counterplay comes from positioning rather than mindlessly holding Shift + W and playing Ring Around The Rosie with a pallet!
People that say this
https://forum.deadbydaylight.com/en/discussion/comment/1747735#Comment_1747735
Are the type of survivors that got so use to mindlessly looping, they refuse to use their brain against killers that makes them play differently!
Ur also sounding like the type of survivor who would just run as far as possible and hold w, because if ur not looping what are you doing?
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@HommeBizarre said:
I play both survivor and killer (50-50)
I main nurse and deathslinger (cuz those 2 killers aren't stopped by pallets that much
and In fact when I play survivor, I love playing against the Deathslinger because I have to change the way I play... Especially with pallets because he can just shoot when I throw them.
Having fun against Deathslinger is possible, the hit box of the spear is quite small, you just need to brain by running to the left or to the right...
In my point of view he's fun to play as and against
How you do change the way you play so you can survive against him? if a deathsligner has half a brain they will shoot you before you even get behind a pallet, and even then if you pull it is shot if u don't you'll either get m1d or they'll shoot you around the side or wherever you try to run.
And if you move to the right or left like u said, he'll just smack you with his m1 or walk up to you. How is that fun? Hoping he misses?
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@ZaKzan said:
You just can't hold W against him like you can pretty much every other killer. You have to think about your position and you have to keep an eye on him and you have to juke randomly. You cant throw a pallet and then beeline to the next tile like you can with other killers. Deathslinger promotes dynamic play, and the majority of survivors prefer static play, like going to a tile, looping it efficiently, throwing down the pallet, forcing the killer to kick the pallet, then beelining to the next tile.
Your choices do matter, the problem is you are making predictable choices. It is almost impossible to hit a survivor that truly randomizes their jukes. The deathslinger players that are very accurate are as rare as good nurse players.
I think that you are trying to say is that you can only hold w and waste as much of his time ad it takes for him to catch up. How do you loop a tile efficiently against a deathsligner? Hope they are bad so you'll have an easy time?
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Devotion 13 level 98. 3300 hours
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@WestX said:
Repressed alliance stops ALL gen interactions on that one gen afaik, any form of regression or generator based perks.
I thought surge worked on repressed generators. I could be wrong but I swear i've seen gens explode when they are blocked.
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@MadLordJack said:
I have no idea, but I can say that since Repressed Alliance (as with all blocking perks) prevents generators from regressing it's not to big of a deal even it the regression gets applied, since it won't actually start ticking down til the perk expires and it's an easy tap away from being stopped.
Oh ok yea all i was thinking/hoping is that it stopped regression until it ended. I didn't realise killer blocking perks stopped regression tho should keep that in mind.
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I've had mixed feeligns with these chapters. I love blight so much and i think he's potentially the best killer designed in the game, and i think the twins has a lot of potential to be cool and im imagining they'll get heavily buffed before they come onto live so i think ppl need to stop freaking out about them being weak. On the other hand tho we've gotten deathslinger who oh god personally is just so boring to play and vs, like bringing a gun into a game which has nothing to do with shooting or fighting? Pyramid head was also painful until they changed him as now you can be more creative with his shots and it's not bait until the survivor is in animation lock.
Although i agree perks have been mostly good. Very powerful as well.
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@GrimmReaper said:
I made a post a while back about this. Looping is such a strange design choice of interacting with the killer. No other asymmetrical game I've played has "run around a small area in a circle, drop a pallet and run" as the only way of interacting with the killer. Closest I can think of is F13 running from cabin to cabin but even so, there was more ways of interacting with Jason.
I don't think looping is a bad design choice when it's mixed with stealth and other aspects but for the most part this game relies on it too much to the point that stealth becomes obsolete. Stealth should be better than it is now and there should be more ways of interacting with the killer. What those ways could be I'm not entirely sure. Maybe another objective that both killer and survivor can interact with? Either way I think looping is getting a bit stale.
Why do people constantly assume looping involves just this? That's only the case for safe long survivor loops, how can you apply that theory to a loop like shack or a jungle gym or a t and l wall or an unsafe pallet where the survivor needs to watch for which way the killer goes and pay attention? Plus look at how many killers have anti-loops these days. I would have agreed with this statement 2-3 years ago but not now.
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@NomiNomad said:
Probably not, other then licensed characters. I guess it just depends on how many maps they rework. If I'm remembering rightly, the remaining realms that (probably) are going to be reworked are
Haddonfield
The Game
Coldwind
Red Forest
Probably others, but my memory is terrible. Most of the newest ones aren't probably going to be reworked.
Oh so is Hawkins not getting reworked? I understand for lery's and the saloon and that but hawkins feels somewhat outdated to me idk.
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Idk i use this perk along with repressed alliance all the time and I find it really good. It's a great way to punsih bloodlusting killers or those who refuse to break pallets, and can be used to save pallets after pallet saves and many other situations, especially now with its shorter cooldown. I think people just try to use it to pick them up in chases which is not what ur meant to do, as to why they can't get it to work.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1744343#Comment_1744343
please don't strawman and read what i wrote. I didn't say it takes me 45 seconds to get a down. I said that, if a survivor does nothing but hold w in the opposite direction of the killer when they hear the terror radius, it takes 45 seconds to get 2 hits, from doing literally nothing, but holding w.
Seriously, do the math.
I'm confused is 2 hits not a down?
If that is rlly hurting you then i would reccomend runnign monitor, a huge game changer if w gamer survivors r an issue, same with brutal.
There are plenty of perks out there which can help and you don't need ruin undying.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1743996#Comment_1743996
I used old ruin to make it so the game lasted more than 5 minutes. Then they took that away.
Then i used corrupt and pop, which made the game last more than 5 minutes.
then undying came out, and ruin + undying became viable, so now i have 2 options.
The problem is, if you aren't taking one of these combos, against competent survivors, the game will be over less than 5 minutes. Survivors that play efficiently are able to waste too much time.
Even if a survivor only holds W and doesn't even use pallets, it'll take you ~45 seconds to down them. Now factor in looping, pallets, mindgames, and even 1 wrong guess in the first chase will lose you 3 gens against a high level team.
45 seconds? Oh boy if ur taking 45 seconds to down everyone no wonder ur games are going fast.
If survivors run to good positions or you know its gonna be a long chase, rotate. Find someone who's out of position or weaker. Get pressure going from hooks and injures and ur killer power so you are able to take that longer chase.
And no any mid-high tier killer you don't need these perk combos. I run bbq only on blight and huntress.
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Now i want to see the emperor as a killer after seeing that. Can you imagine being zapped by lightning or being foced across the map?
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Patience.
There are so many requests of the devs these days that ppl need to cut them some slack, they will do it just give them time. Like someone else said I would rather see them do it properly and make it seem like a genuine backstory rather than something solely created to appease people.
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That's how the game just is though. You shouldn't measure ur success against gens because that doesn't work. The first three gens are always the easiest to pop and its about how the other ones go once you've started getting pressure. Like I wouldn't be fussed if two or three pop wiht my first hook becuase often i'm then able to play from there and win.
I just think it's silly that people expect to be able to win at 4 or 5 gens, that's an indicator of the survivor's ability to hold m1 not of who won. LIke someone who slugs and one hooks everyone at 5 gens didnt do no where near as well as someone who got twelve hooks by endgame.
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I would rather not have AI in normal games cause i rlly dont want boring m1/w games.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1743895#Comment_1743895
Heck, if base regression were better survivors would be able to stop complaining about Ruin/Undying/Pop because only the sweatiest "I must win" killers would still use it. Most of us want to try using other perks with other killers but matches are over in 5 minutes if we do.
I don't understand this argument at all. What did u do before undying came? Are you saying it was impossible to win a match? Cause that's just nonsense.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1742872#Comment_1742872
Oppression seems like a much better Surge with the caveat of a few trade offs. That’s not to say Oppression + Surge would be a bad pairing. I think that could be fun.
But whereas Surge may not always proc, Oppression will always have an effect once it’s available.
Yea, we'll have to see if the cooldown is the right length but seems pretty neat and definitely a unqiue gen regression perk.
Still waiting for the day surge looses it's cooldown or works on all attacks...
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Hm yea definitely, I can see potential synergy with this perk and alot of other perks like surveillance as well. Honestly seems like a decent perk, and a more fun to use and interesting ruin.
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Dark? I've actually found them to be alot lighter and more consistent, especially previously troublesome maps like yamaoka estate.
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@MrLimonka said:
Breakable walls are fine, but the devs just need to add a way for survivors to interact with them too. Maybe by adding a new item that lets survivors destroy or build breakable walls by themselves
Maybe yea, certainly a way to give survivors other objectives.
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@TheBigBingus said:
https://forum.deadbydaylight.com/en/discussion/comment/1742392#Comment_1742392
i think topknot should be nerfed, and the base dash speed should be buffed to compensate. make the base dash 1.75 seconds and make top knot reduce it to 1.40 seconds.
Agree.
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Deathslinger and spirit. Their hate is above everything else (and reasonably so. I dont see as much pyramid head hate anymore since his change and freddy hate only when you get those super sweaty ruin undying swingy chain ones.
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@DaKnight said:
I do it. I had a lobby today where the match started with double discordance procs across the map on coldwind farm. Luckily I was Bubba so I was able to get a down super fast at the first proc and move to the next discordance proc immediately.
You hit a team like that and you are on track for a 4 minute game, slugging is almost a requirement, any time it is beneficial to do so. Survivors can bring unbreakable / soul guard if they don't like it.
Slugging at 4 gens and one hooking everyone is a reqirement. Right....
Ur sayign ruining everyone else's game experience is nescasery for you to have a 4 minute game.
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I don't play him that often but i really enjoy going against him, as long as they don't have top knot which i think should be removed.
Counter is all about finding those little spots where he cant hit you, ducking in corners, throwing him off etc.
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@NekoTorvic said:
Survivors that will demean you or talk ######### to you would do it no matter who you play or how you play. Best thing you can do for your sanity is turn off post game chat or whatever option you need to turn off to not get random messages if you play on console.
I loved Deathslinger before Blight came around, I played him constantly and whenever survivors said anything at all about it, I just told them to go and hold m1 in a corner. If they don't like it, theres 21, soon to be 22 killers in the roster and they can find something more to their liking in the next game. They have 0 business telling you what characters you can or cannot play.
Pay no mind to them and play the game to enjoy yourself.
The problem is so many ppl play him its ridiculous. I don't wanna spend 10 minutes queing as survivor just to play an m1 simulator.
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@TheBigBingus said:
i play slinger on and off, and for me its either i get zero hate, or all 4 survivors are seething and foaming at the mouths with how angry they get. i donit understand though, slinger has lots of counterplay!
"Slinger has lots of counterplay" You mean holding w, m1 and throwing pallets instantly? Boring for both sides.
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Well you gotta remember hes incredibly hard to see and is faster than 115%, AND as a very good lunge. It's his trade off.
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@GoodBoyKaru said:
Also, just a nitpick, temple isn't the largest map in the game. That honour goes to Mother's Dwelling; I believe temple ranks 3rd? Although I'd have to double check on the wiki.
Temple is far below 3rd now. It used to be but since its rework its under 10,000km2
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@Taingaran said:
https://forum.deadbydaylight.com/en/discussion/comment/1738578#Comment_1738578
Also, the killer is given 2500 bp if all survivors are killed in the match. A survivor receives 5000 bp, if surv escaped.
Because the aim of the game isn't really to kill survivors as much as it is to get hookes and feed the entities ambitions.
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@C3Tooth said:
@Withered8 eventhough you can say the game is Survivor side, but its still Killer's decide how the game is going to be (as camping/tunneling or not).
The hook system have to be reworked, like Pyramid head's cage, the camping will be gone. And there should be a requirement like all 4 Survivors should get their 1st hook before Killer can last hook someone, to remove tunneling.
After those 2 fixed. We will see the true power of Killer, when they're force to play more fair. From there, Devs can nerf Survivors by adding more Objectives.
Agree I think they should have done this anyways but I imagine it’s something they will consider in the near future.
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Look I mostly agree with this, the problem is some killers really skew this data (along with maps) becusse they are able to play incredibly fairly and have fun chases with easy, like blight, Freddy, nurse, spirit, huntress, cause they have more than enough pressure to be able to do this. This then makes for really unfun games and stomp fests when these killers start playing less fair or as you would with maybe a weaker killer. You see the problem?
The balance has always been hard to strike. If they made gen speeds or objectives longer or so that every killer could have fun and fair chases, what happens to these strong killers? They’ll just dominate. And what happens when killers start playing less fair then? They won’t even need to think and I’ll just dominate.
I would be onboard for this change, especially as someone who strives to do this when I play killer, but there would have to be far harsher punishments for killers who play less fun and scummy or ways for survivors to more easily deal with these tactics.
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This seems kinda insane considering breakable walls are used to destroy infinite’s in some cases.
Whats wrong with the current perk? I love it and use it all the time. It’s great especially when you’ve got a bunch of pallets which become unsafe once dropped or against killers who don’t break pallets.
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I’ve found his changes to be great especially for survivor actually. You’re no longer screwed of ur running up to a pallet because you can wait outside until the killer pulls their sword out and then you have enoouhg time to run through and pull the pallet on them. Also most killers use their power more form now instead of just animation locks.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1729459#Comment_1729459
For example:
Nurse is clearly the best killer in the game, by far. She is hard to play, but a good nurse can just destroy survivors. As a nurse main, I believe she is OP. However, the latest stats that BHVR showed us, shows that nurse has the lowest kill rate by far. she is actually below a 50% kill rate with the next killer being above 60% i believe. This is because she is extremely difficult to play.
However, i feel she needs a nerf (realistically an entire rework) because she is OP. If we go by the logic the people on this forum like to say about how "we shouldn't be balanced around SWF kill squads with 5k hours because that's not the average player and they are rare" then that means we should be buffing nurse so her kill rate increases. When obviously doing so would be make her even more broken.
You balance around the highest capabilities of what a thing can do, not the average. If there is a clear problem where something is really hard to use but is balanced for the people who know how to use it, that sounds like a poor design that needs to be reworked rather than buffed or nerfed.
If things were truly balanced around the highest capabilities in this game or should be as you say then pretty much every killer would be lowered to e tier level. You do realise pretty much everything can be strong in this game once you master it. Even the weakest of killers.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729171#Comment_1729171
No, perks are supposed to have a cost, downside, requirement etc per the devs own words.
Not to mention you're talking about one of the strongest perks in the game having none of those. I could at least see your argument if it was a mediocre effect as that would have some balancing in tow.
The times Resilience is saving you is mostly in your head. It can make a difference, but it is extremely minute and more placebo than anything.
Ruin undying has no cost or downside or requirement.
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@landromat said:
Iron will. Too much pros and 0 cons. It needs timer or conditions to use. Maybe it should work while staying still, but no effect if you run. That'l help to hide but won't be so opressive in chase for the killer
Dead hard. Because free health state on 40s cooldown is balanced. Make it passive buff while injured and remove everything else
Sloppy Butcher. Same as iron will. Too much value. Mangled should have 90s timer
Noed. It's not even a good perk. Just unfun. Crutch for bad killers. Buff movement speed and attack cooldown and remove oneshots
Adrenaline. Free health states are fun. You just done last gen and already have big advantage? here bud, Free health state and speed boost for ya. why not. Remove healing and make speed boost to not cause exhaustion
DS should only work if you're tunneled. Doing gfen in killer's face is not getting tunneled
Spine chill probably needs cooldown since it just deletes stealth killers
Pharmacy should give AT LEAST green medkit. If you rolled purple, you get purple. It's so damn terrible right now
Never thought i would see sloppy or iron will on a list as too strong ngl.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1734873#Comment_1734873
They didn't change the shape of those loops on any of the new visuals, and while they did nerf the preschool decently all of the houses are now more often then not stronger then before with the breakable walls, and even if you break them they're just as strong as they used to be..
I'm sorry but bringing back infinites as an incentive to break down those stupid walls is inherently survivor sided, even when you break them it usually just turns the tile back to what it used to be.
They did actually change those rock loops they r all way smaller than they used to be its vey obvious. Also some of the walls off the tiles got shortened making them alot more unsafe. Yamaoka got shadownefed very hard. Personally i still hate badham as killer but i'm willing to admit its far better than it used to be. Sure you have to break the ones in the houses but the school window is completely nerfed, its alot easier to tap survivors in the school now and a huge number of those busted pallets in the houses and school ae gone now.
So u trying to tell me that having to break one or two walls of some maps which can very easily be done at teh start of the match or whilst passing by suddenly makes it incredibly survivor sided? Sure sometimes it can be tedious but i'm not buying that it makes the maps survivo sided and its definitely not an infinite. I don't think you know what an infinite is, and technically infinites have been gone for a long time.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1731013#Comment_1731013
Well based off their track record, all of the visual upgrades have made the maps more survivor sided, even Macmillan. So I'd say having this concern is pretty fair tbh.
I’m sorry what? So Badham is stronger now than it used to be? Both the Yamaoka maps r obviously insanely strong, not like all the filler pallets in the map are now incredibly short and unsafe rock loops. And although some of the main buildings r stronger now in Macmillan don’t forget that all the tiles are far better for killer now because the walls are flat and there’s no indents which helps any ranged or speed attack killer significantly.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1730689#Comment_1730689
Why are you bringing the us vs them crap?
I didn't even mention Killer vs Survivor, people need to realize that talking about bugs that make one side more powerful doesn't mean that they are complaining about that side.
I just said how in one patch they can break the whole map, so I wouldn't be surprised that with the graphical update the map could be unplayable.
Ur implying that it’s only killers who ever get hurt from this stuff tho. All I’m saying is devs do things fro balance and there’s no fsvouring one side.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1730509#Comment_1730509
They made haddonfield an infinite fence land by accident, so I wouldn't be surprised if the map suddenly got 2x bigger or some other weird bug happened.
And they fixed that bug u realise? People need to stop assuming that the devs are survivor biased because they are clearly not.
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Seems more like this ruines pop and surge and good regression perks but let’s ruin undying still provide broken gen regression.
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Yea i think this would be a good buff. I use it on nurse only atm because she's one of the only mobile killers who gets advantage from this perk.
Would be good to start seeing variety builds instead of same old noob stomping ruin undying.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1727015#Comment_1727015
And the survivor doesn't get to show off their goodness if the spirit just phases properly anyway. Knowing which direction the sword is coming from half a second before it connects isn't as useful as people seem to think
Yea I mean people seem to forget at the end of the day she has speed pushing the levels of Oni but without limited control and turning regardless of whether the survivors can tell where she is or not.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1724982#Comment_1724982
You are not a real Hag-Player if you dont put 10 Traps around the first Hook you get.
Or if you don’t okay scroll wheel.
Imagine using control to teleport to hag traps in 2020.
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Devs 100% biased all the time btw.