lettuchia
lettuchia
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@Caiman said:
The only slightly valid reason for it is to help console players, and even then there's obviously better solutions for them that don't unnecessarily make singularity easier, such as increasing sensitivity in biopods
The entire problem is that the biopods are too sensitive, to the point it makes tracking survivors impossible because the slightest twitch sends the camera looking at a different country. Gently guiding the camera to follow the survivor to lock-on to them is extremely difficult with a joystick.
But keep up that elitism, it's real endearing.
It's crazy how you and Ohyakno just use terms like gatekeeping and elitism because you don't have an actual argument
No, thinking bad players should be bad isn't either of these things, again
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@Devil_hit11 said:
aim assist is fine. as long as i can turn avoid using it/turn off when i want to. their upcoming change will be really good.
No it really isn't
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763138#Comment_3763138
You're gatekeeping. You learned singularity when he was difficult and want to keep him inaccessible because you feel proprietary toward him. It's backwards thinking. Huntress is very obviously different from singularity.
I didn't play anybody except singularity for like three months. I learned how to play him and guess what? Not as hard as people say. He should be more accessible to everybody though, because he's such a fun and flexible killer.
"Huntress is very obviously different from singularity" and you refuse to elaborate on how they're different in the regard that is aiming 👍
Are people who learned how to aim with huntress gatekeeping by saying you should still have to? No? But you can't tell me why xd
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@Ohyakno said:
Ironically I win games way easier with singularity than legion and I have many more hours on legion than singu.
Anyway you gotta get over the gatekeeping thing bud. It's embarrassing. Let singularity be accessible.
It's not gatekeeping if there's nothing stopping you from simply getting better at the videogame, get over it
Is it gatekeeping that huntress doesn't have autoaim? Be serious instead of just falling back on this term "gatekeeping" over and over again without ever making an actual point
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Based, but then they should remove the tv specific cooldown on projection
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@TragicSolitude said:
giving controller players better sensitivity settings across the board
Yes, please. Been asking for this for years.
maybe legion would suit you
Legion can actually be really bad on console depending on the performance issues experienced. His Feral Frenzy doesn't pair well with low fps and low sensitivity, so survivors can easily dodge attacks in Frenzy and knock you out of your power, which stuns you and puts you on a long cooldown. He was okay when he was originally released and a missed attack didn't knock you out of your power; BHVR, rather than simply give him a normal missed attack cooldown, made a missed attack seriously punishing, meaning I've seen console killers who need me to stand perfectly still if they're trying to get their Daily Ritual done.
The suggestion to play legion was more for PC players who can't aim lol
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@Chocolate_Cosmos said:
I even feel like Dredge is better than him and Dredge is not good at all and need helps as well.
He needs some serious buffs and revert some of these nerfs.
Skill issue
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@jamally093 said:
I enjoyed playing him before. Now I basically can't use the gaurds for chasing because they won't catch up to because oh look I'm chasing the same survivor plus the time for it just runs out way to quickly. So his gaurds most likely are only good for breaking stuff aka just Carniflex and that's it there's no more pressure. The idea was survivors needed to go after the flag. little side note its a flag no idea why it's called Standard I would also have expected it being called a banger but it's a flag/banger I get Standard is probably a term used back then for it but I mean it's called a flag it's see a flag or banger. Anyways back on track yeah Knight's gaurds aren't that good he wasn't even that powerful his power is counter either by grabbing the flag or out running even then I rarely saw Knight to begin with I thought this update would have made him appear a bit more often.
Guards in hunt are either meant to waste survivors time (best with jailer) or help you pincer the survivor (best with assassin), despite what people will tell you, this is still a million percent viable even with the hunt depletion feature if you just stay aware of it and path intelligently
He's not perfect by any means (the cooldowns should be reverted to how they were on the ptb) but he is 1000% buffed from his state before the ptb if you just know what you're doing
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@Coffeecrashing said:
If killers can't pick addons or perks, then all the killers are actually nerfed. Survivors get super buffed "perks" that are way above and beyond anything that would be allowed in the normal game (i.e. giving the entire survivor team aura reading on killers whenever you see the killer). And meanwhile, killers just get small basekit adjustments…. or massive nerfs like chainsaws only being able to do 1 health state.
lmao super buffed perks such as..comms
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@adsads123123123123 said:
You now have to hold the ability button for auto aim. It should be the other way around where manual aim is used when holding the ability button. 99% of Singularity players will only use auto aim and never manual aim because it's strictly better than manually aiming. Having the auto aim on the ability button inconveniences 99% of players while only catering to 1% of players who want to manually aim.
Auto aim on biopods shouldn't be an option whatsoever.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761256#Comment_3761256
I ignored it because it's irrelevant in the context of doubling the amount of time you're without a power.
It objectively is not xd
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761211#Comment_3761211
Taking a cooldown and doubling it between iterations is not a "rework". It is a nerf. It does the same thing but worse.
You are ignoring what I said, that you should include the fact that you can swap between guards manually now
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@Lliart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761211#Comment_3761211
But with the longer path change, and the current 10 seconds, it can go anywhere between 10 to 20, maybe even 25 seconds without your power. Having the ability to swap guards at will as a trade-off does NOT feel good. Lemme give a scenario here.
Imagine you want to use the jailor to chase someone. You snag someone at max distance for the patrol and the jailor begins chasing. You have to wait until he finishes chasing, AND an additional 10 seconds afterwards in order to be able to use your power again. That's near a full 30 seconds without your power.Why are you counting time the jailer spends chasing someone as time without your power, by that logic you literally never have your power xd
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761217#Comment_3761217
he was stronger in ptb? global cooldown ruins him
not when its 10s long lol
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761213#Comment_3761213
They definitely didn't.
Global cooldown snuck in post-PTB and is not cool. It's longer than his pre-patch cooldown
I'm saying they made him stronger from ptb to live, not from live to live.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761198#Comment_3761198
He got undocumented changes from ptb to live
I'm aware, undocumented changes that arguably made him even stronger lmao
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@Lliart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761187#Comment_3761187
That's still a BIG change to go unmentioned though, you have to agree about that. Either from being on the PTB or as a change from it, something THAT huge should not go unnoticed. It's either a bug or a shadow nerf, either way it makes the character feel slow to play as.
Given that you can manually swap guards now sure it's a nerf when isolated but in general not really, more like a general rework. Being able to manually swap guards with only a 3 seconds cd would be stupid
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@Justunbelievable said:
The devs killed the knight. I hope the survivors are happy.
He was literally buffed from the previous patches
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@Lliart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761161#Comment_3761161
The issue here isn't that the guards share the same cooldown. Let's put that to bed. Do not mention that again as a part of the discussion as that's not the issue here. It is irrelevant to the discussion at this point in time.
The cooldown for a guard before the PTB and current patch was 3-5 seconds. If this 10 second cooldown change was intentional, then it should've been stated as an intentional change, shouldn't it? Or at least be acknowledged as a fixed bug or intentional bug. Nothing in the patch notes state the 10 second change from 5 seconds is intentional.
ok so it's the former and we're choosing to complain about a ptb change not being listed after the live version already released for some reason, got it
because this is not a change from 3 to 10 seconds, its a change from 3 to 20 to 10 seconds
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@Lliart said:
https://us.v-cdn.net/6030815/uploads/PNDHKPU3S9CL/image.png
For proof, here's a screenshot of the changes and fixes from the PTB.
Says right there that different guards share the same cooldown, and on the ptb it was 20 seconds and now is 10 seconds, so either the complaint is about the change on the ptb not being documented even though we're choosing to complain now all of a sudden, or the complaint is about a buff not being documented which seems unlikely given the context
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@Salicyl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760987#Comment_3760987
No, those are PTB Patchnotes. Not "This is what we actually changed in the LIVE GAME" Patchnotes…
PTB adjustments means adjustments from the PTB, look at the other changes within that section and yeah, it's okay to admit you're wrong lmao
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760946#Comment_3760946
Different killers do entirely different things. There's no reason why they should have a standard cooldown.
The point is that knight is still fine xd this point barely even makes sense since the killers that share a ~10s cooldown still do despite being different killers! It's almost like manual guard switching being added pretty much makes this neccessary
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@Salicyl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760979#Comment_3760979
Well they should certainly include something so important in the actual Patchnotes then, dont ya think?
These are the actual patch notes….
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@Salicyl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760970#Comment_3760970
Where did you find that? Because Im staring at the 8.1.0 Patchnotes and its not in there… Neither is it in the PTB Patchnotes…
Under "Public Test Build (PTB) Adjustments" and under the section about lara's perks and dc bots within that
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@Salicyl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760946#Comment_3760946
Where does it say that? Its certainly not in the 8.1.0 Patchnotes…
"The Knight - Basekit
- Added the ability to cycle between guards using the Secondary Ability button.
- Decrease the camera push distance when entering path creation mode to 80 cm. (was 160 cm)
- The Knight must create a patrol path of at least 10 meters before being able to spawn a Guard. It's possible to cancel early by using the Secondary Ability button.
- Adjusted the Guards' detection to reduce the likelihood of being detected through walls.
- While The Knight is within 8 meters of a Guard that is actively hunting, the hunt timer will deplete at 3x the normal speed.
- While drawing a patrol path, its length applies a modifier on the base total hunt time:
1-15 meters: 1x
16-25 meters: 1.25x
26+ meters: 1.5x - While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x - Decreased The Carnifex's hunt duration to 12 seconds. (was 24 seconds)
- Increased The Jailer's hunt duration to 24 seconds. (was 12 seconds)
- Decreased the time it takes for each Guard to perform the Order action:
Carnifex: 1.8 seconds (was 2 seconds)
Assassin: 5 seconds (was 6 seconds)
Jailer: 5 seconds (was 6 seconds) - Increased each Guard's detection range:
Carnifex: 10 meters (was 8 meters)
Assassin: 10 meters (was 8 meters)
Jailer: 16 meters (was 14 meters)"
It doesnt mention a 10sec cooldown whatsoever…
Killer Updates
The Knight - Basekit
- While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x - Different Guards now share the same cooldown.
- Added the ability to cycle between guards using the Secondary Ability button.
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This is quite literally mentioned in the patch notes and 10s is a standard for other killers cooldowns and is literally fine
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@Chocolate_Cosmos said:
Enjoy fellow Knight mains before he is gone into "Let me stale the game and spam assasin 24/7 from distance" while being basic M1 Killer in chase.
But hey I am happy Survivors won't have to deal with him anymore, win at least for someone I quess.
yes…assassin is def the one being spammed…while also being on a 20s cd……….. you def know your stuff about knight xd
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@StereoGang said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760892#Comment_3760892
No he does not.
Half of map of the realm have been removed to be integrated to basekit instead. So Knight have 10 m detection range at base instead of 8 m before. With map of the realm, Knight used to have 12 m range, and will continue to do so with map of the realm after the rework.
Knight used map of the realm to get that 12 m range, and will likely continue to do so.
and thats enough especially since the time it takes for the guards vision to expand has also been halved
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@Royval said:
yeah they ruined him they should at least have basekit map of realms
he…does
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758642#Comment_3758642
Nah, nah, nah. Devs wanted us to play knight differently such as sending guards to patrol on gens. We said that his power was way too weak for it and asked for justify buffs to play that way
Sure.
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shame that singularity didn't get more reverted and the fact that they're bringing the auto aim back later??? xddd bad players really got too much influence man
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@Chocolate_Cosmos said:
Even tho the feedback section was filled pretty much with most people saying that the chase duration of Guards while near them should be nerfed at the least if not removed and the minimum distance to create path was bit much when you add these two things together, nothing was adress with this.
So Knight is just basic M1 killer that will camp gens from distance as main power, cool.
My biggest issue with this update is that it just aimed pretty much on Survivor side to adress their issue with the power while outside of giving cycle button on guards, ignoring the player who is going to play the killer and giving them nothing in chase once you get close enough.
RIP Knight.
Maybe because at least half of the feedback on him was just whining that you can't do zero brain starts anymore, thank goodness it was ignored honestly
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@drsoontm said:
I've finally started to play The Unknown. I've spent some bloodpoint and used a build I'm using on another killer.
I expected to get my backside kicked while I'm learning its powers.
My first match went better than expected as I had no idea what his powers were: a 4K with decently prestiged players.
Naturally, after a win, the next lobby had to be stronger …
https://us.v-cdn.net/6030815/uploads/P07628UAOYY3/image.png
And yet …
https://us.v-cdn.net/6030815/uploads/3E4SEPDAFMW9/image.png
I'm expecting a stronger lobby and I get four flashlights … sounds like trouble.
https://us.v-cdn.net/6030815/uploads/MIAY4S8DNAPY/image.png
Or not …
https://us.v-cdn.net/6030815/uploads/N0SWZFO7YVGM/image.png
Naturally the next team has stronger players and after one look at the p100, I feel like crying …
https://us.v-cdn.net/6030815/uploads/I41NA98TXCAM/image.png
… but it went pretty fine.
https://us.v-cdn.net/6030815/uploads/U2L6K6RFLG4D/image.png
How is that possible? I barely understand the killer …
Is it a "S" killer or have I been incredibly lucky?
Yeah very strong solid A tier, a lot of people struggle to play him tho but I guess you're just better so good on ya :D
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756976#Comment_3756976
I think she should keep both changes, but yeah she's still very much add-on dependent. Babushka and Rose Root still her best add-ons. I'll still run Iron Maiden/Darkness Revealed with her. People don't seem to observe just how many killers are picking the same 2-3 add-ons, not because "They're the most popular!" as the devs put it, but because they need those add-ons.
Tbh it's more often than not the case that it really is just because they're the most popular and not because they're necessary, and then even if they are necessary there's usually better solutions to the problems the addons solve than the addons themselves
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757230#Comment_3757230
Yes they need a buff legion is an easy to play killer but this is no exuse to not buffing them. Tatariu make great concept about legion buffs
It is an excuse actually, if you want to win more games then play a different killer that takes more skill, otherwise like I said there's no point in buffing a killer to just crush bad teams harder than they already do while having no effect on competent teams
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@Backmon said:
Legion is unique and fun killer to play but he bottom c-tier on many tier list for reason. Many say that Legion need a buff and i totally agree. If you want legion main opinion you should totally check Tatariu. But that a buffs that i want to see for them:
- Feral frenzy should work on oblivious survivors (because if Billy and Oni can instadown you with stealth perk why legion cant just deep wound you)
- Mischief list and Frank mix tape base kit.
- Increase feral frenzy speed from 5.2 m/s to 5.6 m/s
- Increase speed bonus for each hit on frenzy mode from 0.2 m/s to 0.4 m/s
- Reduce fatigue duration from 3 second to 2 second
This changes help make them from bottom c-tier to top c-tier or even bottom b-tier. So what your opinion?
Can we stop forgetting that legion is a killer that takes no skill and buffing them to be anything below A tier will only make them better at pubstomping
Legion either needs a full rework or zero changes, nothing in between
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It saves time when you vault from a distance, though I think it might only really be useful for windows since survivors can vault back when you vault pallets, maybe windows too? I forgot
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756976#Comment_3756976
Why do you think she got those changes? Infantry belt had the highest pick rate of all her add ons, Shiny Pin had the Second, Flower Babushka was third. The Devs seen it and made all 3 base kit to make her not add on reliant. Unfortunately shiny pin still has an insane pick rate because the movement speed buff didn’t go through. It’s probably her most popular add on now besides glowing concoction.
Source?
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@MaddieMage said:
Seriously. That ability was completely unbalanced and ridiculous. It negated the entire wiggle mechanic. I’d really prefer not to see it in any future events or game modes. It definitely had to do with why I didn’t play this anniversary nearly as much as the last two years. Made the matches miserable (among other things that made the event annoying to play but that’s for a bigger thread)
And why is the wiggle mechanic that important? To prevent killers from hooking far away, when the remote hook mechanic specifically targets the closest hook?
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756982#Comment_3756982
Bubba is good example from my side. I guess more killer should punish such a risky save like him.
No they shouldn't, bubba being able to brainlessly get kills for free just by camping isn't a good thing actually
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756978#Comment_3756978
So you think situation when you hooked survivor and all other 3 right unhooking him together and right into your face (cause now unhook right on killer face is not punishable unless you play Bubba) is okay?
Yes, that's either zero survivors on gens or it's endgame in which case the survivors have literally nothing else to do and that's the only way they can save their teammate, and the fact you can play bubba to circumvent it is absurd
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@Backmon said:
This type of mechanic i miss from old Dbd. I mean for now if killer hook someone the entire squad run into killer face to save him cause how free it is now (killer only can do one hit and then getting body block by unhooked or another survivor who want to save). Thats why i think this mechanic should back cause now getting save right into killer face is 0 threat for survivors. Not many killer still can deal with it now like Bubba or Doctor. In old times hook saving requires timing and skill for both side, thats why i think this mechanic should return.
Only if the anti camp system is buffed and enabled in endgame, otherwise id rather not see face/proxy camping become an easier and more annoying strategy
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@Spirit_IsTheBest said:
I'm not asking this in terms of experiences I've had, but mainly just to ask for opinions, Huntress was already a very solid killer prior with 5 hatchets, but with 7 along with a quicker windup speed, she's very strong. Some people say that she was perfect prior to the buffs, and that those changes ruined what made her a balanced killer.
The main issue with Huntress wasn't the amount of hatchets she had, it was mainly locker spawns and maps that made playing her annoying at points, making her have 7 was not the way to do it, it was more of a band-aid fix than anything.
Another issue is her hitboxes, depending on the killers ping it can be extremely bad if your versing a Huntress with 120+ ping, and your get hit when the hatchet doesn't even connect to you. Even a Huntress with good ping can still hit some questionable shots with her hatchets at points.
Huntress at the moment is in a weird spot, because she earned so many odd changes that she really didn't need, should those changes get reverted, me personally I do believe they should. How do you all feel about them?
The hatchet count buff should be reverted but the windup time buff is absolutely necessary and I don't understand why people complain about it as thought they wouldn't be complaining if babushka got nerfed without the basekit being buffed, crazy thought but maybe addon reliance isnt good game design?
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756435#Comment_3756435
Imagine all those new bugs we would get...
How the hell would mirror Myers work for example?
I would think you can just tier up as normal as long as the addon is lost but if you pick it back up you get forced back into tier 1 (or tier 2 if it's vanity mirror)
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- I don't like it, getting pallet stunned is completely avoidable and the immunity just makes her easier to play
- I don't see why you'd want to have stealth while carrying, wouldn't do that much but stun immunity while carrying would be awful, and keeping flicker while vaulting or breaking would just make her harder to track without any skill requirement from the killer player
- No, she shouldn't be able to just be permanently undetectable/invisible from a distance for free, it's good that it's a trade off and you can't just sneak up on survivors for easy hits without some kind of downside
- Longer TV cooldowns were bad but projection cooldown was a good thing, tbh imo they should just do away with tv cooldowns on projection entirely and just bring back the projection cooldown
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756637#Comment_3756637
With her low pick rate, I don't think she is appealing to anyone. There are extremely few people that exclusively main Hag. Hag mains still play Hag less than 50% of the time, which shows that even Hag means get bored of her.
I don't know where you're getting this info from but even then, the solution is to just buff her, not in a way that changes her identity unnecessarily
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@adsads123123123123 said:
Hag is currently the least popular killer in the game (similar to pre-rework). Her rework didn't address her main issue, which is she is purely setup and has no chase. People dislike playing setup killers in general. Hag has no chase because she is 110% and takes too long to set up traps. Chasing with her is basically set up trap, survivor runs to next loop, and repeat. She mainly gets hit from setup playstyle rather than chasing. My suggestion is to make her 115% and reduce trap setting time. Regardless of how she gets reworked, she needs better chase.
https://us.v-cdn.net/6030815/uploads/HH25HDQMRPFX/image.png
https://nightlight.gg/killers/viewer?sort=pick&shown=pick&start_days=28&compact=true
We don't need to make the developers pander to majority of the community/players with unoriginal taste even more than they already do
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756181#Comment_3756181
After rework, the recall was like 10 seconds. After that, it was nerfed back to 30 seconds.
True but twins is still definitely better than they were before the rework and still strong, twins with 10 second recall was pretty ridiculous
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No it's always been 2 seconds, you're thinking of other exhaustions like sb lithe balanced
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Idk about the xeno change…it's good that turrets would still be a counter but I think them just hindering would be way less exciting than what we have now which actually puts a unique challenge on the xenomorph player, and the tail attack cooldown could be reduced but the hitbox is fine and people just don't understand how it works or can't aim