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CalamityJane

CalamityJane

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CalamityJane
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  • @OllieHellhunter said:

    But then ya cant see people DC over shrouds that their very own teammates played

    Only if they're braindead, shrouds have a white back.

  • I'd like it. I don't think it could just happen as is though, because some add on combos can make traps insanely unfair based on the map.

    Imgine getting trapped 3 times on Ormond until you need the 4th box and they're too far too search them all with Crate+Timer.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632719#Comment_1632719

    Sole Survivor needs to stay purple. It's one of those perks that offers to little for being a very rare but would offer too much for being rare. Open Handed is far more useful than Up The Ante, so UTA would be the rare one.

    Yeah, Sole Survivor, the aura-blocking perk that doesn't counter THE most common aura reading perk at any point in the game. So strong.

  • https://www.youtube.com/watch?v=DioxNMpQdzM

    There's a comparison for you. In my opinion, there's never a reason to use Lightweight.

  • Funny considering your profile pic and name. Just whack on Redhead's Pinky and a green mori.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636691#Comment_1636691

    Scott was specifically asking for the ability to dodge his shots. That is a hard counter. And I’m saying his definition of “counterplay” is too narrow, as is apparently yours.

    This isn’t an argument you’re going to win, pal.

    Exactly, they say "no counterplay" because between the time that the shot is fired and the shot lands, the game doesn't bring up a pop up that says "Would you like to get hit by this? Yes. No."

    The counterplay exists before and after shots, it's about how you play and making him uncertain and making him miss, not 360ing a harpoon mid-air.

    And people are so fast to discount splitting up on gens. A 110 killer that's strong in a chase is fine, but when you hook someone and your choices for what to do next are 3 gens that take 20+ seconds to walk to, you've lost a hell of a lot of pressure and 2 gens. It IS counterplay to adapt your tactics to who you're playing against.

    And even after all of that, when you do get shot because No CoUnTeRpLaY!!! you still have input as the survivor to move the chain through objects and break free, denying him the down. Your teammates can run into the chain and force it to break. It's not a 1v1 game. Counterplay exists on more levels that what you can currently do to the killer on your own.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636442#Comment_1636442

    You could have just rewrote your post, instead of *taking a big gulp of air* to tell everyone 😉

    *uwu*

  • @Leachy_Jr said:

    All the arguments about deathslinger boils down to whether you think a 50/50 is counterplay or not. I think survivors should actually have a chance to be downed so I'm fine with the 50/50.

    Some people will say a good deathslinger wont miss but I can tell you from a slinger main standpoint that it is total BS and there is no situation where a slinger can hit EVERY shot.

    Definitely. Playing Deathslinger is the best way to learn to counter one. You recognise those points where the Slinger is most likely to shoot at you; when you're heading towards a window or pallet, running along a long wall. That's where as survivor it's your job to be less predictable so that he either misses, or doesn't feel confident to tak the shot at all.

    One miss as Deathslinger buys you a lot of ground if you just hold M1 because he HAS to reload, and he doesn't catch up as fast as other killers.

    Also it's very similar to Nurse, you have to learn to not be predictably unpredictable. Do you double back every time against a Nurse? She's gonna learn and not overshoot the blink. Do you keep trying to fake a window against Deathslinger? He's gonna learn and not shoot.

    @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635386#Comment_1635386

    Preach brother! I think he's fairly balanced, lot of ways to counter or delay the slinger.

    I don't get the argument about being unable to dodge him when he is close though. Why does the Huntress not get the same reaction? She can snipe you from far and up close without having to reel you in.

    So what makes him more of a problem, is it his small terror radius? Is it cuz his 18 meter bullet shoots faster than the infinite range Hatchet? Really I believe it is cuz a lot of people don't like playing against Deathslinger, and that's perfectly fine. Just, don't be saying he got no counterplay, the man isn't the strongest killer and I'd hate to see him nerfed cuz of this.

    Personally I see it more as it's a killer that you have to learn to play against specifically, the "standard" rules don't apply. It's the same as Huntress, Nurse, Spirit, etc. Most people are usually fine with that, but then Scott comes out saying "NO COUNTERPLAY" and everyone just parrots that without thinking, because now there's a reason that's entirely not their own fault to hate the killer.

  • You can be neutral without agreeing with petty gripes of both sides. Just because I play both sides doesn't mean I think you shouldn't get off your ass and cleanse dulls before you whine about noed.

  • @Mekochi said:

    From what I heard the dev who said flashlights were fair and balanced got stomped by flashlight users on stream while playing killer.

    That same week the angel was changed and during Blight update the flash was angled at the center of the screen

    You're referencing the video of McCote being stomped with was YEARS ago. That was when instablinds got nerfed.

  • @JimPickens666 said:

    I dont even have much to say other than I think this is the best story telling in DBD to date. It does everything I think these lore stories should, it provides insight into who the character is a person, how they got to be that way, and even connects back to their power. The ending cinematic where Philip rings the bells after he burns the men who had wronged him is inspired, really impressive stuff. I also like that the outfit doesn't really connect to the story but is more so inspired by it....also its just an incredibly dope outfit. Hags is ok, cool for what it is but i wish there was context for who the person growing inside her was, its easy to connect Philips outfit to his lore but hag feels more like just an alterative thing that could have happened, maybe her friend combines with her but its not really spelled out and unlike Philp shes more of a passive voice in her story. It would be ok if Lisa was a nasty person, the characters don't have to be sympathetic just engaging.

    I haven't got to megs yet but I also really liked Ace's, again really impressive story telling and does all the things the lore should do EXCEPT why is there no alligator tooth charm???? Genuinely really confused how something like that could have been passed up for some of the charms we did get, I would literally never run Ace without it because they did such a good job illustrating why its important to him but then didn't put it in the rift!

    No, no, no. Just take your 50 recolours of wooden medal symbols and be happy with it.

  • Well ######### else is the point of them. The only benefit of cages AT ALL is them not activating hook perks, and even then the downside of being hidden from the killler, as far away as possible and usually being uncaged in 10 seconds or less make them worthless for the killer.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634877#Comment_1634877

    Oh, are you this one guy who Play Clown without any add ons or pearks and got a 50 4K streak in Rank one O_O

    No, Clown is garbage.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634849#Comment_1634849

    You missed the point. It's not about Scott Jund, but about playing against Zubat using DS. And showing us your counterplay.

    Cool well I watched a streamer stomp like 20 games in a row as Blight, so obviously BlIgHt HaS nO cOuNtErPlAy because good killers can practise them and beat people.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622546#Comment_1622546

    ... Did you played the pleage (don't know how to wrote the name) without add ons/only Brown, terrible right?

    And now play her with Green or better add ons. Wow I got my First ezay 4K with pleage o_o

    Yeah about 90% of my Plague games are with no add ons, and I 4k pretty consistently as her at rank 1.

  • I think they largely help people learn to play by easing some of the difficulties of a killer. I used to never play without add ons cos I felt like they were the difference between winning and losing. These days on the three killers I play the most, Pig, Deathslinger and Plague, I don't use add ons at all unless I'm doing a challenge where I think they'll help significantly.

  • Not to mention landing a much harder shot (long range) ALSO gives them way more opportunity to break out.

    @SloppyKnockout said:

    Anyone who thinks Slinger has counters - contact @ScottJund and ask him to set up a playdate with Zubat as Deathslinger. Counter him.

    Oh well if Scott Jund said so then we should all just accept that and stop thinking for ourselves.

  • @GoodBoyKaru said:

    I'd assume they don't have them. This means the offering doesn't work since it specifies "If the map has a main building". It's like spawning into one of those maps having burnt a killer Shack offering, it just does nothing.

    Though, I am curious how they work with the basement offerings instead.

    The Game and Midwich only have 1 basement spawn.

    If I had to guess for Lery's I'd say the admin section is considered the 'shack' and the operating theatre is the 'main building,' assuming they work at all which I doubt.

  • I agree, but they've made it very clear that they just don't care at all. It's been YEARS since emblems were reworked and they STILL massively punish any killer whose power uses exposed, one hit downs, or broken. It's the same with bloodpoints, killers like Pig have been next to impossible to max deviousness on in a realistic game, and one hit downs have always struggled with brutality.

    Years of people complaining about these same, simple to fix issues makes it clear. They just don't care.

  • @humanbeing1704 said:

    The only bloodpoint one I like using is wraiths it can kinda be a mind ######### for survivors

    Add it with "the Ghost" and confuse the ######### out of them by being inverted Wraith,

  • Yeah if we just got rid of hooks and gens everything would be fine.

    We can call it 'the sims.'

  • Of course it's fair, Corrupt is a terrible perk, but a streamer said it's good so EVERYONE has to buy into it.

    Plus as a "combo" they only work together for the first 2 minutes.

  • I love how console players are all of a sudden jumping on the bandwagon that every PC player is a hacker. We've all been playing for years and know there's very, VERY few of them out there.

    A killer that can hit you while you 360 is not suddenly a hacker.

  • The wiki lists actual point values, the endgame screen lists percentages of the total points.

    You scored 100 totem breaking points out of the 270 points needed for Iridescent Lightbringer.

    100/270 is 37%

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631571#Comment_1631571

    But it's cool survivor's to run dead hard,sprint burst,prove thy self x2, and whatever training wheel perks survivor's run

    It's a lot simpler to learn to hit survivors the first time and get a whole extra perk, than "just don't get hit" as survivor.

  • I honestly can't believe the field one hasn't been patched out after the YEARS of complaining about it. The only upside is sometimes you see them on it with nothing nearby to run to.

    Really I think the worst ones are these:

    Untitled Image

    And the ones that spawn in the corner of jungle gyms. They're just out in the open where survivors are guaranteed to go, waiting to be cleansed.

    I actually really enjoy the new maps because of the creative hiding places. I run Detective's Hunch all the time as survivor and love seeing the effort put it, even when I see the aura from a distance I sometimes struggle to spot them.

  • Pyramid Head is not fine. He has aspects that are far too strong, and aspects that are far too weak.

    As other have said, his power is way too good in a chase. Press M2 to start your power. If the survivor vaults/drops the pallet, hit them with the ranged hit. If they fake it at the last second, swing and hit them with that.

    It's not a 50/50. It's not a mind game. It's not a coin toss. It's not outplaying them. All of those imply the survivor has a chance to win. The only time good Pyramid Heads miss is going for potshots through walls. He needs a cooldown between making a trail and swinging a basic M1, even just a second or so.

    On the other hand his cages are pathetic. Similar to Legion's nerf, when they changed cages they didn't think through "is this too much of a downside now?" and just whacked everything on, on top of what was already bad about them. Cages send survivors as far away as possible, making them an easy quick save 90% of the time AND you can't see where they are until they're saved already. As a killer, having a survivor hooked is one of the most critical points of the game. It's where the time dynamic can actually be relatively even. Pyramid Head doesn't get that when people are saved seconds after being 'hooked' as well as being miles away from him.

    Since cages now teleport away if you camp, they should no longer spawn on the opposite side of the map. They should spawn exactly where the survivor is downed. Some small tweaks would help too; the cage would not start counting you "camping" for about 10 seconds, and the range should be slightly increased as right now you need to basically facecamp them for it to trigger the teleport. There's no need to have an anti-camp mechanism AND have them spawn invisible miles away, when the issue was camping, only the teleport is necessary.

    As it is, caging loses too much pressure to be worthwhile. In the end it's only in your interest to use the cages if you already play like a dick. The only benefit it gives you as killer is a couple of seconds not spent carrying, and avoiding DS. Because of that it's in your best interest to only cage on hook #2, as the action prevents DS from the first hook, and then they don't get it after the second. Such an integral part of the power should not be such a massive liability. And that's not even taking into account that he gets no benefit from some of the top meta perks like BBQ and Pop by using his power.

  • Mine would be a "not 5 nights at freddy's" chapter. No characters, no perks, no map, just pay $10 to not have FNAF in the game.

  • You gain rift fragments for doing challenges, but you also gain them from passive XP. Very, VERY slowly.

    Because it's not enough that you're playing the game enough to do 20+ challenges every two weeks, you ALSO have to grind the ######### out of the game.

  • The only one I like is the killer aura reveal, and only because I think that's what OoO should be instead.

    The first one is just another "make it way more likely to get a key" perk which Pluderer's already does too well.

  • @NoelleMina said:

    Keys, in solo Survivor.

    Had a solo game today where a Kate had a key. We were absolutely stomping this Blight but he ended up with 3 gens close together. Turns out Kate just hid up the other side of the map waiting for us to get the gens done while the rest of us were doing all the work. We all made it out cos he was a Bleet, but ######### it's annoying to have absolute non-contributors as teammates.

  • I'd happily use green keys if they'd give them a different model to the others so we don't get tunnelled or morid for having them. Especially the purple ring add on, that's awesome for solo players.

  • Because when flashlights are easy or reliable to use, they destroy the balance of the game. It's already a tenuous time dynamic, it's not designed for having to down and pick people up 30 times because they can get off your shoulder multiple times a match.

    There aren't head-height walls over the whole map, and there aren't always places you can face to avoid them, and the survivors can already manipulate that by choosing where they run when they're about to be hit, or by crawling while you blade wipe.

    And again, fragile time dynamics don't pave the way for checking every single obstacle nearby for urban evading Claudettes after every down.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629630#Comment_1629630

    Spirit doesn't have any texture transitions. Her model shifts, and her sword (if that's what you're referring to) is done via masking if it's not outright a prop that's hidden under the map.

    I'm no expert but it could be done with several layers close to each other over the face. During different animations just move the one layer forwards slightly and the other layer back, or hide one and unhide the other. If you can make horns and swords disappear and appear, and facial expressions change, you can make slightly different faces swap.

  • If I chase a survivor away from a gen and kick it, I spend 3 seconds kicking that generator.

    Now the survivor has 12 extra meters of distance on me in a chase, and in that time a potential 9 seconds was spent on other gens. Kicking a gen just lost me 6 seconds and a chase is longer.

    Now a survivor can tap my gen in a microsecond and I'm not gaining anything from that time spent either.

    I even stopped using PGtW on Deathslinger and swapped to Surge because I felt like the time I spent going to kick gens was losing me games, and being able to shoot from a distance meant I wasn't even close to the gens I was chasing people off.

  • I agree. Survivor I can play perkless and it's more difficult but far from unwinnable. Killer I quite often play without add ons and it's still pretty easy, but if I had t o go perkless I think I'd just quit.

  • @xerav said:

    Its rank based so it might be harder if you are rank 1 ^^

    Emblems don't change based on rank, the amount of emblems required to pip do.

    As for OP, yes, the text in game can be misleading. Iridescent devout requires a 4k, 9 hooks, and everyone hooked at least once.

  • I disagree. I definitely have easier matches when there's more console players in my lobby. Personally I don't think it has as much to do with skill as with bad habits.

    Console players seem to play the early game very differently. With PC, when you start the match and head for far away gens, you'll usually find one at like 75% and maybe another at 50%, and there's survivors on it that get into a chase right away. Console prefer to wait out you finding someone else and then start on the gens. It means I need a lot less pressure early to do well.

    Then there's chases. Console players LOVE to try to 360, and against PC killers it usually means taking a hit where they might have made it somewhere else instead, especially when part of their injured sprint is wasted on finishing a spin. It obviously works against console killers, but bringing that bad habit to crossplay means that chases end faster and more easily against console players. It's not that they're bad, but that strategies that they've been trained into thinking work now put them at a disadvantage.

    Also, when you get a lobby with a handful of console players, it's far more likely they aren't SWF since they could be across multiple platforms than a full lobby of PC players which is rare now outside of 4 mans. That will always make console players feel easier to beat though has nothing to do with their platform.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/discussion/comment/1627645#Comment_1627645

    Every single streamer I see playing Plague does it. I personally do it because the vomit projectile speed is actually really slow and if you don't spray, the survivor can easily dodge. Regardless of why it didn't register, it's still complete bs and needs fixing.

    How nice for every single streamer then. I've been playing Plague at rank 1 consistently for months and months at this point, and unless you suck at aiming it's better to just land large amounts and break them in one or two shots than do this nonsense and basically wait for passive buildup to get them.

  • I've never understood this gameplay of swinging the camera as fast as possible while puking.

    Purge is like throwing multiple hatchets at once, and each one applies a little bit of sickness. By flicking around like that you're guaranteeing that two thirds or more of all your vomit is certainly going to miss.

    If you ask me, from how quick that upchuck was, with how many times it vibrated left and right, you just caused all of the "hatchets" to miss even though she was visually touched by the particle effect connecting them.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/discussion/192574/killer-obsession-perks-are-inconsistent

    I'm with you that furtive chase could easily keep it's stacks, it wouldn't really change anything, the perk would still be bad. For dying light, I disagree. The game is already heavily in the killers favor if a survivor is out of the game. You do not need to put another burden on the remaining ones. For STBFL as well, to be honest. With both perks, you are meant to let the obsession live as long as possible, it's literally in the name for STBFL. So when you kill the obsession early, I think it's totally reasonable to lose the effect.

    Maybe, instead of loosing all stacks, killing the obsession off could just deactivate the perk, but freeze the stacks. Only when there's a new obsession again (e.g. due to DS or nemesis), the perk would activate again with its prior accumulated tokens.

    I disagree. Dying Light takes a very long time to stack up to see even a mediocre benefit, and completely disabling for killing the obsession is over the top. Combined with the fact that it gives an obscenely high bonus to altrusitic speeds to the obsession makes it an insanely niche perk. Currently when you actually account for the obession, at maximum (excluding obsession switches) it gives a net 13.5%/14%/12% slow to repairs depending on how many people are alive, and 5.25%/3%/-4.5% healing speed. 3 survivors having an 18% slow on them with the obsession dead would only add 15 seconds to a generator, that's not an outrageous reward for running a difficult to use perk and already being at 9 hooks.

  • Yeah they could at least be honest about the reason.

    Legion's outfit will probably, like Tome 2, be on the free track of the next tome, which means there's zero profit being made off of its sales.

    Technical limitations, which as you've said have been disproven by previously implemented characters, is not the same as "it isn't worth the time nor effort as there will be no payout from making it good."

  • Not to mention how unbalanced it is too:

    Survivors: "Unhook someone"

    Killers: "Play perfect matches, killing everybody but ALSO getting 9+ hooks."

  • @MeltingPenguins said:

    Like, okay, the level 4 challenges are meant to be 'challenging' but lbr: they seem designed to have both sides get as frustrated as possible.

    I'm right now taking a break from playing as killer to help Meg's with their potential challenges, because heaven knows with the '3 iri devout' emblems on killer side this is effed up.

    Not to mention like 3 challenges into the killer side you're barred by 2 more "get iridescent emblems" and "get gold emblems."

    Seriously it's not that hard to think up challenges, how are there SO MANY filler ones this time around?

  • They definitely needed clearer repair noises, it's part of the balance of the game.

    Noises of an engine that won't start when the pistons are already moving is not what the game needed though.

  • Can't believe so many people buy into this delusion that Corrupt does anything at all, let alone that it doesn't seriously hurt the late game.

    Personally as much as I hate it and hate feeling like I have to run it, Borrowed Time. There's almost never a game where it isn't either useful, or outright lets you get a survivor out who would otherwise die.

    On killer I'd say Pop Goes the Weasel is probably the best perk. It just buys so much time and sets survivors back a lot. It punishes small greedy plays like tapping a gen, it opens up massive potential for 3 gens, and it's good on nearly every killer.

  • Pig, because when they down you later in the match and teabag you back, it takes them like 10 full seconds and gens get done in that time.

  • @Exerlin said:

    Resilience isn't worth it man trust me

    take pharmacy instead of something

    Also posting this here:

    https://us.v-cdn.net/6030815/uploads/EX1N8RPBXP28/image.png

    Except Resilience adds to gen speed too.

    Lol, just kidding, can you imagine someone who runs self care doing a gen?

  • Ok.

    1. Half the reason Blight feels so good with aura revealing add ons is because of his garbage camera placement. Makes a whole lot of sense to not be able to see over a crate that only comes up to your waist, while survivors can see your face clearly. Seriously, watching people flashlight you and the beam is going OVER your screen is just dumb. If they fix that terrible decision, this won't be a bad nerf.
    2. The point of the add on was meant to be "see the person you were already aiming for" not "press M2 to reveal everyone nearby at 0 cost." Bringing it down to 8m makes it much more fair and you actually need some idea that someone's around to use it. It will always show someone who you're chasing to enable better decision and mind games basically.
  • If you allow people to choose not to go against SWF, then like 95% of killers would take that option because it means easier, somewhat 'fairer' games.

    Then, nobody can play with their friends. A party game that relies heavily on groups of players then dies because nobody wants to play solo.

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