danielmaster87
danielmaster87
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I just wouldn't play the game until this gets fixed. I tried to push through it, but it's really annoying getting all these draws, moreso than usual.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/421093/why-do-we-need-to-go-to-level-200
There are several people stating it is so people have more to do. They are such an optimistic upbeat lot. The truth is the increase in levels is to get you used to them going past 85. Next Rift you will see the Auric Cells appearing near the end of that two hundred. ;) You see there are people like me, who figured out a LONG time ago that you only ever have to buy ONE Rift. Because you earn Auric Cells back, you can always buy the next Rift with the same Auric cells, as long as you finish the Rift. Most people finish the Rift. This equates to a loss of potential income.
If they suddenly removed the Auric Cells from the Rift there would be a hell of a lot of Rage. So they are going the more insidious route, of getting us used to longer and longer Rifts. They give us the carrot with free BP to keep playing it long after we have finished the only part that had any meaning to us. Then with each additional Rift they will stretch the prizes (and ultimately the Auric Cells) toward the end of that two hundred steps. The goal being that not everyone earn all their Auric Cells back, and have to buy more to buy more Rifts.
This is a potential fear as well. I was gonna just say that semi-completionists like myself are gonna want to get all the way to 200, even if we really don't feel like playing at that point. Just powering through because we don't want miss out on rewards. It's a good strategy to keep players playing, but it'll also wear some people out and make them want to drop the game altogether.
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It's just random enough and just consistent enough to support both theories. You don't hop on killer or solo and get multiple easy matches in a row. You instead get multiple hard matches. Survivor opponents who know how to loop and do gens, sometimes perfectly, but you're struggling to find teams like that as solo. What you instead have is a lot of teams who are workable with a little luck. As survivor, you can't have the killer chase the weak loopers, you can't have them tunnel or camp, and you can't have them use lots of gen regression or slugging, or else the team just falls apart or DC. Other teams fall apart just by 1 person getting hooked. "Someone's on hook! Everyone get off your gens! Hook trade when I've got no hooks on me? You're crazy!" As killer you're betting on getting those teams. You're betting on people not commiting to finishing nearly done gens, not running any strong perks, and being too scared to hook trade. Sometimes you beat an easy team and get the strongest team ever next match. Sometimes you win or lose vs strong teams, and then get easy opponents next match regardless. But then other times you just get another strong team with flashlights, and then if you slug they have Unbreakable, and then if you tunnel they have DS. You can tell I play mostly killer.
It's more important that MMR works for survivors than for killer. That's the only way we'll get good balance data, that sliver of consistency. It gets tiring, every time you hop on survivor, that you get a bad teams almost every match, when previous survivor experiences would tell you that simply escaping a few matches will get you out of MMR Hell. Then sometimes it just refuses to work that way. You get a decent killer, consistently, but your teammates are almost never decent. And even when they are, then you go against Nurse or Blight or something, and then they die because they can't handle more pressure than a simple M1. This stuff forces you to want to play SWF, because at least then you have some control over the quality of your teammates. And most survivors are garbage, even your friends, so it puts you in an uncomfortable situation where you're weighing friendship and winning because you can't have both. You're stuck looking for new people to play with who are good at the game, but who you might not want to be friends with otherwise. This is not a "killer is too strong issue," or a balance issue at all. This is a matchmaking issue. You're forcing players to use third party software, or in the killer's case strategies (tunneling, slugging, etc), because the matchmaking may as well be random. And when you don't know if you'll be queued with babies or gods, you default to those things because you want a chance to win.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764127#Comment_3764127
Yes, let me stop mid chase and pick up my teammates item because they didn't get the memo.
Not to mention, let's just voluntarily throw away every survivor item in the game, and give free slowdown just in case the killer might be running this.
I can see why people want to defend permanent aura reading with their lives, but we already learned that was broken af with old object.
You have a problem with it because it's a killer thing. Survivors get aura reading like this constantly.
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@bjorksnas said:
No we don't need to buff the hardmode perk its meant to be a bad perk
tenacity would just be annoying on maps with grass like dead dog you slug someone for 4s and bam gone into the fields never to be seen again
It's bad with the exception of unlimited Unbreakable.
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I mean lockers don't have to have locks on them. That's just overboard on his counterplay. He doesn't need to slow down so much while holding out the remnant. And he doesn't need to be so loud!
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@Tsunderechan said:
Survivor queues are long cause theres not enough killers to match against survivors after survivors collectively bullied out the killer playerbase over the course of past few years through scores of stacked BNPs, OOO SWFs, old DS/DH, Buckle Up/FTP, Old CoH, MFT (do i need to go on?) and most importantly: needlessly teabagging after using said combos.
With most gen regression perks getting nerfed to the ground cause the survivors refuse to adapt. Getting rid of their items is one of the few things killers still got aside from focused tunneling. If that lowers your morale, know that thats how killers felt these past few years.Preach.
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Entitled. You can still play the game without your item.
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Well we can't have Knight be that strong, can we? Demand he be weaker from every conceivable angle!
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I did consume Saw, Texas Chainsaw Massacre, Hellraiser, and Alan Wake because they were in this game.
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It only matters when someone gets tunneled, aka most matches because you have to do it. I mean, you don't have to do it, but it's your funeral.
But I do feel like survivors are playing a sliver less efficient because they know they'll get carried by the 2nd gen popping. It doesn't make killer matches any less sweaty though.
Both this bug and the survivors not getting base BT bug need to be fixed immediately, because folks this is not acceptable.
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Killers are gonna struggle to get a 2k in this mode. This is because of all the stuff killers get at base in this mode, something like a map-wide Surge wasn't included. So you cage someone, and then what? You get nothing for it at all. And Hillbilly not being instadown, what were they thinking?
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762541#Comment_3762541
Big difference in what the devs are saying is happening, and what is actually happening. Too many killers have kits, without perks, that make them guaranteed to have an easy time.
Killers like Billy, Ghostface, Leatherface, and Michael had one hit down moves, with Billy and Leatherface getting free downs without any effort. Killers like Michael and Sadako can kill you without a Mori. Every killer is faster than the survivors, some being even faster still. If I wasn't being lazy, and hesitant to make a book of a reply, I'd go in-depth on breaking down the kits. Depending on the survivor, it doesn't take long for a killer to knock down and hook a survivor - but for the survivors, each gen takes 90 seconds. Add that to most of the maps being insanely small or in-doors with narrow corridors, and you have the survivors playing on hard mode.
And its not hard to recognize - judge how you feel playing survivor versus killer. When I'm survivor, matches feel like they take forever with hardly anything getting done, where the killer seems to always be nearby. But when I'm killer, matches feels like they fly by, whether I'm against a decent set of survivors or a bad set. Not to mention the difficulty differences - it is far harder to be a survivor than it is to be a killer. I get 4Ks more than I escape.
That's why I say it's killer sided. Survivors only have pallets and their ability to loop - which really depends on if the killer isn't experienced enough to make looping pointless. Wiggling doesn't do anything, and once you're down to just yourself, if the killer reaches the hatch first, you just lose, especially if its one of those crappy maps where the doors are next to each other.
Don't get me wrong, I don't need to win to have fun, just had fun in a match against Sadako where I was running from her the whole time before she insta-killed me because of her BS kit. But it was a fun chase, at least.
Last thing before I stop writing - I can blame the devs for people's behavior when they actively encourage that behavior. The fact that slugging, camping, and tunneling are perfectly okay in the eyes of the devs is reason enough to blame them. When you encourage bad behavior, it's your fault when bad behavior occurs.
No, you're straight-up wrong. I've never had to sweat as hard with killer for so little as I am now. Fighting tooth and nail every match, and for what? Mostly draws. A 4k is a rare treat indeed. I feel punished for playing multiple killers, or playing certain killers, instead of Nurse/Blight every time. Don't try to back up your "killer sided game" idea with math. Given a decent survivor team, killer loses 2 gens in the first chase. Whether he tunnels or not, the next 2 will quickly follow. And then fight to protect the last 1 or don't, it's inevitably popping as well, even with an "unstoppable 3-gen." People act like as soon as 1 survivor dies, or the killer gets a 3-gen, the game is over. That is so not the case. You don't even recognize the free stuff survivor gets like wiggling or hatch, because both lead to free escapes. Just because they don't work 100% of the time doesn't make them killer sided. If the killer downs you, he should be able to hook you. If the killer beats you, he should kill you. Neither of these scenarios happen 100% of the time either, despite theory, so at least be grateful for the exceptions.
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@kosaba11 said:
This is just a rant thread.
Ahem -
I used to like playing both Survivor and Killer, but lately… it just hasn't been fun to be a survivor. Barring the obvious toxic play styles, you really can't tell how OP a killer is until you've faced them several times as a survivor. And boy, does it like putting me in matches against the worst of the bunch. And even if I'm put against a killer I like facing, it spawns me basically next to them. Make no mistake, I never give up, at least not until I'm the final two and dead on hook - at least then my death can maybe get the last survivor the hatch - but still. It's just not fun anymore.
I'd offer suggestions to fix the experience, but to be frank? No one, especially killer mains, would like them. And it's not like BHVR cares, they've already made this game so unbelievably killer sided.
Killer sided yet free BT and anti-camp, for nothing.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762869#Comment_3762869
Again, if you're a killer main, it's easy to say certain killers are bad - but the experience is far different as a survivor. I've had plenty of matches against all of the killers I've mentioned - none of them are weak. Now, maybe I was just getting people who main those killers, and I will relent that people who main a killer or character, in any game, will make the character seem overpowered. However, the chances that, every single time I've face one of those killers, that I was facing a pro is unlikely and yet each time was a difficult experience.
Michael, admittedly, is the easiest of the bunch to face. However, I call him overpowered because of his add-on that allows him to insta-kill survivors, regardless of hook status. How exactly is that fair?
Bubba's insta-down move can really only be avoided by pallets or windows, and if, say, you're in an in-door map, avoiding it is all but impossible, barring the Bubba just sucking. It's easier in an out-door map, yes, but "easier" doesn't mean "easy" in this case.
Ghostface has the issue of having the insta-down move, along with the added issue of being faster than most of the other killers. Don't get me wrong, he's fun to face - depending on who is playing him - but that doesn't negate his power.
Sadako falls under the issue of being able to insta-kill you even without an add-on. Now, yes, it comes down to user error more than power, but the fact she can insta-kill without hooking you is, itself, the problem. Killers should not be able to kill you without at least hooking you once.
As for Billy - he's really not that hard to play. I will admit the aiming of his chainsaw takes practice, but unless you're a slow learner, it's really not hard.
And none of them compare to Nurse or Blight.
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It's all about getting good teammates. The devs haven't prioritized that. Their strategy is to buff solo so that bad survivors can win. That's why they're your teammates so often.
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He already was.
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Yeah, they brought the car bug back.
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@SkeletonDance said:
Singularity's power was always strong but as you said insanely difficult and exhausting to use and VERY map dependent. I think he's fine as now
It was never strong.
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Snowball's chance in Hell.
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Like being in a survivor perk that blocks generators so the killer can't kick it? Yeah, pretty much.
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They can't control the behavior of players per se. Look at how much they've done to discourage tunneling, and we still do it. Reason being, it's not worth it to play otherwise. But the survivors who rage quit over every little thing are just entitled, and so we can't do anything except hope they leave the game so our matches can quit getting ruined.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762008#Comment_3762008
Did play Hux and will say this it's a good change since one having the game indicate yeah you can hit them with a biopod is good that way it removes the head scratching. Only problem I still have with him is the detection of which Biopod you want to go to. If you have two in a line the game gets a little finicky with it and can screw you over by sending you to the furthest one. It's not necessary bad but if your in chase you kinda want it to work perfectly.
Singularity is just terrible all around. His biggest issue is that EMPs do too much (potentially wiping out multiple infections and multiple cameras in 1 use), and survivors get un-infected when hooked anyway.
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@ASurvkillivorer said:
Topic.
I just find it LAUGHABLE how weak and pathetic Myers is against teams who actually can play this game.
WHOA!!! You can 1 shot later at the expense of getting way out of position by having to be slowed to a crawl.
You should be able to infinitely reroll dailies so I never have to play this POS again.
Also for the love of god if we're going to be forced to have MMR on a broken poorly balanced game. Then for the love of god have the killers MMR ACTUALLY be individual. There isn't a single logical reason performance on one killer should impact another. Then what it is it like TWO good matches you're back at the top again anyways?
I also wish killer MMR was individual. I sometimes get easier survivors on killers that I play than on the ones that I don't play. It makes no sense.
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@Laluzi said:
There would be absolutely no way to prevent him from getting stalk if he could chase you while he was doing it.
That's not an insurmountable problem in normal gameplay, even if it means Myers is going to hug your butt and pop T3 on you in every chase (he does that already, but he can't reach T3 mid-chase without losing distance, so he typically stalks it off someone else and then finds someone healthy.) But you can't change that while he still has Tombstone Piece and his red addons, because in all of those playstyles survivors need to be able to deny stalk to have a hope of counterplay.
He didn't say make Myers normal speed while stalk. Just not a slug's pace.
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It's gonna be a struggle to get a 4k, which would equate to a draw, especially if survivors wear the same skins.
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@Toystory3Monkey said:
you can always play for hatch, that's why it exists - so you have motivation to keep going.
Hatch is a bad mechanic. It's motivation to keep going because it's a completely free escape.
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@Krazzik said:
Survivors also sometimes don't get basekit BT so tunnel to your heart's content.
I know Second Wind wasn't working for me either.
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@NoPressure22 said:
Ended up getting Wesker but I have an ACs to get another or wait for new killers.
You made the right choice. He's the most well-rounded, and so are his perks.
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You need bad survivors to win with him. Even semi-efficient survivors can just out-advantage him. Still having to wait for your guard to come back so you can hit them, so that you can go on your long cooldown sooner feels terrible. So does a survivor abusing a single window to completely avoid a guard for like a full minute.
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The ever so inaccurate 60% kill rate, which doesn't give any meaningful insight.
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@Aven_Fallen said:
I mean, did anyone expect anything else? From their most recent new Maps and Map Reworks it is quite clear where the direction is going. Overly unsafe, useless Tiles.
And yet survivors are still going on minute+ long chases.
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I might feel bad for them, but even as the survivor in that scenario I'd still like the match to be played normal.
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All I know is I had a game where the gens were all done in 4 minutes.
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It all looks visually nice, but functionally it makes no sense. Why wouldn't order of release be the default sort on killers/survivors?
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@ays12151 said:
Am I only person that hates playing against people that spam Lithe Perks 24/7? My favourite Killer - Bubba.
Match started. First chase. After 5 seconds Lithe activated. And then another chase. The same situation again. And again and again. Sometimes I don't commit to chases after Lithe usage, because usually they used Lithe to get a good place to loop and then they can use this perk again… and again… and again. Exhastion perks are too strong in my opinion and should have some limits (e.g. Dead Hard).
I don't have an issue with Sprint Burst, Lithe, or Balanced. I have issues with the 20-second exhausted perks, Adrenaline, Head-On, and Dead Hard. At least with the basic exhaustion perks I mentioned, you can stop them from using it or catch up afterwards.
Considering how bad the stun hitbox is for pallets, I don't like that Smash Hit can happen every 20 seconds. I know it's the riskier of the exhaustion perks, but not for the people who legit don't get hit at loops as long as the pallet's there + don't drop a pallet unless they get the stun. That perk being 20s exhaustion buys those people so much time it's not even funny. And Background Player shouldn't be 20s either. You're running at Sprint Burst speed, not 50% higher like before which looked like cheating, to get the blind/pallet save. Yeah, the 20s makes it more forgiving if you accidentally use the perk, but that's avoidable on your part. The end result is ridiculous. Every 20 seconds, you could be dealing with a running flashlight save after downing someone.
Adrenaline has always been an issue because of how much it does and how easy its activation is. When the team isn't full of dumb people, the gens will all get done, no question. What Adrenaline gives is a sprint burst, a health state, AND a pick-up from being downed, and 4 players can potentially have it. It's singlehandedly game-ending to face. Why else do you think killers imply that after 5 gens get done, it's a lost game? "Then bring endgame perks." Whoa, didn't think of that. Except we did, and got maybe 1 kill from it. NOED and No Way Out just delay the inevitable when you're already losing. There's no good chance of a comeback.
Head-On, if you made it make sense, I wouldn't complain about. Unless you didn't have enough time for Head-On to queue up, you should never miss a Head-On. The hitbox and connection are way to generous. As killer, the survivor's already out of the locker, you swing, and still get hit by the lingering stun. Or you can mash the grab button to get them out of the locker, and it'll roll back your prompt to give them the stun. It's stupid and needs to be fixed.
Dead Hard is one of the worst designed of all. If you use it when the killer has to swing at a window or pallet, there's no skill. Especially at windows where apparently if the killer waits like 0.5 seconds to swing, it just takes away their hit. Even using it out in the open, the killer may not have expected that you had it, so you just get a free health state and sprint burst. It even allows the invincible combo which is OTR into DS into Dead Hard, since the deep wound gets reset.
Even those weaker exhaustion perks, when used together, are strong. Every player having Sprint Burst, or multiple players having Balanced and having spots to use it, that is freaking rough. I'm not saying to change those. I'm saying they're strong, and so the exhaustion perks above that are broken.
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@Paternalpark said:
DH got nerfed, now the goal post has shifted to Lithe? Next will be SB and so on.
No. No. I doubt this will pick up traction. Exhaustion perks, with the exception of a few, may be strong and or annoying to deal with, but they're like a key part of the game at this point. But we can at least admit when the killer doesn't have a good chase to take, and will probably lose because of it. Not like a lot of people who say, "Oh, you just start chase as killah and get the survivors after 30 seconds guaranteed." A lot of killers have add-ons to exhaust survivors, but Leatherface doesn't have any, and assuming he didn't bring Mindbreaker or they didn't touch a gen, he really doesn't have anything, and just has to take that 20-45 second lead that Lithe gives them.
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@Yggleif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760613#Comment_3760613
*10 Tokens then after that the newest trap erases the oldest trap. Although to be fair it's uncommon to get all 10 down before survivors start triggering them.
Mhmm. I had to relearn the max traps the hard way. And I swear the trap limit used to be higher, and it should be. What having so few traps does is makes it way easier for the survivors to completely shut you down, because they're breaking all your traps, and you don't have a few extra placed for backup since you physically couldn't place anymore.
I think that most people, regardless of who you ask, maybe Otz, Hens, but especially the average player, have made Hag out to be this mythological tier killer who, if played correctly basically, can't be beat. But that's not the case at all, and all it takes to break that illusion is playing a few matches with her. She takes the unpredictability of killer match results and cranks it up to 11. First you'll have a 4k, then a 0k, then a 3k but only because they threw at the end, then a draw, then a 3-hook match, then a 1-hook match, then a 4-man slug at the very beginning, then a draw.
That's been my experience, and in not 1 of those matches did I feel confident that I could win. She is so anxiety inducing to play like no other killer, because you're spending minutes just fighting for a small amount of turf, and at any moment it can just disappear. I even had a match where the gens got done in 4 minutes, on a swamp map which is supposed to be her home territory. The only map I have had success on consistently is, of all things, RPD. So of course I see people complaining, "She's too strong on RPD!" No, it's just she's so pathetically weak everywhere else. Several times throughout the matches, I just have to say out loud, "This is pathetic." Between her problems as a killer, the robbed hits, the fearlessness the survivors have, teleporting to the wrong trap, walking so slow when you have to be fast. It's just too much. So I'm done testing Hag. I wanted to validate my thoughts on her, see if they were outdated or if I'd been fooling myself the whole time. Nope. She's exactly as I've described. Literal worst killer in the game if her opponents know her counterplay.
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@HexHuntressThighs said:
She is honestly only a threat if you put a decent amount of time into her, as despite what you hear from everyone it can be hard to land hatchets. Very map dependent, locker dependent, ammo dependent and has zero mobility. Most generators are impossible to land hatchets on because they are surrounded by so much clutter, orbitals help make up for it (unless there is a roof on the map
or hella trees. 77% is too slow and as a result Shiny Pin has a very high pick rate, and belts were constantly used so she didn't have to rely on locker spawns/ reloading so much. This is a hot take but I think shiny pin should be basekit and she should be 115% and even then she wouldn't be S Tier, I suggest watching her played in comp where they can never land any hatchets and always end games with 2 hooks. No killer should be 110% without movement speed abilities.Shes definitely not weak by any means but definitely is one of the hardest killers to master/ use their kit to their full potential. I would say after the buffs she is Mid to Low A Tier. But it doesn't change the fact that half the maps in the game put you at an insane disadvantage for just picking that killer. There is a reason why most Huntress's tunnel and camp.
None of the 110% killers would become S tier if they were 115%. Look at Trickster.
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I'll use it alongside Deja Vu, which I almost never take out of my build, just to make the gens go faster. Because gen speed is such an issue in solo for some reason. But other than that, it's almost a hindrance because stupid teammates will keep wanting to heal you when you clearly don't need it. So I'll just take it off when I get tired of that happening, or need to switch out for a meta perk.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760062#Comment_3760062
For sure, if you can't instantly teleport with binding, you just need to spam teleport like crazy, which is annoying, Otherwise you are just going to either miss a lot or have to walk after the survivor, which sucks as 110%.
It's not just console tho, most people simply can't be bothered to go so far as changing bindings for a single killer...
I believe she should be 115% so situation where you are not able to get hit from triggered trap is not so punishing for Hag.
Another issue is 3-gen feature... She used to be quite good at and creating "web" around 3-gen is still main gameplan for her, when her teleport distance is limited.
Nerf of sloppy is also kinda annoying, because she focuses mostly on spreading hits, she is terrible at focusing on single survivor.
Her gameplay is completely different to standard killer in my opinion.
She does need to be 115%. 110% is reserved for killers who are like really strong, and Hag's only really strong when everything lines up perfectly for her, which is constant teleport hits into follow-up teleport hits. She only has 15 trap tokens, right? So assuming the survivors give that interaction to her 1 after the other from being healthy, she still falls short 1 token. Pretty eye opening. And she can't even get close to that as long as 1 survivor keeps screwing with her traps. If more than 1 survivor are doing that, forget it. Match over.
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@100PercentBPMain said:
Hag needed a basekit nerf she's too ridiculous on levels like RPD to have been left alone
So in her most ideal maps possible, against unprepared teams, then she becomes a threat. Sounds like she's not that strong.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759869#Comment_3759869
Year, it's so sad. I like Hag because you have a complete different gameplay with her but once you have this one survivor in your lobby Hag becomes so useless :/ Iirc you need the green and yellow smaller trigger range Addons so survivors can no longer spin the trap but then your traps become useless on a different level. I really wish the developers would give her a bigger lunge attack after she teleports, so survivors can no longer do it but I guess this will never happen. According to the Stats she is a strong killer but only because many survivors don't know how to play against her, you have this one survivor that does a tiny mistake that cost the team the match, or you're a 10.000h Hagmain who uses magic to play around it.
Her biggest issue is so akward. Many players know about it but it's not a hot topic because only a handful of players play her. If Wesker had a similar issue everyone would write topics about it and they would compel the developers to fix it but Hag ¯\_(ツ)_/¯
She needs Haste after a teleport, or something, because it's so darn inconsistent teleporting to your traps. Sometimes you immediately swing after tp, and it works because the survivor's already in your armpit, but other times you swing and eat dust because the survivor magically has a 3-5 second lead on you.
What's funny about the trigger range reduction add-ons, which I recently started testing, is that Tru3 one time used both the green and yellow ones together to where his trigger radiuses were like nothing. I'm surprised he got to hits at all that match. But his Hag matches are always fluke successes.
While those add-ons certainly minimize the likelihood that 4 of your traps are gonna trigger in 2 seconds and get wasted, it doesn't stop it altogether and doesn't fill in any of Hag's weaknesses otherwise. I'd say there's still a few of her add-ons that need to be changed completely because they just don't do anything, like the deafening add-on. I like it for its unique effect, but not much else.
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@Rudjohns said:
Corrupt Intervention is a survivor perk
I love that the corner gens are blocked in the beginning
The corner gens need to be left for last
Exactly. The only time when it hurts to go against Corrupt is when all 3 of your Deja Vu gens are covered.
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@KatsuhxP said:
The purpose of corrupt intervention is to slow down the early game until you get at least you first down. In optimal case you injure 1 survivor and then get a down deactivating it, now you got a down and 1 survivor that has to heal, it's a great position to start.
Well in nemesis case it's even better, you normally want to tentacle one survivor, leave him and tentacle a second survivor shortly after to get to tier 2 quickly, the entire time doing that the gens are blocked.
I'd rather have the version where it stayed for 2 minutes regardless of a down. The starting position you're referring to is okay, but it's not that great.
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The only time I use Corrupt Intervention, like ever, anymore is when I'm humoring spreading damage at the start, with Wraith, Nemesis, or Wesker. Even then, you're probably better off just getting a really quick down with those killers, thus wasting the perk. And that's the issue. Nobody wants to run a killer perk that gets wasted for you succeeding. Compare it to its original value, for god's sake. It's just awful.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760580#Comment_3760580
Same as many Killer design updates, they want to adress the issues Survivors have with the killer and then on second place give maybe something to the player who plays that Killer.
Chucky and now Knight is perfect recent example: Lets nerf what Survivors cry about and give him something small in return but ultimately making him weaker and worse for the player who plays him.
As for Knight new gameplay, outside of camping gens and annoy survivors from distance I dont see a point in his power at all. His chase is gone.
I'm glad you mentioned Chucky's change, because I was gonna in my initial comment, but decided to restrain myself. So now I'll say it.
What was it again that makes new Chucky better than old Chucky? Because he's lost his ability to regularly Scamper under pallets and over windows? Oh, that makes so much sense, almost as much as Hillbilly with overheat being better than without, or original Freddy being his best version. Because people actually tried to argue those things. 🤭
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@ChaosWam said:
The real issue is survivor MMR makes no sense.
Killer MMR I've noticed change over time, I'm at the point where killers I barely touch go against full kitted survivors with 2 man to 4 man SWF groups that know every loop and counterplay to every perk setup and map. Meanwhile the killers I main don't get put against those same survivors, rarely if ever, and I get survivors who make a lot of mistakes, don't know how the mechanics work, and bully their teammates.
On survivor? Sometimes I get useful teams. But most of the time it's people losing chases quickly and disrespecting the killer's powers/perks/hexes. It feels like the 'escape to raise MMR/die to drop MMR' isn't working as intended, and REALLY needs to be better looked at to adjust to personal skill over escapes and deaths. I would feel better dying to get the other three out and still have what I did considered over the current situation.Bingo. Why does every team I go against with Nurse and Hag perfectly know their counterplay, when I barely play those killers? Why can't I get competent teammates no matter how much I escape?
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Yeah, killer is so easy I had to take breaks in-between Hag matches to de-stress. I had to do that because I was winning too much. s/
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759681#Comment_3759681
Unless you are playing with friends, theres no reason to use Distortion for the info if you are comfortable enough in looping the killer. Just use OoO
Yes!