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A Hag Buff Idea

SoGo
SoGo Member Posts: 1,282

So, I keep seeing posts about how utterly useless Hag is. While she isn't the worst, a few buffs would be nice, mainly to some of her add-ons, as many of them suck.

Base-kit Changes:


• First, most people want to make her a 4,6 killer to make her chase better even without the traps. My opinion is slightly different: keep her as a 4,4 killer, but give her a 10% or even a 15% Haste boost for a short time after she teleports to a trap. This could solve the "S tech" that keeps popping up and make her better overall.
• Another thing that is a bit annoying, is the teleport range. Even after her more recent buffs, the range add-ons are still needed, especially on big maps. My solution to this is increasing the teleport range to 56 meters.


• The next issue are some of her add-ons:

Waterlogged Shoe (Buff):
• Increase the movement speed bonus to 10% resulting in 120% movement speed.

Scarred Hand (Bonus effect):
• Now it also gives you 2 extra traps.

Grandma's Heart (Rework):
• Teleporting to a tripped trap grants you the following effects for 10 seconds:
- The attack cooldown after a sucessful hit is decreased by 30%
- The attack cooldown after obstructed or missed hits is decreased by 40%

Disfigured Ear (Rework):
• Any survivor that comes within a 10 m range of a trap will become Oblivious. This effect will not announce itself in any way an will linger fora few seconds.
• Hitting a survivor after teleporting to a tripped trap makes them Deafened for 30 seconds.

Bloodied Mud (Rework):
• For 5 seconds after teleporting to a trap, your lunge is increased by 40%

Bog Water (Change):
• Increases the traps trigger range by 20%.

Comments

  • Vellioh
    Vellioh Member Posts: 32

    As a Hag main her main issues right now are slight and easily addressed.

    1. A triggered trap that is immediately teleported to should result in a guaranteed hit unless the killer makes a mistake. BHVR removed the ability to remove traps with the flashlight which did absolutely nothing for her. Skilled survivors have been able to use mechanics that have been in the game since launch to trigger traps and get well out of range before the killer can do anything. Triggering known traps should not be a zero risk scenario.
    2. Removing traps with the new (While very silly and ultimately pointless) whipping mechanic should provide the killer with an alert or at the very least a sound effect indicating that the action has occurred.
    3. Hag should get some sort of haste after teleporting if they don't immediately receive a hit on a survivor. One of Hags biggest struggles is that a failed strike after teleport results in very detrimental situation where a lengthy chase ensues just to get to the point where you can attempt to strike the survivor again.

    These changes should all be basekit without the need for any addons.

    There is a very good video done by some of the best Hag players in the game which does a much better job explaining some of the Hags current issues as well as ways in which they can be addressed. You can watch it here:

  • SoGo
    SoGo Member Posts: 1,282

    Ok, I watched the video, and I agree with what was said in it.

    But, from your response, it seems as though you didn't read the original post, since the points I've gone through are the same as in the video (although the video presents few other issues which I didn't really think about).

    This might be me being unable to read between the lines, ofc.

  • Vellioh
    Vellioh Member Posts: 32

    I added some points but ended up removing them for brevity sake when I was posting the video anyways. Long story short increased range of teleportation only really works in the beginning of the match and becomes detrimental as the game goes on as you can get pulled away from your control zone. Increased activation range of traps is actually a negative for hag as it makes it difficult to both get hits after teleporting (survivors are further away from center when triggering) and makes it difficult to effectively shut down loops as you'll get triggers from sub-optimal positions.

  • SoGo
    SoGo Member Posts: 1,282
    edited October 25

    The bigger teleport range makes it harder for you to get pulled out of your control zone, if you aren't reckless. So I don't really get how increased teleport range can be detrimental.

    I agree with you on the trigger range, however. It being too big can be an issue.

    As far as the trigger range add-ons are concerned, I wanted to have one from both versions so there is more variety + pairing them together is not good anyway.