thelittlemonsters
thelittlemonsters
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The issue with Hag isn’t Hag it’s that no one wants to learn to play against her properly. You don’t need a flashlight and you don’t need Urban.
Players have this idea of how you have to play the game optimally, but to play optimally against Hag all of that goes out the window.
Traveling around the edges of the map will ensure you don’t run into her traps outside of her chase.
Crouching through loops if you have to pass through them when not in a chase will give you time to see if she’s trapped the loop. You can use that to start identifying her area.
If you do get caught in a trap in her area, try holding Shift W to run outside of the area before you start looping. She’s a 110 killer. If you can get her out of her area and vault to force an actual chase, she now has to take time to set a trap and you can buy the team time.
That is a lot easier said than done though. It can be very difficult to get away from Hag because you have to be running in the right direction and avoid her traps on the way, or you have to have triggered a trap on the edge of her web.
Avoid general paths outside of loops if you can identify them, once again until chase.
Accept you’ll go down eventually and hope the person who saves you knows to crouch by the hook.
Don’t go directly from point A to B. Take the scenic route.
If you’re in Lery’s, try to cut through rooms. A smart Hag will concentrate on the hallways because there are fewer and they connect everything. You’re less likely to run into a trap that way.
Pray if you get The Game. That place is a ######### nightmare against Hag.
Midwich is her best map. I personally play around the second floor, trying to force people close to it so I can hook there because it’s so hard to get a save.
My advice is to get one generator done upstairs and do the rest downstairs. There are more routes down than up so you have a better chance at saving.
There you go. Hag has counters. The majority of the player base just refuses to attempt to think creatively to deal with her.
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Your post perfectly describes the biggest issues with an asymmetrical game like this one.
It absolutely isn’t fun to feel like if you go into a match with three random people you’re going to lose.
On the flip side, it’s not fun to go into the game as killer and seeing you have almost no chance to win because the generators are going so quickly and at the same time.
Personally, I think most people look at this the wrong way because there’s no true way to balance this to make people really happy.
In my mind, the real problem with this game is bad decision making.
Seeing as the tutorial sucks, I honestly think if the game just had a bit of basic advice somewhere it would make a huge difference.
Survivor:
Don’t see the killer? Get on a gen.
Someone was just injured? Get on a gen. The killer is in chase and will be too busy to deal with you for a while.
Someone hooked? Count to seven or eight before going for the rescue. This will give the killer time to leave so you can make a safe hook rescue.
Hear the terror radius? Don’t panic. Stay low and scan the area to see where the killer is coming from.
Killer advice:
When searching for survivors or just walking around remember to turn 360 degrees occasionally so survivors have less of a chance of sneaking by you.
Although camping is allowed, consider the situation. It’s likely better to go find another survivor and chase them to keep multiple survivors busy. You’ll also get more points by leaving the hook. An example of when camping does make sense is in the end game when all generators are complete.
Time management is very important. If you can’t get a hit or a pallet dropped in 15 to 20 seconds, consider finding another survivor to pressure.
Obviously we all have our own preferences and strategies so not all of this advice is perfect, but you get the idea.
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Is this why no one dropped a fake pallet when I played him today?
Well, #########. I guess the dream world lighting wasn’t all they changed.
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Rank reset is always really difficult. Freddy is easier to use and really strong so more people want to play him.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1623225#Comment_1623225
I really liked him in the tourney too. Wasn’t he the only one that won with PH? He did my boy proud.
Otzdarva did too. I don’t think anyone besides those two pulled it off.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1623397#Comment_1623397
Most survivors are too stupid to do that 😃
They'll usually run to a nearby unsafe loop where ill down them in less then 10 seconds
On some maps like ormond theres no counterplay cause all the pallets are safe, but thats an issue with the map not the perk
There are a few pallets you can mind game but it’s not easy.
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Murphy’s Law with it’s addition tends to be how Unbreakable works:
If it can go wrong, it will go wrong at the worst time.
If you take Unbreakable, you won’t get slugged. If you don’t take it, Murphy’s Law will kick in and you’ll get slugged.
Then you’ll take it and it’ll be a wasted perk spot.
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@Kind_Lemon said:
This was created mainly because I thought my comment was too good to be lost in the depths of another thread. It was also created because all sorts of search features are broken, and I wouldn't be able to find this one later if it wasn't a discussion of my own.
20 seconds x 2 hooks maximum for a survivor without dying x 4 survivors = 160 additional seconds, or 2 more generators. That's without killing people. It's at least another half of a generator if two survivors die. That's not including gen regression because survivors don't want to let the killer Pop the same generator twice or just generator regression in general. Those seconds could very well mean the difference between all survivors dying and 3 or more getting out of the match alive.
It's the more hooks a killer gets, the more gens the killer gets and the less likely the killer will every be challenged by a group of survivors that doesn't tryhard on gens and only plays to enjoy the atmosphere. How does that kind of reward in this kind of ranking system make sense? If the community wants survivors to stop "genrushing", then perks like Pop need to not be a thing. How in the world are the devs supposed to balance their game by adding extra time to some survivor action when Pop exists?
Additionally, you speak like Overcharge isn't a perk you can use to trip up survivors who aren't paying attention, punishing survivors in a different way than Pop does. You also speak like Surveillance isn't a perk or that just in general a generator that has suddenly stopped regressing means a survivor is nearby.
Yes, it's true that kicking generators is not a reliable way for you to stop the progress of a survivor who is looping around a generator, but that's not what the mechanic is for, I should point out. It's to prevent survivors from bringing all gens to 99% before finishing the last one. It's to give killers some way of avoiding the frustrating scenario of running around, trying to find a survivor, when all the gens can be popped at one touch. Gen regression has grown to do a lot more than that, and I'm not sure that's such a good thing, especially since it moved from just forcing the game to move forward to actually impacting balance over the course of the match. There are good points about that, but I'm not sure the bad points are less influential.
Regardless, it's not solely a question of map sizes and gen speeds (sounds like you are regurgitating a number of streamers rn); it's a question of what survivors have to do in the match other than gens to ensure their survival.
If you think of the generator mechanic in its most simplest form, it is an advanced timer. It serves as the time the killer has to kill all survivors until they escape. A killer can elongate this timer by intimidating survivors into hiding, by forcing all survivors to abandon their objective to be altruistic, or through applying many injuries that either incapacitate survivors or require healing to reduce danger levels. All the interesting parts of the game revolve outside of the generator: chases, planning tactics on how to save other survivors, evading the killer, etc.
Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong. Getting hooks is something that just happens over the course of the game. When hooks don't happen, the survivors are stomping the killer, and in that case, extra time IS needed, but Pop doesn't do that. Pop only adds time to games where the killer already has the upper hand and doesn't need Pop to win. If survivors shorten the timer by being efficient (i.e. having chases where gens aren't, splitting up on separate generators, forcing hooks to happen where generators are already finished, etc.), again, Pop doesn't come into play. Pop only comes into play when a survivor isn't "genrushing" or try-harding, and so Pop inherently punishes survivors who are already being punished. It's the ultimate salt in the wounds for survivors facing any decent killer that knows how to pressure the map. You don't NEED Pop if you're doing well (and you shouldn't be pushing close matches over the edge into your favor just by bringing in one perk; that's stupid), and you CAN'T use Pop when you NEED its effects.
Old Ruin was a better designed perk than Pop if only because it made sure survivors were at the peak of their game but NOT directly related to pumping out generators; only on hitting skill checks. Yes, that affected gen speed, but in a different (and healthier) way than Pop does. The only issue with Ruin was the condition for the hex to be applied (which could have been solved through place-able totems or a percentage-based token system that gained tokens the more gens were done). It did not need a rework, and the developers didn't even solve the issue of a lack of optional survivor actions (because survivors can survive in some cases without using any pallets*). All that they did was move the brunt of dealing with the issue from one perk to the next.
SPOILER WARNING
The reason that this is in spoilers is to prevent it from coloring my post, but I want you to know that this is coming from a Rank 1 killer with over 2,000 hours in the game who didn't like using Hex: Ruin even though this killer started out as a Hag main and still doesn't like using any slowdown (or instadown**) perks that require no effort on my part. That means no: 1. Pop 2. Thanatophobia 3. Ruin 4. Corrupt Intervention 5. Thrilling Temors 6. NOED 7. Sloppy Butcher. I camp, slug, and patrol whenever necessary, and I will greed every single last survivor to their deaths. The perks that bug me when used by survivors (because I don't use "slowdown" perks) are Deliverance, Soul Guard, and Borrowed Time (because BT shouldn't use the Deep Wounds mechanic, and it's too often used for extremely aggressive plays instead of defensive ones). I used to use Knockout primarily on Huntress due to how her hatchets could put dying survivors into the injured state nowhere near me (survivors had less info to go off of where a dying survivor was) until the devs made Knockout unappealing and worthless imo (they shouldn't have touched Knockout). I also think additional hook offerings are underrated, usually get 2+ kills per game, and loved playing survivor until the more recent patches (which just make immersed fun NOT fun, and that's mainly due to slowdown perks and unusual killer hit detection along with sound design and survivors farming me off of hooks even in red ranks). So, please understand that I have significant experience in the world where Pop does not exist, and it feels pretty balanced to me when a killer uses every last thing at his/her disposal (this is an issue for another post because this one's too long already).
Didn't want to write this (but I did :/) because the posts already exist; I just can't access them.
P.S. if you think an additional two generators makes the game balanced, then you should not be advocating for Pop to stay as it is and instead be advocating for two more generators. Don't you want perk diversity??
*see: [insert pallet post about untethering before use because search function is broken]
** Devour Hope is an exception because it's too good to pass up. It's seen above 7% usage in all of my games this summer.
First off, interesting post even if I disagree.
“You don’t need Pop if you’re doing well.”
That’s somewhat true. However you don’t need most perks in a game that you’re doing well in. No player can just say, “I’m going to do well in this next game. I don’t need gen regression.”
To make changes to a game you should first look at how the game will go with optimal play. With this it’s easier because you don’t need to be some godly player, you just need to learn a very simple advanced tactic: split pressure.
Let’s take a look at this timer on both sides and what can affect it while taking split pressure into consideration.
80 seconds per generator if you’re alone on a gen, which is ideal because the more gens being worked on at once, the less of a chance the killer has to win. This is the optimal strategy to win. There is no killer that can counter that. So, if a killer gets a team that consistently works on two or three different generators at once and they’re playing optimally by downing the survivors once every thirty seconds, each chase is allowing almost half of a generator to be complete.
Add whatever gen speed you want in that: stake out, toolboxes, resilience, etc.
Consider that each survivor has three lives is we consider hook stages to be lives.
Add travel time from downing these survivors to hooking them.
That usually adds 5+ seconds to that chase time. That’s 35 seconds.
Now the killer goes to kick a gen without Pop. That gen regresses at .25 charges per second.
In this fairly common scenario there is already another gen almost, if not already completed off of one hook.
You could argue this hook allows the killer to pressure harder, which is true. However, the timer is in the survivor’s hands. If they play well and someone stays on the generators that timer goes down really quickly.
As far as the argument gen progression is fast but not fast enough to need Pop, let’s look at Clown.
In the current meta he’s D tier, but before gens went this quickly -pre nerf Ruin- he was toward the top of A tier.
So no, Pop doesn’t need to be changed when all that’s keeping what was a top tier killer in the lowest bracket in many tier lists is the gen speed.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620799#Comment_1620799
God... are you a Baby Killer main who cry for a Ds/Bt/Ub/DH Nerf?
Imagine calling someone a baby killer when you don’t realize Ruin was nerfed and why a Hex perk is as strong as it is after nerf.
Come on. You made this post and that person didn’t even insult you.
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I’ll camp if it gives me more pressure than any other option.
I’m aware I could camp every game and win every game because survivors always play into it, but I don’t unless it’s clearly beneficial because it’s not fun for anyone.
Examples:
EGC and I’m one kill away from a safety pip.
A super altruistic team with at least one survivor nearby including slugs.
I’m losing and have someone on hook with another survivor nearby -including a slug- to confirm second hook stage before hooking the slug.
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@Customapple0 said:
Why should you, as killer get notified if someone is working on a gen that has been fully regressed? There was literally no counter to that, my position would be revealed just by doing my objective...
Regardless it’s still a good information perk and still has great synergy with Ruin.
The counter play is split pressure. If I have so many regressed generators they more than half of them are white and only one turns yellow, the survivors are making a very big error in judgment.
That being said, I do agree. Having that much control over a game pretty much shuts the game down and -I feel bad saying this but it’s true- because most players aren’t very good at this game, most people won’t try to play around it.
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@UMCorian said:
Hey all,
I love this game. As a Survivor, I love focusing on stealth and objectives. As a Killer, I initially gravitated toward Trapper as he was free with purchase of the game and I've always been more tactical and less straightforward, so his playstyle appeals to me.
With this current Steam sale, I finally sprung for buying Hag, as I know she's very similiar in playstyle. After 1-2 bad games getting a feel for her and playing her for an evening, I can safely say she's amazing. I think a lot of folks don't exactly know how to play around her, particularly at lower ranks, but as I played more and more games and started being matched vs. purple survivors, I found my effectiveness was still undiminished much.
It seems like Hag just completely outclasses Trapper at his own game. Is that fair, or am I playing Trapper wrong?
I can’t say whether or not you’re playing Trapper wrong. I can say if you’re going to compare them, her traps do more which gives her a lot more benefits than Trapper has.
Unlike Trapper, her traps are AoE so they completely shut down large area. Just thinking a trap is in a specific place encourages people to crouch which slows down the game.
Although her traps don’t guarantee an injury, if you bind the teleport to a button on your mouse or the mouse wheel you’ll almost always land your teleport hits.
Due to her trap’s AoE her end game is much stronger than Trapper’s when the gates are open.
There’s a reason she’s consistently placed in A/S tier.
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Entirely depends on the situation.
Three or four people alive and one on hook? I’ve baited someone out of the exit gate by faking walking in the opposite direction from the hook and turning those two survivors into bait for a third.
Everyone in the exit gate? Yeah, just go. Game should be over. I have no leverage to pull them back in.
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I haven’t experienced this in any of my Hag games.
Make sure to report this.
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@ScienceGirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1608221#Comment_1608221
That’s where I experienced the issue. I played against Freddy on a different map and everything was fine.
@Kilmeran Have you played on Springwood? As that’s where the issue seems to be occurring. I’m assuming it’ll also be on Yamaoka Estate but can’t confirm.
Wait until you play on Yamaoka. This darkness is nothing compared to that.
It looks awesome but it’s horrible for gameplay.
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@Cancan71 said:
There are some in the main house on family residence. I don't know about sanctum of wrath.
None in Sanctum that I saw.
I was playing Freddy though so I couldn’t see much.
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@Quol said:
Official reason is that the clothing are made as an entire set in mind so if it's sold individually there would be issues with clipping and stuff.
That being said, it's pretty obvious the devs are lying through their teeth and this is a lazy cash grab. With the exception of PH that might have licensing requirements.
The official reason makes no sense.
They can sell it as a set and allow mix and match.
The last part would make sense but people care so little about the bugs all they do is complain anyway.
I really hope they stop locking these sets.
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Lot of fun though.
Getting into red ranks was a challenge.
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First of all, what?
Second of all, whoever told you tunneling only happens in low ranks is either new or kind of dumb.
People will abuse tunneling and camping in every rank.
People will read situations and use tunneling and camping appropriately in every rank.
Example for appropriate camping: staying by the hook in EGC to use the survivor as bait or not going far when the last survivor was unhooked in under five seconds.
Example for appropriate tunneling: Two generators left, all four survivors alive, and one person on death hook who was just unhooked. Best play there is to kill the person on death hook. The unhooker might be there, but in that situation they are not a viable target. You gain literally nothing from hooking them. If you chase, down, and hook them and you lose a generator, you lose the game.
If you do that to the person on death hook you have a chance to turn the game around because there are only three survivors to deal with.
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Not exactly like that.
My setup is a TV 12 feet away, a couch for a mouse pad, my lap for a keyboard, no headphones, and on days I’m streaming, the game on windowed mode.
On top of all of that, my last mouse was so broken it would disconnect and the buttons wouldn’t always work
It was and is very easy to lose survivors.
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Hag:
NOED, Blood Warden, Fire Up, Remember Me
Trap the doors and run around M1ing people until end game, then teleport and down them when they trigger the traps.
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It’s really not bad.
Say you’re in a chase with someone you’ve already hit and you want a down. You get really close and miss your attack. Instead of getting a speed boost, the survivor runs at the same speed while you go into your cool down and the chase starts with you pretty close.
Body blocking a window or a pallet? It usually takes survivors a few seconds to be sure they can’t get through so you miss your attack and while they’re checking you’re going through your fatigue. The new chase starts and ends in a few seconds.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1601479#Comment_1601479
I mean, unless the survivors are competent. You'll probably lose from tunneling and camping.
There are strategic reasons to tunnel and camp. If you’re automatically writing all of those strategies off as low level that’s an area for you to improve.
It’s like saying slugging is dumb. It’s not. You just need to know when to do it.
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@Whoreallycares said:
It is tunneling....and you know what bro? WHO CARES. Do your thing, and smack away.
I really wish you had said, “Who really cares?”.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1601315#Comment_1601315
Thanks for the necro-quote from five months ago. Typically you don't do that even if an old topic resurfaces unless the person is currently and actively participating in the thread.
I never defined what any tunnel determent would look like and pointed out I didn't know of an equivalent option when referencing that other game. Whether the tunnel is incidental or deliberate is unimportant. I only stated that it should always be a free choice to tunnel. My point was about discouragement not hard punishment so there's no right or wrong action. Discouraging is about telling the player, this behavior isn't ideal for the health of the game and you shouldn't engage in it. It still gives the freedom and discretion to do it but comes at a cost that the player has to weigh against other factors.
Sorry for responding. Didn’t see that was a rule.
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@bangbison said:
https://forum.deadbydaylight.com/en/discussion/comment/1600862#Comment_1600862
Tbh, kindred if a fuckinh great perk, but I don’t take it bc I worry about stealthy killers and they don’t show much they’ll show them there but if they activate stealth then it’s gamble again.
The survivor on hook should be signaling if they’re being camped.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1200714#Comment_1200714
You're right; those perks don't do enough imo—especially DS which only works once. I don't think there is a way to completely eliminate camping or tunneling. I do, however, consider the game could implement some determent to discourage The Killer. Imo The Killer should always have the freedom and discretion to camp and tunnel if they want.
This issue reminds me of another major AAA title faced with one side engaging in behavior that wasn't an exploit, but it ruined the experience for the other player. They did some score and in-game "soft punishments" as they called it to deter the behavior but still allowing it. It was effective bc everyone stopped. The equivalent in DBD would involve points deducting at an accelerated rate in real-time during the match, capping the emblem at maybe Silver quality, bringing the Sacrificial Sequence to a crawl (perhaps 3x the standard rate) and providing a nice BP bonus to the victim, so they are encouraged to struggle. Idk what the anti-tunnel equiv would be bc the game is so different.
Let me clarify that I am not necessarily saying this is the solution for DBD. Each game and the devs have different goals they wish to advance. I am just posting the info bc I thought it was interesting for people to read and see how some other games have dealt with behavior, not at the level of getting banned but enough that they didn't want you doing it. I think camping and tunneling are in this category.
They tried to punish killers for camping before. Using a radius to judge when the killer was too close to the hook.
Survivors would bait the killer into the radius so much it was removed. Seeing as that is the only way to judge camping there is no punishment beyond what we already have in place.
How would the game judge tunneling? I hooked someone, chased someone else, and got run into the hooked person self caring in a corner nearby. I saw them with Nurse’s. The person I just started chasing had Sprint Burst so got such a head start I switched targets and went for the optimal target: the self caring person. They used Dead Hard and extended the chase for about ten seconds before going down
I decided to eat the DS to get it out of the way because no gens were done so it was a good trade. They missed their DS and rage quit by killing themselves on hook.
In their mind I’m sure I was tunneling, so how would you punish that situation?
From a logical perspective I did nothing wrong. I went after another survivor who ran me by an injured survivor that backed themselves into a corner while using Sprint Burst to get a huge head start.
However, the person in the corner came off the hook about twenty seconds before this.
To many players I’d be tunneling.
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If my ping is bad, something comes up, or I see four keys. I’d at least consider dodging the four keys. It would be a coin flip though.
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@mostlyghostly said:
First of all, I'm gonna ignore the games that were played by otz and ayrun, because the survivors there were clearly not good enough for tournament play. However, the first 2 games, the second in particular, show how unbalanced this game is.
In this game, the end result is a 2k/2 escape. The thing is, the killer was Volga playing as nurse. So immediately we already have a very good player playing the best killer in the game and they can't even manage a 4k against these survivors. Also, the survivors even 3 genned themselves and still managed to get 2 escapes.
The nurse also had to camp and tunnel to even get their 2 kills and managed to get lucky with a 3-gen.
This is why tournaments can NEVER be killer vs survivor and have to be teams of killers and survivors, like in hexy's tournament
I’m only going to discuss the 2k/2e portion of your post.
What you don’t seem to realize is that is exactly what the devs are aiming for. Volga had to tunnel and camp to do it? I take it when the new MMR came out you were one of the many people it didn’t work for.
It worked for me pretty consistently after a couple of games for a few days before it broke. I’ve also seen games where it worked and that is exactly how it goes. Otzdarva posted two matches on YouTube where the new MMR functioned for him. One was a Legion match and it went exactly like that.
For a killer to win they generally need to be able to kill a survivor with two or three generators left. The majority of those games didn’t have a kill until no gens were left, but several people were on death hook. In the games I played and the games I watched where it seemed to be working fine -going off how everyone played, not their ranks- that was the status quo.
So, your argument that it wasn’t balanced doesn’t really mean anything because you picked the match that is a perfect example of what the developers define as balance. Hell, the game looked just like a working new MMR game.
If you didn’t like that then you should bring it up as an argument against the new MMR that’s coming back.
It’s high stress and any small mistake can turn the game into a loss or a win.
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@Blueberry said:
I also think a lot of streamers "think" they're being stream sniped when they really aren't.
I typically go to their stream and pause the broadcast before the game starts. I then unpause it after the game is over to hear their comments. They scream stream sniper a lot for why they lost when it really wasn't the case.
Yeah, it’s super rare. In almost two years of streaming I’ve only been in two situations where I suspected stream sniping.
A lot of people are quick to make any excuses for why they’re having trouble.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1595198#Comment_1595198
https://forum.deadbydaylight.com/en/discussion/comment/1595187#Comment_1595187
https://forum.deadbydaylight.com/en/discussion/comment/1595195#Comment_1595195
https://forum.deadbydaylight.com/en/discussion/comment/1595210#Comment_1595210
For all of you who seem to have not read thoroughly,
I mentioned only being able to fully recover if the bleedout timer reaches 25. If you are slugging a survivor past 50% then you are just being toxic or unskillful. This won't punish slugging until an extreme degree and it can even more useful for when you may slug a survivor for the 4K and, instead of them bleeding out, they will be able to pick themselves up. It's not to disable the ability to get up throughout the round, but only once if someone has been slugged extensively.
No. If the killer loses their slug they automatically get Unbreakable.
This idea is not nearly as well thought out as you think it is.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1590093#Comment_1590093
Oh boy here comes the salt already. Yeah the killer can camp if he wants to any killer for that matter, yeah it’s a strat or whatever you want to call it but that right there is just so bs. The cage mechanic itself is bull crap because there’s no counterplay to it. And killer mains always wonder why survivors are toxic all the time. It’s a cycle.
This is a really bad argument because the cages were made in response to hook perks.
Yes, there is counter play. Deny the cage by avoiding the trails.
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@Zozzy said:
How would you feel about map offerings being removed?
Personally i am getting sick of (mainly console) survivors sending me to Ormond and Haddonfield, and would rather leave maps to random chance.
I got Ormond 3 times in a row and Haddonfield twice after just to rub salt in the wound, all offerings!
There is a reason survivors love these maps, and with the Glacial speed of balance and, the fact that a building called "the house of pain" by the community hasn't been evaluated and changed i can't see these maps being fixed any time soon.
Ormond was very recently buffed for survivors.
It’s definitely not being touched again for a while.
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@ALostPuppy said:
My man out here really playing forever Freddy in 2020. For shame! Idk apparently it's good, I feel gross running any kind of slowdown perk on Freddy because she absolutely doesn't need it and gets enough slowdown for free, but stacking a bunch of slowdown is really a no-brainer if you want to make sure they barely finish gens and your matches are all over 15 minutes long with nothing fun happening.
A Forever Freddy since the nerf that takes longer than fifteen minutes to end a match is having a tough time or is just not very good with him.
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I don’t really want to write a personal thank you to everyone who responded so I’m just gonna do a general one:
Thank you all so much for taking the time to respond. It seriously means a lot and I’m going to try these different methods out. <3
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@SquirrelKnight said:
We gotta remember, people screamed and ranted about how billy was so broken and op even when the devs said he was in a good spot, then they caved and nerfed him. So naturally they will go from one killer to another because killer is an unfair role
Yeah, but Hag is unique in that she got buffed because a developer experienced her issues first hand.
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As a Hag main I’ve had many people crouch past my hook trap and get away.
Most people who complain about Hag don’t even know how to play against her. “Use flashlights, crouch, Urban Evasion.”
Great. Those make up less than half of her counters.
Try not walking straight from point A to point B. Don’t walk through clear paths or tiles. Move around the edge of the map. This is literally the only killer in the game you actually get a benefit from doing that against. See her carrying someone? Run around to trigger some traps. That’ll give you an idea of how and where she’s trapping.
If you want to get good at this game, stop blaming the game and look for ways you can improve as a player.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1587325#Comment_1587325
It has happened for the last 7 matches. It had never happened before
Probably lag then.
Try restarting your router?
Sometimes it’s minimal and you don’t notice.
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@KateDunson said:
It was bugged (just like the MMR) so they decided to turn it off..
Well yeah, it was a beta test. They made it very clear the system wasn’t done.
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It could be a lot of things.
You could be getting triggers from people who are walking up to your trap, so they instantly just walk the other way and they’re out of your range. Same with running if they’re facing your trap and expecting the trigger.
Could be lag. Happens often and you just kind of have to deal with it.
If it happens more than once in a match I try to remember to hold my attack after teleporting.
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When going against Freddy his lunge might throw you off. It’s the same length as everyone else’s even though he’s smaller so be careful.
If he starts spamming snares at loops try to chain that loop with another loop to extend the chase for as long as you can. Even if it’s just a few more seconds.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581451#Comment_1581451
Really dunno what's interesting about literally not playing the game and being as uninteractive with the survivors as possible but sure. And this argument applies for every killer that isn't nurse or spirit where if they have a weak link or two it's a stomp and if they're all good you're probably never going to win because the mechanics of the killer don't matter for bad survivors, you're still going to win with almost no issues. If all 4 survivors know what to do against Hag she literally can't win. Run in, do gens, run out when hit, heal up, rinse repeat. Hag can't ever win against this and gets destroyed because if she chases she loses and if she stays around her end of the map she'll eventually lose because the gen gets done and now she can't defend the gates.
Whatever you say.
If you don’t know to adjust strategies in real time it’s going to screw you up in a few matches.
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Yep, a lot of people report this feeling. The way the game is designed causes a lot of unhealthy side effects which quite frankly should be worked out.
Take a deep breath, learn you first game is usually the worst.
If you’re having bad games, switch to a killer or survivor you don’t care about. You’ll still do poorly because you’re learning them but you’ll know it is 100% not your fault because you aren’t used to whatever you have on them.
Over time it gets easier to deal with.
Good luck and always put your health first.
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@BlazeNightash said:
https://forum.deadbydaylight.com/en/discussion/comment/1349889#Comment_1349889
yet hes still weaker than nurse and spirit and a good billy player
Doctor usually isn’t even A tier in people’s personal lists.
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@Jill10230 said:
There is no way to get around its traps (with the right perks and the right strategy), sauf Urban evasion.
I can assure you that tight teams, like loops, DS, red rank, and others are no longer a problem for me, since I discovered how to play with it! But it also requires patience and good timing!
There are some perks that make it very strong, but without the strategy it's a bit like having a gun and not knowing how it works.
As a Hag main I can tell you there are many ways to get around Hag traps with no perks, flashlights, or crouching.
You have to play smart and be patient.
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@mayhare97 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580840#Comment_1580840
Honestly, I think it heavily depends on the player. Like, sure, Hag has the potential to be one of the best Killers in the game, but only if you know how to play her (and as others here said, Survivors aren't giving each other the locations of your traps.) I honestly suck at Hag and never got a single kill as her. Same for Nurse and Billy. On the other hand, I consistently do pretty well with Trapper, Wraith and Legion, Killers I've seen a lot of people call complete trash on every rank. While I do think some Killers need to be adjusted or buffed, I also think once in a while a player will click with a Killer and manage to make them work well enough.
Of course, I'm a rank 17 and a casual player at best, so feel free to take this all with a grain of salt. Just sharing my two cents.
It is so hard to give accurate information of traps to each other.
People really under estimate how important communication skills are which most people just don’t have.
Hence the vast majority of relationship problems.
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@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580869#Comment_1580869
I confirm that the BBQ is useless against experienced players, and you know why ? For example, as soon as a survivor is about to be hung, I find the nearest locker!
But you're right the BP is really huge BBQ. Combine with the hunter's perk (Predation, I think) it's intersting.😀
For Billy's perk I played with it for 3 days, and I was able to avoid a lot of flash... Survivors' heads when they persist in flashing me, but they can't... I wonder if it's noted when I have this perk?
It’s not useless. BBQ on Hag requires a different play style.
Instead of just trapping the hook, you scan, then you trap the hook.
If everyone is in BBQ reading range you trap the path they’ll most likely take to the hook.
It assists with precise trapping using almost real time information.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1581688#Comment_1581688
Iron Will is effective against all killers though. And like most mandatory perks, I shouldn't have to feel like I should bring it every match just to counter 1 killer when playing survivor.
Calm Spirit was the same way with Doctor, but then you could hop into a locker to avoid his blast. Now while Calm Spirit is still actively a great boon against Doctor, it isn't completely necessary to counter him either.
If Spirit comes out on the other end of a rework weaker for it, they can easily tweak other aspects of her power. Brighter scratch marks could be one. The colorblind community would love it.
I love what the devs have done but I laughed when you said they can tweak her power to fix it.
Their tweaks involve a sledgehammer and an anvil for good measure to make sure those “small changes” are effective.
Everything else they do is at least pretty good.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1581642#Comment_1581642
Something shouldn't get fixed because something else is broken? That's so weak. Then they'll need to fix both I guess?
https://forum.deadbydaylight.com/en/discussion/comment/1581648#Comment_1581648
Reversing the sounds would weaken a strength she already has. It doesn't fix the overarching problem. They're alerted she’s coming, then what when she homes in on you like a heat seeking rocket? There's zero guesswork still.
Positioning yourself behind an object or tree then phasing during a chase is the best time to use it because they're alerted and probably not hiding in a corner. That means scratch marks leading you straight to them without any headphone crutch helping you. All visual and during her power use.
Her existing abilites would absolutely be functional without directional sound used aggressively.
I get your point and I do agree that it only solves the one problem.
I know people don’t like taking specific perks to counter specific killers, but if you have the ability to counter something, it doesn’t need to be changed.
Iron Will is a hard counter to Spirit which is cancelled out by Stridor. That sets Spirit’s tracking back to base which gives you a chance to throw her off when she comes out of phase.
Iron Will is a meta perk that can be used to break chase, mind game, and throw killers off.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1581525#Comment_1581525
I dislike spirits current state but this would destroy her completely. Especially with footsteps being as broken as they are.
It really wouldn’t. People say that about pretty much anything.
You can actually see Wraith when he’s invisible. Is he destroyed? No.
You can destroy Hag’s traps with flashlights. Is that an auto win? No.
Did Billy’s cool down destroy him? No it did not.
If you only hear her phasing if you’re in her terror radius she can start her phase from further away, use up more of her power, go into a longer cool down, and still get her hit.
There are ways to play around this on both sides.