redsopine00
redsopine00
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- redsopine00
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I like how people are saying don’t cleanse when not doing that means your broken and 1 hit I’d rather do the hide game then be broken all game
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Thanks
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Jake.
calm spirit reduces the noises you make while breathing and survivors within a certain distance from you won’t scream or trigger birds.
iron will grunts of pain while downed and injured are reduced 100% and 150% respectively (so you can actually crawl away lol)
sabotage. You can sabotage 2 hooks before the cool down or you can sabo faster
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@Sharpefern said:
none of the perks involve undetectable and they had no addons
Bugged
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@GannTM said:
Im honestly so confused
its a safe that a used spin chill to bully a spirit becthey couldn’t catch them off guard
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@The_Bootie_Gorgon said:
Shroud of Separation makes survivors DC 👀
Yer because survivors just can’t deal with doing a gen alone they must have someone saying oh you do this il be bait
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@CLAUDETTEINABUSH said:
When I purchased hag with iri shards I was a bit sceptical. The only killers I could buy were clown, blight, hag and twins. I didn't want the twins cuz I found her play style to be boring, and clown was pretty weak. So I was between blight and hag. I had ruin on hag already, so I was leaning towards blight perkwise. But because of my pc fps drops, I decided to go with hag. And oh my, I don't regret a thing.
I've been playing hag for a month, and she's just so fun to play as. Her traps are so strong when placed correctly and you get rewarded for predicting the survivors. Unlike trapper she can use her traps on almost every loop and be effective, whilst having incredible map pressure, even tho she's a 110% ms killer. Unlike spirit she actually has obvious weaknesses and she requires a lot of map knowledge to be effective.
I'm basically half way through being a hag main (I've been shittalked for playing hag, so that's a good sign :p ). I just don't get why she's so hated by the community. Playing against a flashlight squad is a nightmare, and whenever you pick someone up you always get trap notifications because the OoO user starts to step on your traps.
If I had to guess it's because hag players usually trap the hooked person, that's true I also do that. But again, I think she's pretty counterable if you find a flashlight or have kindred/OoO.
So, why is she so hated? And as a bonus question, any tips when playing as hag? Could use some. Let me know below.
Trap the doors around endgame especially if your using mint rag great control and pressure when you can turn up behind them
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Deactivate if working on a gen being grabbed and taking a protection hit
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@indieeden7 said:
So you have to run 2 perks, one of which permanently removes a health state in order to counter 1 perk that makes 1 specific killer next to uncounterable, amazing.
Yup hence the lol part it’s a huge risk vs reward situation
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@savevatznick said:
What does the shackle actually take away from the survivors? Either you step on a trap and get hit or not, it barely matters if a phantasm appears - in most situations you are taking the hit anyways. I can see maybe it deceiving a survivor mindgaming a pallet at a loop ONCE, but then you know she has the shackle.
Maybe the Hag is wasting traps for some bigbrain aura reading addon combos? I don't know why you think it is an unbalanced addon.
The shackles give no phantasm so you can easily get a sneak hit or grab
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@Trashmaster said:
Rusty shackles doesn't really do anything, if you trigger a trap the hag gets a free hit unless they're currently carrying a survivor or using scarred hand.
So yea you can only wonder why it even exists
Also gate grabs
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@C3Tooth said:
On healing at Gates and Killer pushed us out of trial.
Killer is Bubba / Hag
Killer with 1 hit down
Leave before you get hook incase of Blood Warden
Leave because of Rancor
...
I’m the expect blood warden type
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/1894196#Comment_1894196
You can leave or go against several freddies's back to back and then come see my side. Once you understand the hell we've been through, comment again.
Done it no big deal and your forgetting rank means nothing in this game just time played your more then likely getting smurf Freddie’s that recognise a good player and take the, out early
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@Rittihilatti said:
I give you something else.
In-game player profiles that could be checked during the lobby for survivor.
It could have more interesting stuff, but the two mains are:
- seconds in chase
- seconds on gens
X seconds average / match. And/or X gens done per match on average.
This number lower than 1? No problem, dodge. Boom.
Actually, these are the main values the matchmaking should be based on.
They already have a hard time doing it why add who does what as a requirement
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@Wesker09 said:
I was thinking of running the build: Prove Thyself, Better Together, Technician and Adrenaline and see if that could help me get people to do gens. Thoughts?
Run bond find a teammate if they do nothing but hide get the killer and motion them come come then point out the survivor hiding if there not doing gens make them the bait
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Is my build meta as I will run it on every killer.
Light born so no more flashlight stuns iron grasp so I can get a better to defend hook location blood warden to punish survivors that don’t leave and a swap out perk I currently have set to dying light
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891792#Comment_1891792
True but this works more as a incentive to actually not hide and do nothing but locker swap or walk around the basement as the crows will show up and your one hit it’s to deter hiding all game.
also another clarification if your out in the open moving about for a gen and swapping gens it won’t proc
To clarify you have to be sprinting about now urbaning if crows show up as well
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@TWiXT said:
The easiest fixes to it are to either remove the timer, increase the distance it activates, or both. Reasons for why:
Cooldown Removal:
Being that Blood Favour is a Hex perk, like the others it should be very strong and make survivors want to find and cleanse it asap, but because of the cooldown timer, it's not a problem for survivors at all. Add in the fact that it can be cleansed in less than the first minute of a match, and it's basically a wasted perk slot. The whole premise of this perk is to pre-emptively neutralize the threat of a pallet at loops, either to force the survivor to travel to another tile, or to prevent their teammates from achieving a pallet stun rescue when picking up a downed survivor, but because the perk doesn't activate consistently due to the cooldown... it fails this premise hard. If the timer was removed I can see it becoming a real pain in the survivors asses, but because it's a Hex, not one that can't be neutralized by them. If it wasn't a Hex, then the timer would make sense, but because it is, the cooldown is only making it trash tier at best.
Extended Range:
16 meters is an ok distance if you're relying entirely on Blood Favour for preventing downed survivors from getting any assistance while hiding under a pallet, but because BF activates whenever a survivor is injured or downed, by the time you've downed most survivors it will be on cooldown still and not help you in blocking any pallets they could crawl to. More often than not, the first time you strike a survivor at a loop, they get a sprint burst effect increasing their movement speed by 150% for 3 seconds, which gets them well clear of the loop or any pallets you just blocked, making the fact that it activated at all completely pointless. However if the radius was increased to 24 or even 32 meters, that would ensure that the survivor has to travel further to find a safe loop with any pallets they can use, and considering that it activates for only 15 seconds at a time, this would mean that all a survivor has to do is kite you for that time before the nearby pallets are usable again. Increasing the range will also make survivors more inclined to track down and destroy the hex totem asap since leaving it active effectively means that no loop is safe or usable to them. Again, IF a 32 meter range was added to this perk the cooldown would actually be justified, whereas a 24 meter radius would be less of a threat but more useful for hitting more than 1 tile at a time, but if that change were implemented, it would render the cooldown also unnecessary.
Overall Hex: Blood Favour had a decent premise that could have been useful, if not for someone's insane decision to make it completely pointless by giving it a ridiculous cooldown, short range, and making it a Hex... because of those design flaws, it's worthless in any standard chase situation.
Hence my changes to make it more powerful as a hex with it automatically blocking a pallet that’s passed though 3 times in a chase and if you nail a hit the survivor generates a aura for 30 40 50 seconds that locks out vaults and pallets effectively huge reward for the risk of being a hex
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@Blueberry said:
I like your idea actually.
I honestly wish they would just stop making hex perks if they refuse to make them more viable. The vast majority of hex perks are trash bar only a couple exceptions and even then, those perks we're only really worth running when we had Undying. Without Undying (IE the nerf coming kills the perk) hex perks in general just aren't worth it. Undying was a bandaid to fix how bad hex perks were.
I assume they want to keep the perk a hex. If this is the case use your recommended change and remove the cooldown.
Exactly instead of waiting to lock it auto locks one pallet if it’s abused and if you nail a hit boom the survivor is actually taken out because they wasted time these changes would effectively become the anti pallet perk it’s ment to be as you either drop it and it breaks or your locking it out and the locking out any you come in contact with including vaults
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I run light born ig warden and dying light
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don’t revive dead threads and it’s 2021 why you bringing up a optimisation 26rs ago
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Nice
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@Heartbound said:
Usually when I don't do gens I end up getting sacrificed.
True but this works more as a incentive to actually not hide and do nothing but locker swap or walk around the basement as the crows will show up and your one hit it’s to deter hiding all game.
also another clarification if your out in the open moving about for a gen and swapping gens it won’t proc
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@Kebek said:
There are many reasons to camp, not wanting to loop all game is certainly one of them. Not like there's anything wrong with playing defensive if that's what makes the game fun for them, they're entitled to defend their prey as much as they want.
I agree or secondly to this point if I see more then one survivor in area going for the hook why would I leave
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Flamed as survivor using self care flames as killer for using dh
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Amanda should get a buff and tweak to her power(her traps) by having 2 different iri addons wich change her traps if they can get the permit use them one survivors spawn in with the shotgun collars and it means until it’s removed they can’t be near each other for a set amount of time after a gens completed and only removed once gens are done and another for the shotgun vests which can only be removed after 4 gens are done but can be detonated if 5 are done
one works to separate survivors and can make unhooks risky if not well timed and another stalls the game otherwise you could wipe your team out
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@Shymare_11 said:
IMO Franklin’s doesn’t need a buff, while it is a real counter to keys it also counters other items and forces survivors to either stash their item or constantly have to retrieve it when they’re hurt with the risk of their item being gone. Franklin’s isn’t a over powered perk but it’s annoying to deal with; not making it a worthwhile contribution to the current game climate. Thus, if it is buffed in some capacity, which it shouldn’t, it must at least have some aspect tone down in turn.
No more seeing where it was dropped for the ability to keep the timer going down
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@Exerlin said:
I'd rather the items still disappear after 90 seconds after a survivor drops it for any reason. Just placing the key in a bush shouldn't be a counter to this perk.
That don’t change but the timer never resets so if you know it was nearly gone after hit one and you knock it down again you know it’s gone
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@KayTwoAyy said:
If you took the latest survey, please reassure me that you gave the "skill level of those I am matched with/against" a huge rank 1 for having the the strongest negative impact on your Dead by Daylight experience.
Every time I queue it feels like I just walked into a daycare and am being told I need to entertain 4 toddlers for the next 15 minutes.
I know the feeling on both sides as killer and survivor like how am I supposed to get better if I’m chasing noobs.
and a clear example I’m playing ghost wraith (no bell noise no tr for 6 seconds) and I down a guy and doing grab challenge so I’m searching for a survivor going for a rescue see one do a rescue and get a easy down on 2 rehook first guy and before I’ve even left the area a instant save with me right there and I’m like.
you know I’m right here do t do that
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890121#Comment_1890121
It goes both ways as killers can do exactly the same thing. And in reality how big of a difference does it make? Survivors who don't use lighting filtering would just adapt and still be able to do just as well.
Because it gives a large advantage against players on consoles who cannot do that and makes it unbalanced against oc plyers
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@Withered8 said:
I've never seen any other game where ppl have considered bans for increasing ur lighting or changing it up. Just why?
Survivors use it to see the stain though walls and to spot things that normally get hidden by the dark or grass while killers can make any attempt at stealth by a survivor impossible as they can see them clearly even though the fog at long ranges
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@Komodo16 said:
They should set the brightness of the killer stain to a set amount. That way no one can make it easier to see so they can see it at all times through walls
What about on killers that negate any attempt at stealth as the entire map is light brighter then 4 iridescent lightbulbs to the face
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Blight started human same as hag
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@TheClownIsKing said:
...you 3 gen yourselves right on TOP of the BASEMENT. I really have no reason whatsoever to go very far that area at all when someone is hooked down there.
IKR so many multiple basement kills in these situations yet I’m a camper when they refused to leave
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1887856#Comment_1887856
that is the point, you can either have no effect from it and know you are safe from the killer or make it trigger while you hide and you are spotted or have it in chase and have a easier time to loop, or maybe i should make it it won't trigger in chase,
Defo no chase trigger
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It’s triggerd by the scream itself so it’s a risk vs reward perk as it could sell you out while hiding near the killer any moment
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1887819#Comment_1887819
i already answered this but it has to me checked by a mod so i'll reply a second time
calm spirit will prevent the survivor to scream so since the survivor can't scream, losing our mind can't trigger, so you won't ever have the effect, like with no mither, inner strength will never work
Ah so it’s a you must scream trigger risk vs reward
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Hrmmm your forgetting people could abuse losing our minds by combo with calm spirit so they get aura reading without the drawback of being seen lol OOO
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1887774#Comment_1887774
It’s a one time perk, I seriously don’t understand how people complain about a perk that gets deactivated the rest of the match after the survivor uses it.
Because survivor teams abuse it and save it to endgame times by deliberately taking a grab or a slug when they shouldn’t be able to do that
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1887763#Comment_1887763
And you can’t just take a 5 second stun? It’s not as bad as you think either take the 5s or don’t complain.
so after playing well getting hooks and then the entire teams 25 secs stuns you and teabags even when you played well
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Are people forgetting infinite chainsaw spamming billy that would would constantly tap it
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@LeChristmas said:
Hahaha love this. Being primarily a killer main i reckon thia would work too since if i go back to hook and don't see either of them I'll just follow the stratch marks or listen for moans.
Same though half the time it’s being done where I can see them
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@leviivel said:
i know, DS can be a bull crap perk, there is no disagreement in that, but when I enter discussions and see 3 nerf DS posts, its just baffling that so many people are still complaining about DS.
some people feel like their own “nerf DS” post is special and different then other’s, when it’s the same crap from each and every day. Just please throw the nerf DS posts in suggestions, I’d like to have actual discussion’s instead of same old “nerf DS”.
now, I do want a DS change/nerf, but I’m not going to act like it’s the end of the world, extremely frustrating yes, But I’m not going to make an essay rant that is completely copy and pasted from the other same post’s. (And yes I am aware that I am ranting about rant’s.)
I think it’s because so many get tilted when they play well only to lose because a entire team runs ds and they force you to proc it by deliberately getting downed or grabbed
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1887720#Comment_1887720
that thing was a cross on top of the church which was hit by the suspiciously specific lightning. it's ironic because she always said god give me strength and then got impaled by a cross
IKR I mean beyond anything she would be a badass killer and her power could legit be to lodge metal into a survivor that needs another to remove it and after 2 have been placed in (cool down on doing it) just like pyramid heads power On death hook you fry them with lightning strikes
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Crazy chick that axes your nuts and dies by getting impaled by something that was hit by lighting
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I play them and I found a very helpful trick to bait survivors into a easy down run tin soldier that lets you see them for 6 secs and the iri addon that when he gets crushed there exposed for 12 secs so many can’t resist crushing him in front of me
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1883546#Comment_1883546
OIFHNFJLW I'D LOVE THAT i have horrible anxiety so i wont put my gamertag out there but trust me there's a lack of pink/cheetah megs and I only wear her ponytail, I'll try to get every Huntress' attention from now on tho lol :)!!
If it helps I were the owl outfit the one with the leather armour on her throwing arm
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1886288#Comment_1886288
That and make it so locker/gen grabs don't count. It's really annoying that someone gets unhooked and goes straight to a gen. Then if I see them they run into a locker.
Throw in a protection hit cancels it and it’s balanced
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883966#Comment_1883966
but yeah an early basement hook against an unforgiving killer usually means gg/3k with hatch unless they all run BT, dead hard and DS in which case you've got rid of some mighty fine perks for a bit.
Yup
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883880#Comment_1883880
Remember ladies and gents, if you get hit and are near basement, run away from basement. Basement is an easy way to force a double kill
Or quadruple kills easily as there well defended