Jangles
Jangles
About
- Username
- Jangles
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Comments
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@Bot_Salvo88 said:
Best advice I can give you is to turn on this option to prevent targeted in-game harassment.
https://us.v-cdn.net/6030815/uploads/IJM42FNAUD67/immagine-2022-09-19-093431644.png
I'm not a streamer.
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Bork:
obstruct (someone, especially a candidate for public office) by systematically defaming or vilifying them.
I mean Myers is blocked and so is ILU. Yeah its terrible. I've had gg blocked before for some reason as well.
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As an adrenaline abuser who tries to get max value out of it, I hate it.
Honestly, I think it's slept on.
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@Loldino said:
https://forum.deadbydaylight.com/en/discussion/comment/3193671#Comment_3193671
Cool then survivors have hour long ques as killers would leave in droves facing none stop swf level survivors
"I only read half" the post.
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Kindred itself doesn't have to be base, Even knowing where the other survivors are is enough. Kindred can be reworked into showing the killers aura on hook up to however many metres. This is actually a good thing for killers as it closes the gap between SWF and solo. Then you can buff killers accordingly once everyone is basically on the same page.
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As soon as sadako slugs one person everyone on my team pairs up and starts slapping tapes while one person is on a gen. This is in solo q so even with 0 communication I feel like the strat is known by most people already.
Kinda like the "no cleansing on plague til end game" agreement everyone has or the "1 person per gen" on legion.
Just leave them on the ground til you pop a gen, if theyre guarding the slug just bleed them out or trade. If one person gets to 3 condemn stacks remaining you body guard them on a tape until they get it in a VCR.
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Proximity chat would be amazing. Talking about the weather on a gen only to have myers sneeze from behind a wall or something.
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I think this is a case of you think you want this change, but you don't. Good luck hitting a survivor near any kind of terrain or threading any gaps with the power. That survivor you were aiming for on the corner? That hits the corner now. That gap between those weird z wall pallet things on cowshed? That hits the wood now.
dis hard, me angy the thread.
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Playing against daddy wesker is great. You can juice him, you can get juiced. You have to loop him, Loving it so far.
Also Rebecca best girl.
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I tunnel on killer and get tunneled on survivor, Players will optimise the fun out of anything. You can't blame someone for using the most effective tactic to win even if it "feels scummy" I feel great winning as killer regardless of what I do, I hate getting tunneled as a survivor.
Feels like a base game mechanic that needs to be addressed rather than expecting the community to play nice.
Yes there are tools available, but they're not good enough.
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@Nick said:
https://us.v-cdn.net/6030815/uploads/OIPKV8D84YDL/ezgif-4-22b139f093.jpg
This would be a step in the right direction
This is an amazing idea. Good job.
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Yeah its crazy man, People have picked up tunneling as meta. I'm running big bt guardian otr and deliverance and 9/10 games someone is still getting tunneled out of the game at 5 gens. It's super rough playing 3v1 most games. I'm doing it as killer as well because its so effective. Would love to see some kind of "electrified" perk. You hit the person off the hook and you are stunned in place for 3/4/5 seconds.
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This is before the update. The nurse at the end is picking up the masquerade thing. The gens also have balloons on them. Like SWF is still strong but you're being disingenuous now.
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I still don't get why survivors can't have proximity chat. This and perk classes. 90% of the problems at the moment are perk stacking and the inability to communicate in solo queue. People will adapt to timings.
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If you don't care about your MMR, you'll pip to iri 1 super easy by playing the "I gotchu fam build." (Guardian, Big BT and We'll make it) Literally go for every unhook and heal and knock out 1 gen. It's a pip pretty much every time. You're gonna hook trade alot. I went from playing with people who have 1500-3000 hours to 550 hour andys though. Its either hilarious or painful. But you're iri 1. wew.
Case in point, 4 people sick, 3 of them slapping out one gen (PTS) with a fountain next to us. The meg runs up and cleanses right next to us. Meg noooooooooo. We scatter, two people blow up the gen pleg comes downs two of them.
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Shirtless Dwight.
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Wait til people are running kindred, open handed and reassurance. Perma 32m aura reading. Sheeeeesh.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3141108#Comment_3141108
Whats the difference to now? The only things different is the mentality and experience of survivors.
And that's the case since day one. If survivor had known the best strategies, loadouts and so on then the game would've died in year one.
The only thing that kept that from happening is inexperience and a casual attitude which had been enough to still win.
Are you living under a rock? Meta, Most effective tactic available takes time to establish. There was a bunch of changes made that geared the game towards killer being in the power position again. Most people are taking advantage to the napkin math that went on in the changes relating to hook timers:gen timers and pushing someone out of the game as soon as possible.
While its always been effective, the current changes to gen times means you can't leave someone on the hook for half a gen and still get there for the rescue It's no longer effective to slam out gens while someone is getting proxied on a hook as _usually_ you're halfway through a gen by the time someone gets downed. Hook trading is counter productive, as the extra 50s worth of gen time over the game (thats an entire extra gen to do) 3 people slamming gens means 2 gens can pop before someone is sacrificed.
3v1 with 3 gens its nearly impossible if the killer has any kind of common sense. Which the ones I tend to play against do.
It doesn't create enough counter pressure to be able to force the killer from the proxy to patrol, its just not worth it. If someone gets pushed out of the game before 2 gens pop, games over. You could fix this by extending hook timers by another 10s. Though with the new perks coming out that point is basically moot, you can send a runner to run the hook with reassurance while the gens are being done.
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Give it 3 months for the top tier survs, solo and swf to start adapting to the new meta and every game will have 4 looping gods in it over 1800mmr. Good luck finding a weak link when your games have solo survs who can read the game like a book and loop you for 3 gens paired with 3 man hit squads. This is a product of the current meta of tunneling someone out of the game at 5 gens. The "weak link" goes down in mmr while only the absolute gods will be able to escape. I'm already noticing it in my games now. Most games are back to 2 gens done before the first down. Only mid game pressure is harder to adapt to at the moment.
This paired with the new anti camping perks and OTR, Killers are in for a bad time. I'd say deserved, but you can't hold it against someone for using the most effective tactic to win no matter how the other side perceives it. It's a product of optimization of longevity of the game. "Given the chance players will optimize the fun out of anything" rings pretty true.
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I agree with this but its not always you getting tunneled. So 1/4 games you're sitting on gens all game with 0 interaction. Then if that person gets downed and out of the game instantly, im now forced to try and win the game on hard mode. If they don't im playing space bar simulator all game.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3084787#Comment_3084787
You know, you bring up a solid point. When I've been using it, I stop looking around the environment entirely. I just stare at the icon to let me know what's going on. I can easily tell if I'm safe, if I'm in danger, and if I'm heading towards or away from the killer........and through all of that, I do find myself just staring at the icon.
I'm usually staring at the centre of the screen waiting for a skill check. Playing with 4 stack lullaby permanently means when I see the perk light up I would have to shift concentration, much the same as when you hear a terror radius you would look around to see where the killer is coming from. Like I do understand the intention behind the perks changes but we're hard of hearing not blind.
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My hearing is terrible from a work accident. The new spine chill is too confusing for myself. You don't need all that information, perk lights up and you look behind you. But then to change the premise behind the accesibility just means I have to entirely relearn the how the perk works.
By terrible I mean to hear anything I need to turn up the volume enough to do more damage to my ears to hear. Hence why spine chill was a staple on every character I had. Games recently have had me staring at the perk trying to figure out what it means instead of using it as a que to look behind myself or move. I've recently had to just take it off and have ended up just leaving after one or two games. I really hope this could either be reworked again or reverted. Its current itteration is too confusing for the intention of the perk.
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Imagine giving someone ######### because English isn't their first language. You guys suck.
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This is so true. My survivor games have become super stale. If you put a team of 4 against a team of 1 will equal skill past a certain threshold, even if you give the team of 1 an advantage, the team of 4 is still going to win.
Killers capitalize off mistakes, high MMR survivors rarely make mistakes.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594454#Comment_2594454
Those are rookie numbers...
truth.
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Double posted.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2594376#Comment_2594376
U want to tell me killer can't catch u while u walk for 40 sec during chase? Nice fairytale.
My chases tend to last longer than a minute. But lets just go through it.
lets say I have a TL, into 4 lane, into long wall. Run TL into 4 lane, walk to window and vault (5s of walking) 4 lane into long wall, vault window, wait for terror radius (5s walking) Loops back to 4 lane, vault window, walk for (3s) Drop pallet at 4 lane (3s) I'm now at 16s dropping one pallet. Play long wall, Vault window until entity blocker, 5s waiting each time. Sprint burst is now up and I can skip the unsafe tile on my way to another strong loop.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2594351#Comment_2594351
I mean, you can have your preference... But he isn't wrong.
It's not preference, He's just wrong. Why do you think competitive runners grab SB over DH? Dead hard can be baited and it can only be used once you're already in a terrible situation. With sprint burst you're not getting into situations where you need to iframe a swing or short stop into a pallet. You also get more than double the distance off sprint burst.
Dead hard makes for sweet memey outplays, thats about it.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2594351#Comment_2594351
It's not stronger. If u time it then u are walking and if u walk u don't repair gens. If you want to time it on 99 then again u don't repair gens or do anything helpful. U are running in circles and trying to get killer attention.
So please stop this BS about how sprint is better.
DH doesn't have downsides. U can run as much as u want, repair or do whatever you want and still won't be exhausted. Just by picking Dh u already win time.
Why would you want to 99 sprint burst on a gen? You 99 during a chase so you can use it twice in one chase. Once off the gen and once during after you've 99d it. Dead hard can be used once youve already been caught with an m1/2 which means you're already in a 3s proximity to the killer.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2594264#Comment_2594264
Dead hard is what everyone uses for a reason.
I use it.
Shits broken and needs a nerf, if you aren't using it you are pretty much playing for fun because it's that broken.
This is so wrong. I don't use an exhaustion perk but if I do, its sprint burst. Which is 10x better and stronger than dead hard. It can be used mid chase, 99d, can be used in any health state and gives you a 3s head start off the hook.
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Imagine thinking lag is a mechanic.
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Iron will, BT, exhaustion perk and DS will never not be meta as they cover situations that counter every killer. They work in a more broad sense as opposed to situationally countering a specific event.
But yeah boon totems seem a little crazy, I've said in my head from the start that the killer shouldn't be able to see it and it should be a one time thing, high risk high reward. So I don't think being able to relight killer hexes is the answer. Like devour hope is a game winner if you can't find it. Same with tinkerer blight with ruin.
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I don't post here, but came to the forums to see whats going on with my games. I wouldn't say im great at the game but I was consistently a rank 1 survivor before the skill based match making and pretty much only play solo survivor with some basement bubba, spooky myers thrown in there.
My survivor games are so unbelievably one sided its really gotten stale. I finally understand the power role survivors have, It's really unfun at the moment. Guaranteed two gens are popping before the first down. There's rarely a weak link and unless we screw up really badly, I've been escaping a majority of my games.
I say this as I come off the back of another 2 games where 2 gens pop before first down, one pops while someone sits on hook, rescue, finish and out. These are good killers with 1000s of hours, they're actual good players. Just, they have no chance unless its nurse spirit or addon blight.
It's gotten to the point where I don't even bother doing gens now. I just run a dumb sabo build and hope they get a little more time to do something interesting.