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JPA

JPA

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  • It might have been my thread as I unlocked Spirit a few weeks ago and posted a thread about it.

    My thread was more around how I found it funny that survivors who used to bully me and say "gg ez" when they outplayed me as the Huntress, suddenly either went quiet (no gg) or got salty when I annihilate them with Spirit. It's almost as if survivors being bad winners and unpleasant towards Killers they can handle, causes more players to choose Killers which are much stronger...

    But yeah I posted that thread a little pre-emptively as I'd only played 2 games with her and got a 4K in each. Unsure if MMR suddenly kicked in as since I have played and lost a lot of games with her, although I'll usually get at least a 1 or 2K.

    Lately I've been playing Blight instead, but I'm still planning on unlocking all perks on Spirit and continue learning her!

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966975#Comment_1966975

    You are missing the mark. Ruin is fine as it is because it can be cleansed. Making a rule for it not being allowed to cleanse is straight bullshit and makes this perk OP.

    Uncleansable Ruin would be OP in a world of camping and tunnelling (i.e. current DBD), sure.

    Or it would be OP in a world were most players are playing Spirit or Nurse against strong teams (i.e. current competitive DBD)

    Is Uncleansable Ruin OP if you're playing Trapper or Myers? Imagine a tournament where these Killers are viable, and even getting 12 hooks

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966940#Comment_1966940

    Just watch any other killer main streamer. Hexy, Scott, Otz, Zubat (when he plays killer, he is a surv main rn), etc. They know much more about the game and win way more often than Tru3. Funny thing is that they complain way less as well lol.

    lol Hexy literally camps until struggle nearly every game

    also Hexy uses Ruin on every Killer, you literally just said you don't need Ruin, and now are giving Hexy as an example. Wut?

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966948#Comment_1966948

    But that's not what the game is about. HE is missing the point. He is trying to create a "balanced" version of DBD when the game to its fundamentals can't be balanced. And making a hex perk permanent although they are meant to be cleansed and makes killers even easier shows how delusional he is.

    I'm saying your missing his point, what point are you saying he is missing?

    Yeah you have it right, he's trying to show what an alternate version of DBD could look like to the best of his ability, by planning a tournament with custom rules, I think it's a good idea. Might be interesting to watch.

    It will probably not have any impact whatsoever on the development of DBD, but it's nice to try.

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966696#Comment_1966696

    If he thinks slugging is not a fundamental game mechanic he is stupid. Often you can only win if you risk the tunnel and DS if there's only 1 or 2 gens left. Same with camping, often it hurts you but in certain situations its a good option if you want to win.

    Saying you lose points if you do those things makes me wonder what game he has played for 5 years ... if he doesn't even know the fundamentals of this game. Sluggling is a high risk/high reward strat, it can backfire with unbreakable or other perks or survivors picking each other up if you dedicate too much time into chasing another survivor and leaving the slugs on the ground.

    I think you're missing the point.

    He knows how important slugging is, of course he does, he plays the game all day.

    By enforcing use of Ruin, I think he's trying to simulate what the game would be like if Ruin was base kit. I.e. Killers can stress less about camping and slugging, and go for longer chases.

  • @Retromind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966849#Comment_1966849

    Any compensation towards the lost pips due to dev incompetency by any chance ?

    It shouldn't be too hard to quickly get back to red ranks if de-sync is fixed...

  • @Claudette_Baguette said:

    If you think a killer needs ruin ... idk what to say. I 4k all the time at rank 1 without ruin, the games are so easy.

    I win 90% of the time. The other 10% are good SWF with a good map, good perks and items. Well I just accept that loss and move on. No need to complain about killers being too weak to be honest... Most people 4k really easily because most survivors at rank one are not that good and solo survivors are an easy 4k as well.

    Yeah but in a tournament you'll be playing that 10% SWF every game, so you'll lose every game.

  • @[Deleted User] said:

    His ideas are, uh...wild. We have good rules/scoring in the comp scene already. I'm not sure why every non-comp player/streamer is adamant that the last people who should be consulted about tournaments are....tournament players.

    He's worried about Ruin for whatever reason. Every team deals with it differently. Some teams attack totems, but most address it on a case by case basis depending on the killer. High mobility killers=cleanse early. Low mobility killers=leave Ruin up and don't play totem roulette.

    Camping, tunneling, and slugging are part of high level play. Trying to legislate playstyles ends up being a disaster every time. You can incentivize it to a degree with scoring, i.e. extra points for first hooks, re-hooks, but you can't straight up ban camping/tunneling. That's asinine and you won't get any good teams to participate. Seriously, the only people concerned about that stuff are non-participants.

    Well if you consult tournament players about tournament rules, you'll probably get the expected answer, maybe he's trying to shake things up?

    I suspect he's trying to make a point about gen speeds being broken making almost no killers viable without camping, tunnelling, or slugging, so he's probably trying to prove that a game where Ruin is always up leads to an actual 12 hook game being feasible.

  • @GannTM said:

    I don’t want them to increase gen times tbh. Gens are boring enough as it is. I think they should make it where survivors can’t immediately spawn on top of gens.

    Given that most of the maps aren't that big, I'm not sure how easy this would be. We have to keep the gens evenly spaced out, otherwise they'll be too easy to defend. There's not really any spots on the map you can be without being a short run from a gen.

  • @Mineguy said:

    I know that part of playing killer is to protect gens but... Why is it so extreme?!

    Like, when I don't have at least 1 gen slow down perk I lose to 100%. It's sad because I want to play and test other builds but it's not as good as the same stuff over and over again.

    The devs nerfed undying because it was used too much with ruin. But they don't question why all bring that. It's no fun to kick gens just that the survivors have to tip it 1 second and it's like nothing happened.

    Agree on the gen tapping, it's so broken IMO. The fact a Killer has to spend a couple of seconds to damage the generator, and the default regression is absolutely rubbish anyway, and a Survivor can just tap it (often mid-chase) to undo that work.

    I feel a survivor should have to interact with a generator for at least a second or two before repairing begins and to undo any active regression.

  • I'll only do it to someone who teabagged me cause they made a vault or pallet earlier in the trial. It's my equivalent of saying "who's teabagging now?", and I'll usually only do it on their death hook.

    If you see other Killers do it and no one has BM'd them in that match, they're probably just salty from teabaggers from previous games or just in a bad mood.

  • Not a solution unfortunately. It's hard to guess when you are against a SWF or someone who is going to run an offering, so most of the time you would be wasting these.

    Or you could play them every match and then waste a ton of BP just to keep them stocked up on each Killer.

    Nah I'll just D/C on load lol

  • @JPA said:

    You don't need compensation for the update, if you don't want to play the game, don't play.

    50K a day just for signing in is fine, in my humble opinion. I think this event is going on for a long time too (if the remaining days on the rift matches the event, not actually sure?). So those 50ks will add up to a lot.

    Nevermind, I checked the event details: https://deadbydaylight.com/en/news/lunar-new-year-2021

    Looks like we have it until the 25th, so thats 14 days or 14x50 or 700,000... Maybe over half of a prestige for one character, it's nothing to turn your nose up at

  • You don't need compensation for the update, if you don't want to play the game, don't play.

    50K a day just for signing in is fine, in my humble opinion. I think this event is going on for a long time too (if the remaining days on the rift matches the event, not actually sure?). So those 50ks will add up to a lot.

  • because the medal system is flawed and doesn't accurately gauge skill

  • @Marigoria said:

    You misspelled Quentin but ok

    You can't spell Quentin without QT

  • I think map offerings are OP yeah. They can be a pain for both sides. E.g. a ghost face with nurses calling or an impossible skill check doctor choosing Lerys, or a SWF on comms choose Coldwind or Ormond.

    I don't mind playing any map if it's random, but knowing that someone expressly made it so you got that map just irks me a bit.

    One good thing about the new broken medals is I've seen way less map offerings, I think maybe survivors fear the fact Killers will D/C before the game loads, as I think that's a depip at the moment for survivors?

  • A 3-gen stand-off can become a real stalemate and becomes a game of patience. You can't leave your gens, and survivors can't overextend into your territory as a hook is risky at this point.

    All you can do really is try and exhaust all the pallets in the area and try and win a chase. Smart survivors however will always flee the area when they get injured, and then following them risks your gens. At some point you need to either commit to that chase, but then you have to end it quickly as you risk losing a gen.

    If you're against 3+ survivors it can take a while.

  • @niceguy22 said:

    i just dont understand how some of these ppl are at red ranks too

    It's cause red ranks are easy to get to (rank 3-1 is a bit harder) for survivor. Since it's a team of 4, and the medal requirements are not too bad until red ranks, you can easily coast and just do gens and unhooks and you will steadily pip up, even if you die most of the games.

  • I think it is important to have these discussions to get the game in the best shape possible. We can't make changes without first identifying problems so I think that's why people will so often say this game is unbalanced to one side.

  • @crowbarman said:

    I have played a lot of survivor and killer and never once had a message from a killer saying something shtty.

    Survivors can hide and flashlight blind, snap a pallet on you while picking someone up, and do all sorts of stuff that's in the game and it's cool. But the moment you proxy camp because you got someone in the basement.. The insults flow.

    This. Playing survivor I've literally had 2 matches I can recall were the Killer started stuff in the lobby, and one of those was because my 3 teammates were all running Claudette with the same skin.

    I'll see survivors attacking the Killer or their teammates pretty much every session though, maybe 3/10 games it will happen

  • It's always going to be a struggle without meta perks such as Ruin (Hag) + Undying (Blight), or Corrupt intervention (Plague) + Pop goes the weasel (Clown).

    Unfortunately as a low rank Killer you will face high rank survivors all the time, and it is easier for survivors to have good builds anyway as many of their best perks are on the free characters.

  • lol you literally just said to panernaners he could not read as well, and then 30 minutes later you quoted panernaners again and said "who are you, I've never commented on your posts"

    Are you high or something?

    in I wish Comment by JPA
  • Demo Sneakers would actually be a great add-on for him 😃

    Demo Sneakers + the add on to increase his undetectable duration after the portal might make his stealth slightly viable

  • @Shirokinukatsukami said:

    Rank means something. While it's true that you will find skilled players at low ranks and bad players at high ranks, rank is a pretty good indicator of skill. That's because consistently good people will be in the high ranks and consistently bad people will be in the low ranks.

    Yeah people say rank means nothing but my games are considerably harder with purples than greens, and again with reds from purples.

    I must say though it is nice to play low ranks occasionally as I have to sweat a bit less and can enjoy chases rather than constantly feel pressured to end chases quickly, slug, or split pressure

  • Blight for that massive Undying Blood Favour value

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961758#Comment_1961758

    Wow I'm thinking most people in here are just slow, so I never mentioned latency being my main topic and getting a hit on me at end game is not a big deal are you that butt hurt on taking a hit and still surviving

    Lol bro maybe if people are finding it so hard to see what your "main topic" is then maybe you are just a poor communicator.

    You say the thread is not about latency but the last thing you said was about how the game will die because of the latency.

    in I wish Comment by JPA
  • @rglarson13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959923#Comment_1959923

    I play Devour Michael -- Devour Hope, Hex: Undying, Thanatophobia, and Surveillance.

    It's fun as hell.

    Unexpected one-hit downs on people who think that they can clown around because I'm not T3 (or they just cleansed one totem). Insta-eject the d-bags. And then there's T3 if the totem fails.

    I stilltill get stomped once in a while but the SWF sweat squad, but overall super fun.

    Yeah I play devour on Demo and Clown sometimes but only got Blight recently. Maybe I'll be able to get more consistency out of devour now

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960470#Comment_1960470

    I hate to make people sound stupid but you obviously had someone else read my story for you that couldn't read themselves. I clearly said I still made it out which I did that's not the complaint, the complaint was how far away the killer was when I got hit understand now

    I read "made it out the exit gate" as you opened it and got to the small exit section outside of the map. I guess I just assumed that because I didn't think someone would go and create a thread over taking a hit. But I guess that was enough to drive you to create this thread.

    But whether it was a hit or a down, it happened cause you were teasing someone, so whatever

    in I wish Comment by JPA
  • Let's say you're a Huntress, there are 3 gens left, you hook someone who was working on one gen, they have that gen very near completion. With BBQ you see someone at the gen on the other side of the map, but it's very far away, so far in fact you might not be able to get there before it is completed.

    If you leave the gen, you know the person you just hooked will be unhooked, and then finish the other gen off with the person that unhooked them.

    So you can blindly follow the BBQ aura, maybe kill that person, but risk losing all pressure, as you lose both the hook AND the gen near the hook, and you also risk losing the gen on the other side of the map anyway, as you don't know how long that survivor has been working on it, you didn't see them for a while.

    Also you want to win the game.

    Do you camp the hook? I would!

  • Imagine dying cause you tried to BM someone at the exit gates, and then use that as an excuse to moan about the desync issues.

    You died because of your own attempts to be spiteful, no other reason my friend.

    in I wish Comment by JPA
  • @lexihvh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960387#Comment_1960387

    Yes you get a massive megalodong that can be used to attract women with a success rate of 165%

    Cannot confirm, I now think Dead Hard is really perfectly balanced but it's still tiny

    in Closed Comment by JPA
  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957017#Comment_1957017

    So you don't like having fun you're just about slugging and getting the game over with with as minimal points as possible, isn't that the same as gen rushing, I bet you hate that though huh, so what's the point in playing the game if you're not having fun, who hurt you??

    It's just you brought up the point that it was "all that effort for 10-15k points". I was just pointing it out its actually less effort and you get a better rate of points for the time.

    I like going for 12 hooks too, just that's not possible against good teams.

  • Not another one. You can't bait out DH used for distance to reach a pallet or window.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960181#Comment_1960181

    I'm sorry but if a single chase affects your entire game maybe just don't chase that person? I feel like a lot of people who play killer and complain about long chases are the ones who don't know when to drop it and go check on gens, and then complain about genrush.

    Dead Hard is fine.

    I think the issue is:

    • as the killer, you make your 50/50 choice of going to the far left gen or the far right gen
    • you find a survivor, you chase them for a bit, maybe they drop a pallet or two, you get a hit, it's taken 20 seconds
    • you chase them for another 10 seconds, it's getting a bit too long now
    • they dead hard your hit, and reach a new jungle gym/pallet/structure which they could easily use to waste another 5-10 seconds, at least

    Here you could end the chase, but at this point it feels like you've wasted that time if you don't finish the down, as they will heal up, or finish their gen and you have 0 hooks from the whole encounter (you maybe got a pallet out of it, and their however many seconds to heal).

    Also, elsewhere it is likely that at least one other gen is going to be completed, so it's almost too late to stop committing to this one person anyway. So to me its almost a lose/lose situation to abandon the chase.

    If they had sprint burst or Lithe, you might have just abandoned the chase from the start. It feels like Dead Hard is more powerful because you don't know if they have it til it's too late.

    Or maybe I'm wrong, maybe the best move here is to abandon that chase?

  • Huntress, she just seems difficult to win with on all maps, and she has a lot of counterplay (at least it feels that way when I play Huntress)

  • @Pilot said:

    That's .... a nice perk deck you have there bud...

    ----

    Also, you got cucked by the current DBD hitboxes.

    Haha my thoughts exactly, the most meta-build you could imagine

    @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960089#Comment_1960089

    I know I was going down regardless, was letting my teammate look for hatch. I use Lithe normally but after seeing all the DH threads I thought I'd try it out. It's a good example of the current state of the game.

    Yeah fair, Lithe is good too. DH is certainly less reliable at the moment but it can still extend chases and cause heavy Killer migraines in the hands of a great looper.

    in Closed Comment by JPA
  • You got cucked by the current de-sync issues, this video doesn't really provide any evidence that Dead Hard is bad or good based on the current issues present in the game, which will be fixed.

    You were going down there anyway, even if you hit your DH, you would have got another 5m max, you weren't looking ahead of yourself, so this wasn't even a good use of DH for distance, as you had no idea where you were going.

    in Closed Comment by JPA
  • Blood Echo and Thana both require you to have lots of people injured to get any value, so they're quite situational (blood echo particularly is very weak).

    What about something like PGTW instead of thana? More reliable gen defense.

  • Are you sure they weren't in T2?

    I've heard a few people say the new UI makes the tiers harder to see, I wasn't sure if that was because they were positioned in a far corner of the screen or if they actually make the tiers look less different.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960020#Comment_1960020

    An advantage is an advantage. I already play on EU servers, and I get a lot of people from Russia with not so great latency... The desync just made it look like I'm going against them every single match.

    I'm not playing killer because my Q times are longer as killer and always have been. Even before this patch my survivor Q was instant and killer time took 5 mins. With crossplay on and off.

    That's odd, total opposite for me. Killer has always been instant for me, before this patch, with survivor taking up to 5 minutes, it's now the opposite. I'm EU too.

  • Most of the rift progress will come from the pages in the tome, I think there's 4 of them, and we've only had 1 out so far. You will definitely finish the rift before it is over based on your progress, don't worry about it.

  • I played maybe 7 games of survivor yesterday and I think I escaped something like 3 of them, which is about the same as my usual escape rate tbh. I've noticed a few very questionable hits, but it's still very much playable.

    From the Killer perspective, I've had PLENTY of survivors cutting it very fine with fast vaults centimetres away from my attacks, and getting last second pallet stuns. If the issues were as bad as everyone was making out ("unplayable") I don't think they'd be able to pull these moves off on me.

    I'm assuming these desync issues are intermittent perhaps, as the game is still largely playable for me.

    I'm on EU servers.

  • Accept that you will lose lots of games as you learn each Killer.

    Accept that without certain meta perks you will have a bad time winning against good survivors at top ranks (no Ruin, no Corrupt? good luck)

    When you accept the fact that you're not always going to win, you'll enjoy the game more, just focus on winning chases and improving your mind games each time, don't fixate on that 4K. There are people who can win without perks or with suboptimal builds, they just tend to have 3k+ hours playing Killer.

    Don't stress about not always pipping up, the pipping system is unrealistic anyway as very rarely will a killer at red ranks be able to get 12 hooks and iridescent medals for gen defense and chase, as you have to slug etc. to stop the gen speeds. Also you will have games were you sweat your heart out, get 2 hooks on everyone, but still get a depip because it's a 0K.

    Try not to stress out as you will get survivors ganging up on you in the lobby quite a lot and blaming you when they lose, and saying your bad when they win. (Not ALL survivors but a substantial amount of them seem to want to make the game unfun for the Killer).

    It is great fun though and a good learning experience.

  • Thanks for sharing these, Adam's jacket looks great

  • Well the first obvious point is, Nurse is the best Killer and everyone knows it, so why is her kill rate so low, even in red ranks?

    Also, Freddy's kill rate could be exacerbated by the fact people suicide on hook to him, which makes it more likely the rest of the team will die too, ez 4K.

    What I want to know is, what does red ranks mean here? Does it mean the Killer is red ranks? Or does it mean, kill rate, for red rank killers, when against red ranks survivors?

    Because if it's just red rank Killers, then does this include all the games where red rank Killers are matched with rainbow rank teams, or even just all green rank teams (I'm sure you've seen how bad the matchmaking can be?). In these games its an almost guaranteed 4K even if you are using perkless Wraith. Should we include these games in our method of ranking killer effectiveness?

  • Which unfortunately means most games if you play Killer at high ranks, and probably that would get worse with MMR.

    To the OP: in terms of players coming together, just would be nice to see more civil discussion. Obviously they are opposing sides so there will always be debates, it's just tiring seeing threads people have often wrote out in anger, calling people "crybabies". I mean who uses the term crybaby in a serious discussion, I'm sick of reading it at this point and it makes me think most people playing this game are 9-13 years old.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955919#Comment_1955919

    And I'm seeing BBQ every game, so does that mean it needs to be nerfed? No.

    That's mainly for the blood points. Thrilling Tremors is more reliable than BBQ.

  • @NITRAS42 said:

    Maybe if the entity blocked the pallet so that the survivor couldn’t go pasted it, it would be stronger without being too crazy (in line with Bamboozle). Or maybe give mangled effect to those that pass pallets in addition to not being able to drop pallets.

    I like this actually. I guess it makes almost all pallets unsafe and it also is finally a reason to not break pallets

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957541#Comment_1957541

    Gotcha. I see where you're coming from, but I would tend to agree with that person's point - many maps have playable windows, but there are also some others (e.g. Hawkins, Gideon) that have very few playable windows. If you make BF too strong at denying pallets it becomes a death sentence every time it procs on those maps. It'd be pretty rough if you could dominate teams with just a map offering and Blood Favour, even if it wouldn't be OP on most maps.

    With that said, I definitely think it could (and should) be buffed without causing balance issues. I've been wanting for them to bump it up to a 24m range and 30s cooldown so it could synergize well with Zanshin Tactics and give that perk a niche reason to exist too.

    I think a bigger problem here then is trying to have consistent quantity and quality of pallets between maps. But I guess it's hard to so whilst keeping each map looking and feeling unique

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