timetodohottakes
timetodohottakes
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Huntress hatchets hitbox changes
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super fun to play but at high MMR you need pop and PR to not get genrushed to hell.
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@Iron_Cutlass said:
I feel like with certain perks/builds, like Hyperfocus, it would be insanely strong on experienced Survivors, but for the most part, I wouldnt really mind luck increasing Skill Check odds since it would also make perks like Autodidact better.
could be like every 2-3 luck increase skill check odds by 1%, so it DOES something but it won't be busted, if you want lots of skill check you'll need a full squad for it, like for self-unhooks.
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@bjorksnas said:
I mean it would either be useless or op, multiplicative a 1%/2%/3% on a default ~8% or ~15% for gens / healing would do nothing, additive could be game changing and or annoying. A 20%/27% chance to trigger a skillcheck every second would create really stupid builds and team strats.
could be true but it would finally give it a real reason to exist other than self-unhook build
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@Rickprado said:
I hope that while they nerf the Blight's addons, they make him easier to play. I'm learning Blight, but i think his skill floor is quite high for newer players.
that's called git gud, but in all seriousness all killers aren't meant to be easy to use, some will be harder than others and it's fine.
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@Shroompy said:
Unintended things sometimes become/are embraced as features by the devs. Best example probably being Trap Buffering
This is when a Survivor starts disarming a trap to make it so another Survivor go through it unharmed. This was acknowledged as a bug and was actually patched in late 2016 or early 2017 (drawing a blank here)
When Trapper got his rework in mid 2018, they actually talked about Trap Buffering in a livestream. They mentioned how it encouraged teamplay and it also reduced his effectiveness at camping, so they reintroduced it as a feature.
accepting it and saying it's a unintended bug is different, also the big part was when you'd place a trap under a hooked survivor and the unhook would take priority over the trap action, so once the unhooked survivor is unhooked they cna hold M1 instantly even when the animation wasn't over to save the unhooker from being trapped, that was the bug about it.
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@th3syst3m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597156#Comment_3597156
Incoming that Blight would somehow be stronger without hug tech lol. This game is kind of a joke at this point.
he will be weaker yes because a unintended bug will be removed, but even without it he is strong, blight kill rate will BARELY go down with this bug removed.
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@NekoGamerX said:
why people want all killers weak or unplayable?
unplayable???????? even without it he is strong, it makes him broken, he is a strong killer AND balanced if you ignore the add-ons, hugtech is simply a broken and unintended mechanic and must be patched.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597156#Comment_3597156
Not necessarily true. I would argue the opposite. If they are able to fix it, and they couldn’t do it without fixing his collision in the first place, then it would make his bump logic stronger (which is already objectively more consistent than going for a hug tech). Hug techs really only help on short filler pallets, and rush mitigation.
There is a lot of counterplay to the hug tech in that it’s easy to predict, identify, and react to as long as you don’t sit there and wait.
"There's a lot of counterplay" always been a excuse used by ALL hugtech users, you included, there is not, play killer and 4 survivors clones of yourself and I am sure you'll lose as survivor, there is 0 counterplay to hugtech and never will be, the counter to blight is what hugtech literally ignore, this is why it must be patches.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597141#Comment_3597141
I wouldn’t be so sure. Lol
Mandy said that a LONG time ago. Unintended things get added into the games alllll the time. Perhaps they changed their minds… perhaps they don’t know how to fix it without breaking blight.. etc.
They are usually pretty transparent on things they are “fixing”. It’s been complete radio silence on this.
that's very true, but it makes Blight more broken when without it he's actually balanced.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597111#Comment_3597111
A slide mechanic was added in on purpose.
I doubt the hug tech is going anywhere. None of the devs have touched on the topic in over a year. Wish they’d just speak up on it already so we can again, stop talking about this.
I expected you to show up lmao, they confirmed it was a bug and since they are reworking the add-ons it's safe to assume they will remove this bug,
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597111#Comment_3597111
I was under the impression Chucky would run straight into the wall without sliding unless the player performed the hug tech. I haven't played Chucky though, so I'm only judging off videos. If that's not the case, then hopefully they'll adress it.
No his interaction works like Oni, it doesn't stop him from running.
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@NomiNomad said:
Considering Chucky can do the same kind of stuff... I doubt it.
Built in feature and unintended interactions are different, blight SLAM walls, he doesn't hug them, chucky can because they made it that way.
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@CorvusCorax86 said:
Did BVHR confirm the "hugtech" was a glitch / exploit?
yes
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@Wearevenom1484 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587034#Comment_3587034
Then you choose to not see them because cheating has become consistent over time.
Those of you that try to pretend its a non issue are either cheating or trolling
or I am simply truly lucky and don't see any??
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I seen like 3 or less cheaters in the last year, since the massive server validation they did, sucks for you that you see many but they are far less common than before.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586902#Comment_3586902
While that is true, the other side's fun is mostly not very high up on the list of your average DBD player's priorities. Which is fine, as it's BHVR's responsibility to keep things fun, as long as nobody breaks the rules.
facts
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@sizzlingmario4 said:
Sloppy Butcher is easier to apply and on most M1 killers I think it's the better option overall for that reason. It's also way more popular because it's a free perk everyone can use while Gift of Pain belongs to a licensed killer.
I like Gift of Pain more on killers who have instadowns. That way, you don't end up injuring the survivor (removing the 16% debuff) but then not down them/decide you need to leave chase. Instead it gets removed when you down them and then you can reapply it immediately. But it has an RNG component and isn't guaranteed.
Also since Resilience + MFT is very common right now I've noticed when I see Gift of Pain in my survivor games or use it as killer a lot of the time survivors just opt not to heal because staying injured and doing gens 9% faster with 3% speed in chase is often preferable to having an extra health state but doing gens 16% slower. But that may change in a couple of weeks when MFT is nerfed.
really true
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586900#Comment_3586900
What would be wrong with Scourge Hooks seeing more use? They are practically unused outside of Pain Res.
You only have 4 hooks (+basement if you waste a slot on monstrous shrine). There's no system to make sure the hook spawn evenly throughout the map so you can find yourself in situations where there's no usable scourge hook throughout the trial. Ultimately for perks that are a gamble, they should be stronger.
Not to mention, survivors can sabotage scourge hooks too. So survivors can already deny the perks.
ya it's true tho, like hexes only devour is actually good (you can argue about haunted) they should be strong.
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@Xernoton said:
Sloppy is easier to apply and more consistent. It also works better than Gift of Pain, when playing hit and run.
From my experience there aren't all that many killers that use Sloppy at the moment. I've seen it on Oni (which makes sense), Doctor (could use both, honestly) and Wraith (makes sense too). But most other killers seem to not be all that keen in incentivising survivors to stay injured at the moment. Maybe that's just me though.
hit and run is such a pain to play against, useful yes but truly a pain and unfun way to play, if you play like thos then obviously sloppy wins over GoP, but as a normal killer not going for a hit n run GoP should take priority
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@Crowman said:
If you're an M1 killer, Sloppy is just more reliable.
If you're an M2 killer, you often have addons to apply mangled or hemorrhage status effects.
Doesn't help that you have to hope there's a scourge hook nearby for it and simply the minor slowdown from fully healing isn't strong enough to justify the gamble of the perk like Pain Res.
it cannot be much more stronger because we could see a rise in scourge hooks builds if it becomes more powerful, imagine if it was a 25% slower repair/healing speed, scourge meta would rise hard, it is true tho that compared to the benifits of PR it ain't worth the gamble if you have to select one or the other
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@WinterFell said:
Sloppy can be used many times without requiring you to down a survivor AND hook them on a special hook. Kind of obvious
I know but most of the time survivors will heal nontheless, sloppy or not, so why not get a proper benifit once they do? while you are busy with other survivors they are working slower, and not by just a little.
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@Reinami said:
Because it requires you to hook the survivor. Sloppy works every time you hit them. Meaning it is much more effective for hit and run. The other thing with GOP is that you basically have to ignore the person you just hooked to get full value, and often times they'll tank a hit on purpose to remove the debuff and call it a day.
that's a good point, but if they don't it's more value overall and if they go for a bodyblock you cna still go for them again and hook them on a scourge hook if available, I totally see the downsides of it being a hook perk but the little RNG can give more value if they are a gen jokey.
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@sizzlingmario4 said:
This would definitely be a nice addition.
I hate how Ghostface’s power description even says being marked inflicts Exposed for “a limited amount of time” when it could just say 60 seconds. Not only is that phrase far more vague than a number, it’s longer too.
Power descriptions should look more like this, for instance (additions will be in bold):
Night Shroud:
Press the Power button to activate Night Shroud when the power gauge is full. The Ghost Face is granted the Undetectable status effect while Night Shroud is active. Performing a basic attack fully depletes the power gauge and deactivates Night Shroud. Once deactivated, Night Shroud takes 20 seconds to recharge.
Reveal:
Survivors within proximity to the Ghost Face may attempt to reveal him by looking in his direction for
a short duration1.5 seconds. A successful reveal fully depletes The Ghost Face's power gauge and automatically deactivates Night Shroud. Survivors who reveal the Ghost Face have their current location indicated by Killer Instinct fora very short duration4 seconds.Special Ability: Stalk
Hold down the Power button to Stalk Survivors while Night Shroud is active. Stalking a Survivor takes 5 seconds to fully complete. Hold down the Power button while behind cover to lean out and Stalk
at a faster ratetwice as fast. Completing Stalk progress on a Survivor Marks your target and applies the Exposed status effect to your Mark fora limited amount of time60 seconds. Marked Survivors cannot reveal the Ghost Face.Special Ability: Crouch
Press the Active Ability button to Crouch. Press the Active Ability button again while Crouched to stand.
The Ghost Face moves at a slower speed while Crouched.The Ghost Face's movement speed is reduced to 3.8m/s while Crouched.This is exactly what I had in mind, this would be perfect informations
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@HugTechLover said:
Instead of just giving up, how about trying to learn something from your matches against blight?
Learn some skills and counterplay against him.
instead why don't the hugtech exploit/bug get fixed and all the things that shouldn't be about him as well? also nerfing the add-ons would be a good idea too. (yes I remember you)
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@Nun_So_Vile said:
Does it stop at first collision? It reminds me of Pig's Ambush if it had + range add-ons
no it doesn't, you need to let go for him to attack
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@Devil_hit11 said:
Question 1: Will you increase the default amount of knives you carry to 60 like old times? or perhaps it will not be changed because of the movement speed buff?
the reason why they're not really changing ammo capacity is because when you hit 6 knives, you get main event and main event costs no ammo. Since trickster's throwing mode is already max knives, you get no benefits for using main event other ammo conservation. with other iri add-on which is death throes compilation, you'll be max ammo entire game.
Question 2: Why bring back old versions of trickster if they didn't work back in the day?
one of complaints that survivor have often talked about with trickster is that he lacks counter-play. So their solution is to make survivor self-heal over-time during the chase.... aka red syringe. I assume this will just make throwing mode very situational/bad because their direction on changes is making him m1 killer. the change makes little sense because when you play him, you barely have enough ammo to down one survivor for average trickster player. that is why his kill-rate is so low. I imagine to down two survivors per reload but it is definitely not easy at least from my personal experience playing him. I am not sure why they're weakening a killer that even experienced players like otz also consider not very good. laceration change sounds survivor-driven emotion change.
Iri photocard is scary to me, you hit 7 knives in a row, you are now 122% until you down a survivor, if you use rapid brutality you are now 127% for 10 seconds, add STBFL and....how do you escape that? you really need to change the condition on which you lose the speed boost, like you lose 1% after 10 seconds of your last knife hit or something, because perma 122% until you down someone and how easy it is to get the speed back is crazy.
there is no point in running stbfl or rapid brutality on trickster because his power is like 20 stacks of stbfl. he has 0 recovery for throwing knives. iri photocard is weird because it has complete anti-synergy with his power and enforces him to throw knives slowly which is counter-productive to his gameplay. Current iri photocard is far better in general but this one has potencial to be superior if you choose a counter-productive play-style. I think that add-on would been better if they gave you scaling m/s for throwing mode to go 110%.
Answer 1:
I truly think 6 hits for Main even is absolutely ridiculous and OP AF, also it going to 3 like, where is any counter now? you hit 3 knives and boom you're dead 90% of the time easy, it makes no sense at all and it will be nerfed 100%.
Answer 2:
it is true you barely have any ammo to down 2 survivors, the removal of recoil is great but it feels like they buffed little things that would be great QOL but then buffed something else (main event) throught the roof and now the actual use of his power other than main event seems pointless, you get main even, you 115 close enough to the survivors and you start it, that's what trickster will be now, it's stupid........ and making the laceration this short just....feels awful.
Answer 3:
I know his power is but it could be a meme build that is in fact not that ridiculous, you just have stbfl with rapid brutality and give it sloppy and something else, boom you are a 122% killer and everyone is injured and if you want to go for a hit you are 127%, pretty much 3 stacks of PWYF, I just feel like his power will be useless if you break every single loop with such speed.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572571#Comment_3572571
Eh, change it to instead be like:
- Repair a gen for 10 seconds
- Cleanse a totem completely
- Heal another survivor completely
- Heal yourself completely.
But you get the idea, basically, they get crows unless they are doing SOMETHING that progresses the game, and also makes it slightly easier for the killer to find them.
that would be great honestly
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571135#Comment_3571135
You have 4400 hours and think blight’s flicks need to be nerfed… please explain.
Reply is here now, check page 1.
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I think that would be a good idea not gonna lie, better data for the players, or at least easier to collect.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571135#Comment_3571135
You have 4400 hours and think blight’s flicks need to be nerfed… please explain.
I did reply to you but I edited it and now it's on hold.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571135#Comment_3571135
You have 4400 hours and think blight’s flicks need to be nerfed… please explain.
Blight is meant to rush in sort of a straight line with SOME mobility, his attacks range depends of which direction you are turning and which side you decide to attack, the attack is meant to go and i'm being generous here imo, by default should be in 180" in front of you, 90" to the left and right, so making more than 90" on one side is absolutely unbalanced like here for exemple https://www.youtube.com/watch?v=YC85tbU618k
And here's a better exemple https://www.youtube.com/watch?v=XPiNwoIphXE
Those kinds of hits should NEVER happen, blight doesn't have the freedom of movement other killers have and this should be removed. Add-ons can increase the maximum angle he can turn from a hit so it could be 200" or slightly more, but being able to do a full 180" turn hit is bollocks.
By your name it's pretty obvious you are a blight main enjoyer so all my arguments will be bullcrap to you, also my complains about hugtech, but you know those aren't balanced even if you adore those "techs" about him.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570886#Comment_3570886
Why should flicks be nerfed? On what grounds?
How many hours do you have?….
Your point?
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570809#Comment_3570809
Why would you remove 180 flicks?.. you just said his basekit his balanced. Lol
Most average players can’t even land a proper 180.
if it is basekit then THAT should be nerfed, I thought it was something that came with adrenaline.
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All I want as a killer is they fix the unwanted sliding on walls and has a survivor I want they remove the hugtech exploit, remove 180" hits and nerf add-ons, like speed, adrenaline and alchemist.
Blight is not a unbalanced killer (basekit) and is fun to play and play against, but there's MANY broken aspect of him that absolutely ruin the experience on both sides, if they do those changes i'll 100% play blight and be happy to face blight, the moment I see one use hugtech and do 180" hits I go next.
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@pizzavessel15 said:
I believe so. my advice is when that happens, check the basement. for some reason crows dont work well down there (probally because they can keep moving around down there)
I tried, but the swamp is easy to hide into.
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@Thusly_Boned said:
Doing nothing but hiding trash is behavior for sure, but technically not holding the game hostage, I don't think. Doing nothing but hiding is also so easy a lobotomized monkey could do it effectively, but they have to be doing something to avoid getting crows.
At 25+ minutes I'd probably still report it, though. That's just a stupid long time to be playing asinine games like that.
The whole match lasted 36 minutes from what they said, so if it is a offense i'll 100% report it.
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@caipt said:
fix your router, nemmy has one of the most accurate hitboxes to his animation. This isnt on nemmy, its on ping and the minimal survivor hitbox desync.
Ping is 38 on average, better luck next time buddy.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564147#Comment_3564147
That's always going to be the case. Even Counterstrike has this problem with latency. It's what they call "peekers advantage". The person who peeks around a corner is going to have an advantage over the person who is around the corner. Because the person around the corner naturally will "see" the person peeking after they have actually gone around the corner due to latency. By the time they see the person peeking, on the peeker's screen, they already saw the person, and are shooting at them.
So, typically, games favor the person doing the shooting rather than the person getting shot. In an FPS, this works out ok, it feels worse to be shooting directly at someone, and not hitting them, even though you are hitting them on your screen, rather than the person getting shot at who sometimes gets hit even though they are behind a corner. It is just the nature of how the internet works. You have to take the least worst experience, and most people agree, it feels worse to have your crosshair on someone's head, pull the trigger, and not get a headshot, than it does to get killed while you are "behind a corner"
Now, in DBD world, this means that it is naturally going to favor the killer in most scenarios, because the survivor's aren't hitting the killer ever outside of pallet stuns. There are many times as a killer where on my screen i clearly should have hit the survivor, but they somehow pallet stun me.
TLDR: Survivors are always further away than they appear to the killer and the killer is always closer than they appear to the survivor.
prioritise the attack for as long you aren't the attacker.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564095#Comment_3564095
That's not actually how it works. The hitboxes work like this:
https://us.v-cdn.net/6030815/uploads/8NWDV1CZDLY6/image.png
So while running, your hitbox is actually a little bit behind you, because the hitbox is accurate for a "standing" survivor. It's even worse while injured because the survivor leans so far forward. So when you take that into account, as well as latency, that was likely a very clean hit from the killer's POV.
thanks for the reseach, maybe on killer side but on survivor side it's absolute bs.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564095#Comment_3564095
Because Nemesis isnt a shockwave like Pyramid Head and its actually quite interesting how his tentacle works
Imagine 5 horizontal lines in front of Nemesis that start at his head and ends at his feet. Once he uses his tentacle, the first line gets "activated", then the 2nd, then the 3rd, and so on. Thing is these lines move with Nemesis himself, which is why Drag Tech is a thing and also why some hits can look pretty wonky
which is bs and should be fixed
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@Mooks said:
Survivor hitboxes are the same injured or healthy so it doesn’t align well with the injured model/animation. That combined with some lag can probably lead to these hits. We do only get lag icons when the connection is very bad, and sadly still no way to see the direct killer ping (survivor pings can be shown in the menu)
it is not a matter of survivor hitbox anymore, the only difference with the healthy and injured animation is how straight I stand, so injured or healthy the hit remains bs no matter what. tho have you noticed how it NEVER happens with pyramid head? I wonder why with nemesis it happens, projectile logic maybe? less bugged/broken? idk.
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@Caiman said:
I'd rather they just diversify the medkits again, in ways that don't bring back the self-heal meta.
ya, but they will not
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/393994/bhvr-why-did-you-bring-alien
Not every killer is meant to be loopable. Some are meant to have strong chase powers that make pallets less and windows less useful. How do you counter this? Don't get chased. How do you keep from getting chased? Don't get caught in the first place. Stealth is an option, you know.
idk if you are trolling or is stupidly serious but, from today to 1.0.0 there is absolutely not a single match that has happened that 5 gens were done and 0 chase started when the killer wasn't afk, so your argument is total nonsense.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562634#Comment_3562634
Not me, but this guy looped xeno before it was nerfed.
what good killer get 360? with 4.3K hours It happened once to me 2 months ago and last time it happened was over a year ago, that wasn't a good xeno, he hit walls all the time and attack too soon or way too late. that was simply not a good xeno.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/393994/bhvr-why-did-you-bring-alien
Singularity is the most boring killer to play against and as - in my opinion.
Wesker takes the 2nd place - in my opinion.
That being said, i have never won versus the Xeno yet on live servers, its kinda ironic, because on ptb i never lost a game to Xeno.
singularity is so rare i'm happy when she shows up, weskey is so common i'm annoyed AF when he show up
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this is truth
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@XshyguyX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562694#Comment_3562694
He's just frustrated. Xeno is cool. Can be difficult but still amazing looking and freaky
he's trash
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562576#Comment_3562576
You're right. I like playing against Xeno. It's something else. A killer that you always have to watch out for, use the turrets to counter and predict and mind game to delay in chase is pretty fun to face in my opinion.
Xenomorph doesn't ignore any defenses. Nemesis doesn't either. You have to use them effectively to counter both of these killers. Not all killers can be pallet Freddy. Different killers need different counterplay.
You are supposed to hold Xenomorph as a M1 killer, maintain distance, mind game and play around their cooldown. If you do neither of those, then it shouldn't be too surprising that you'll have a rough time against this killer.
show me 1 video of you countering a good xeno/nemesis and i'll agree with what you say.
