JordanMalicious
JordanMalicious
About
- Username
- JordanMalicious
- Joined
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Comments
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@xenofon13 said:
OnLy SuRvIvOrS aRe ToXic
Where does the post say that?
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@Waffleyumboy said:
Nobody thinks all killers are balanced that I've seen. Next up on the buff train should be pig then trapper then clown then wraith then legion.
Trapper needs some tweaks to how he acquires traps, aside from that, he's my main killer and I do pretty damn well with him into green and purple ranks. Can't speak for red ranks as I never play enough to get that far along.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007829#Comment_1007829
Lel. Yeah, killers like hag have a 75% kill rate because the players using them are so talented. It's not like you just spam down traps at every pallet and collect your free hits. Killer main BTW.
Or players don't know how to play against the hag. Any number of reasons could result in a high kill ratio. Where did you get 75% from?
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I will tunnel if I see survivors being altruistic to the point of self sabotage. Just makes the game easier for me. Idgaf if they complain about it being less fun. If someone is going to rush an unhook, I'm going to punish their team for it.
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@goat10em said:
Cool story bro. Also the "winning" posts complaining about people "winning" is equally as tiresome.
You beat me to the poor spelling joke. Well done sir.
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@Mushwin said:
That Killers are guarding their totems now, their precious ruin, survs can do such without.......i mean come on its good for the new survs, if you count on ruin then that is bad.....survs still play their nerfs...maybe use other stuff.....and those who say survs gen rush,what do you exect them to do????? the point IS to do gens, killers goal is to kill....to stopgen rushing get rid of tool boxes and slow down the gen times.....i have een on games now and i am bored......cos of gen rushing, we cant help it, even if i do totems etc we cant help the gen rush...maybe surs need something else to do but dont blame survs they are there to do gens....
So if you notice a killer guarding a totem...do gens...punish the killer for not applying pressure. Pretty simple, right?
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/970802#Comment_970802
Love him or hate him but Tru3 is right about one thing, you don't balance games like this around the low ranks. Making the game easier for survivors at low ranks makes it nearly impossible for killers at high ranks. There a lots of ways to actually fix the issue but the devs don't seem interested or they don't have the resources.
Exactly, well said.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/964973#Comment_964973
Ds is rampant bc tunneling is rampant. Seems fair to me.
Tunneling is rampant because Ds is rampant, seems fair to me.
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Let's see how mad survivors get when they have to hook the killer in the basement 3 times. Good luck picking our big [Explitive Deleted] up! WE MADE OF THAT THICC ENTITY MEAT!
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/939722#Comment_939722
When I play Blendette, I never use it. Such a waste of time. 32 seconds is almost half of a gen!
You're not a true blendette if you're doing gens. Be less useful and you shall ascend to true blendette status!
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@NinoV1 said:
Never understood lobby dodging, why bother searching without the intention of playing regardless of what you’re facing.
If I see 4 people pop in at once, all with tool boxes and P3, I'm dodging. I'd rather avoid the headache. I'm an alright killer, but I know when I see that kind of loadout I'm gonna have a bad time lol.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/112867/hex-ruin-should-be-permanent
As a person who plays both sides. I disagree with you. Increasing Gen times will make it more boring for survivors. Adding base Ruin gets rid of Risk/Reward for a perk and Killer learning the game. Ruin also is annoying to deal with to certain survivors and adding it base will hurt new players on both sides.
Really the biggest thing that should start changing is. Generator's when damaged by a killer should have a small start up time so you can't just tap it as you run by mid chase. It should be equal to the amount of time a killer spends kicking it. When damaging a generator the regression should he double the current speed and when kicked should have a flat 5% of total progress made currently. This way even paired with PGTW it will never be a true 30%.
There's a lot the Devs could do without handholding for killer while so not making it incredibly boring for survivors. If a killer has to manage his time better than a survivor should have equal levels of pressure.
Amazing idea with the generator start up time after being kicked. Survivors being able to undo your generator kick by taking half a second to touch the generator is pretty silly. Very good suggestions. Seriously get @Peanits looking into this!
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
Actually.. sometime my discordance shows 2 gens that is on completely opposite of the map. How do you stop them?
You pressure one of them because you know at least 2 people are there, which is half the survivor team, which means when you arrive, half the team won't be doing gens. I'm a killer main, I do this often.
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/880991#Comment_880991
I bet you will.
Enjoy your welfare cosmetic.
It's your welfare cosmetic too my dude. Good job on sweating through some rough patches of the game. Now console players can enjoy the fruits of your labour.
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@Peanits said:
Basically for the reason you've said. You go to a window (like shack)- which can easily be dealt with through mindgames and knowing how to run the tile- and the survivor has literally no way to tell if you're actually vaulting or if you're just standing there. If they stick around to wait and see, it's too late. If they start running around and find out that you were really just standing there, it's too late. It's a blind gamble and something we'd like to avoid.
We'd like for the mindgames to be something you actually do, not something that just happens for you.
Any plans on tweaking SWF in the future?
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@altruistic said:
Because 1 out of 17 killers didn't have a vault animation.
This is an unbalance. I don't know how this is so difficult for people to grasp that it's unfair. Even the Nurse has a vault animation.
So the spirit had a unique mind game at windows? Where's the problem? How is that hard to grasp?
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Spirit is fine. JuSt GeT GuD
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Standing still can be a mind game if the survivor isn't paying enough attention to the spirits animation. Works 7/10 times for me usually.
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Killer can also close the hatch, so I figure that seems pretty balanced. It's more luck or knowing hatch spawn locations in the end that will help you.
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Devs do not favor either side, they seek to add some balance.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/745538#Comment_745538
Did it really though? I've tried it in the past. All you need to do is put on Empathy and stay close. Bonus points if you're on voice chat and they can tell you when they're about to go down. You can spend that time working on nearby totems or generators, even.
Not all heroes wear capes. You are awesome @Peanits <3
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I'm happy they did anything at all. I play killer and survivor equally so maybe that's why I'm not bummed out. Either way, enjoy the event, there's always more events and outfits to come for survivors :)
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@MichaelMain said:
https://forum.deadbydaylight.com/en/discussion/comment/669532#Comment_669532
more like running as fast as a xenomorph in a pallet loop
Imagine xenomorph being able to hang off the ceiling of interior maps? Not practical but would be terrifying.
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@BlueFang said:
The only acceptable scenario for such unsafe unhooks is if the hooked player is about to hit stage 2 and the player being chased is about to go down anyway. This actually buys the hooked player a little more time than he would have if left on the hook. It also means the next time he gets hooked he would only be second stage instead of automatic death. It also means the original unhooked player won't be put on the exact same hook again meaning it could be easier to rescue them than before.
These types of unsafe unhooks do have a place and tactical sense and done well it can save the hooked player from death. The problem is far too often a player about to be downed will just unhook to farm points because they are morons. I mean if I'm about to hit stage 2 I'll gladly accept a unhook because there's a chance I could get away or the killer will let me get away
Absolutely true. If the scenario was me about to get to stage two I can say I'd never have made this post. Each time it was a few seconds after being hooked and I was still hearing the terror radius, the unhooks happened well before I was near stage two which is another reason it was so frustrating, I wasn't as clear in my post because I was a touch flustered lol.
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@Leonardo1ita said:
Watch from 18:08
This shouldn't be allowed.
I mean , the exit are:
-On the SAME wall
-You can see both staying in the middle
-The distance between them is <60 meters for sure.
#########?! There is no way out unless you find a key. In this situation there is no stealth mindgame for the sole survivor.
@Peanits do you have any plan for this?
Thanks, Leonardo
Seemed entirely fair to me. Some games the gates spawn across the map from one another and the killer has zero chance to patrol both effectively (barring Nurse and maybe Hillbilly) in that instance the RNG favored the survivors. In the case of Monto, the RNG favored him that game.
Have you ever posted here bringing up issues when the gates spawn too far apart? I would wager you have not.
If I'm missing something here, please clarify for me, not trying to come off as disrespectful.
Cheers.
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@Leonardo1ita said:
Watch from 18:08
This shouldn't be allowed.
I mean , the exit are:
-On the SAME wall
-You can see both staying in the middle
-The distance between them is <60 meters for sure.
#########?! There is no way out unless you find a key. In this situation there is no stealth mindgame for the sole survivor.
@Peanits do you have any plan for this?
Thanks, Leonardo
Survivor didn't deserve the escape just because they are the last one. Monto found hatch first and RNG was on his side. That isn't always the case. Have you ever made a post about the gates being too far apart and as a result the killer can't patrol both? That is also unfair but it's the RNG of the game. Your argument just seems a bit like a knee jerk reaction more than anything.
No disrespect intended, clarify for me if I'm missing something.
Cheers.
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@Spaceman94 said:
Literally the game after this that I just finished in under 5 minutes... have the gameplay if anyone's interested.
Upload that greatness, I wanna see! Link it.
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Can't quote the OP without approval? Wth is that?
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@Peanits said:
There are no plans for this at the moment. While we can add new rules to gate spawning, we cannot fully prevent that from happening. You would need to make sure that no point on the map has line of sight on both gates, and even then, you could move slightly to watch one or the other. You'd also have things like the ski lodge on Ormond that would allow you to see right over and obstacles and easily watch both gates.
Regardless, it's going to be tough to escape sometimes. At that point, the survivor has failed to power the generators and failed to find the hatch first. The collapse is meant to end the game at that point, not necessarily to give them a third chance to escape.
Well said.
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Noed is a fair and easily countered perk. Dunno why people get mad about it. I play both survivor and killer. When I run against it and I didn't look for totems, I blame myself and my team if noed procs. When I run it as killer, I'm happy to smack down every last cocky t-bagging survivor because they gen rushed hard but didn't cleanse.
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Looking at the masses, I'm going to assume most players do not Prestige 3 every single killer and survivor and also get every single perk for them. That seems ridiculous.
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I mean, you'd have played the game regardless yeah? I understand the fact that some people had to grind harder for what they earned but I can't see how that warrants exclusive items. Mind you, the devs already did it with legacy gear, so who knows. Maybe they'll give you hard workers something for the sweat and tears.
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@Boss said:
I'd probably place him in B tier, which is the Buttloads-of-fun tier.
I wish I could super up vote this. Can that be a thing?
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Man... everyone putting Nurse as S tier seems so weird to me. On console she is hot garbage. I've never ran against a good nurse on console and I'm thankful for that. As for Freddy....rework puts him in a solid High B or Low low A. Good killer, fun to play and to go against.
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Killer main/solo survivor lite here. I like his rework, lots of fun to play. Reliably getting 3-4k with him. That said, I'd still take trapper or spirit any day. I'm amazed at how well trapper does in green and purple ranks. Yet to see him in red.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/607545#Comment_607545
Okay congrats to you. Here's my adrenaline counter, kill the Surviviors. Do ur job.
It isn't the fault of the Surviviors that they get hit with Noed if they did make an effort to cleanse it but were unsuccessful. As long as literally 0 emphasis is given to doing totems, there's no reason to do them. If ur seriously gonna tell me that if Surviviors cleanse 4/5 totems, then the one that slips through the cracks means the Surviviors are toxic genrushing dick weasels who deserve every insta down and facecamp they get? Yeah no I'mma have to call that bullshit. How about this. If all 5 gens slip through the killers fingers before he can land a single hit, that guy Shouldn't get to have his "I'm entitled to these kills" perk.
When did I say they were toxic gen rushers? I was simply saying that survivors can opt to cleanse totems knowing there is the chance that the killer is running noed. You're clearly sensitive about the subject and I seem to have struck a nerve or something. You're putting words in my mouth though and that just isn't a good way to have a discussion :/ When you're older, you'll understand.
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@Hulksmash6565 said:
https://forum.deadbydaylight.com/en/discussion/comment/607545#Comment_607545
Cant cleanse them if they are running thrill with it.
You can absolutely cleanse totems even with thrill. I've done it many times. If the killer is willing to stop doing gen patrols to find the person cleansing, they are wasting time while people pop gens. It all balances out.
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@GFJoe13 said:
The biggest difference of every other example named is that every other "second chance" perk, if you want to call them that, is that they're a one time use. And after it took effect you have one less perk for the rest of the match. Noed does not expire after unless the totem is broken and from a survivor perspective it is very unfun to just rnu around the map and looking for the totem you missed cleansing. People do cleanse the totems they see, but if it's not found it's because it is well hidden and finding that is neither fun or challanging, it's just a huge annoyense. I also agree that killers need something more. but this is just too much of a crutch to rely on
I'm gonna say it's entirely balanced. As many have pointed out, cleanse totems. Simple, efficient. Learn totem spawns and check them. Sure, you won't be able to gen rush, but it'll save you time at the end of the game if noed can't even proc because all the totems are gone. That to me seems like fair counter play. If the killer notices the totems being cleansed, they can choose to stop visiting gens and try to find whoever is breaking totems, also wasting killer time, so, it all seems pretty fair imo. If you don't want to waste time looking for a totem because it isn't fun, that is your choice but it doesn't mean that noed needs a rework or a nerf. Just my opinion.
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Not a fan of a timer on his ability, seems unnecessary imo. He could use a little tlc regarding how he is revealed, personally in about 25 games I've played with him, I get revealed about half the time I am in NS, otherwise, I can usually get a stalk off before being revealed. I'm not rank 1, but rank doesn't mean everything either.
Either way, I'm not sure how he could be fixed or improved upon. Ghost face seems pretty balanced when I've played him, but that is just my opinion :)
I'm just happy Bill is finally coming to console!
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90% of the time, if I'm killer and I load up a lobby and see it's a swf, I'll play it. Makes me better at the game (if they Aren't being toxic). That said, a lot of the time swf are cocky or try to save off the hook almost immediately after I hook, so, I actually have not had the worst experience facing swf. Mind you, I have DEFINITELY gone against a few toxic swf groups before and it made my blood boil.
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@Jesya said:
I do this with Gollum Hag. Just play to protect my hex totems. Or no blink bamboozle nurse. I don't care about hooking. I enjoy the chasing and hitting and moving on to the next survivor on my totem or in my way. Lately I seem to enjoy these games the most--- less pressure and anxiety to pip and do well.
Most people seem to enjoy the change....but then there are survivors who don't understand the memeing. As seen below
https://us.v-cdn.net/6030815/uploads/611/HCKXB9CGFEWP.png
<3 this community sometimes. Try Gollum Hag... it's quite fun.
Wow...this guy is talking some mad ######### for someone who can't even spell "you're" properly lol. You keep doing you and having fun with stress free builds! This incel garbage can keep sweating hard and bashing what he will never understand.
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I think ghost face is pretty alright. He has some counter play, he is fun to play, I don't feel cheated when I'm revealed and broken out of stealth. All in all, I think they could leave him this way and he still be good up to mid level survivors :)
Unfortunately, Billy and the Nurse are a unique mistake that can't be fixed, any comparison to them will not be a fair one imo. Billy with instant downs and insane map pressure, nurse who can literally break the game mechanics. Again, all just my opinion. Take it with a large grain of that delicious salt.
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No joke, just a serious thank you. Your costly loadouts make this game so much more interesting and challenging.
A true mad lad, a gentleman and a scholar. As a killer main, I salute you. As a survivor lite, I agree completely with you. Keep being you and creating positivity in this community where it is so easy for people to tear others down and hate (I'm definitely guilty of complaining on here)
Cheers.
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So, of the people commenting here, who has put some hours in with the Freddy rework. Of those people who have, what is your first impression?
I liked playing OG Freddy but I'm walking into his rework with open arms to see if I can learn his new style. I'm sure he still has lots of potential to mind game and everything, it'll just take time :)
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DS works well right now. I'm a killer main, when I get D-striked it's because I tunneled. Seems fair to me.
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Can the new Freddy help me save money if I switch to GEICO?
Clap Freddy Krueger GIF - Clap FreddyKrueger Surprise - Discover ... -
@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/559391#Comment_559391
No, you need to stop playing if you're gonna get all butthurt when people decide that they want to have fun. News flash: They payed for the game, same as you. Just because you feel like you're the centre of the universe doesn't mean they have to obey.
You're putting an awful lot of words in my mouth kid lol. Think what you want, it's your opinion, not fact. DC'ing is a problem to me, so I'm gonna voice my concern. Sorry you don't like it lol.
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@newavitar said:
Who cares? It's a game. If you're not having fun, leave. It's meant to be fun. When you stop having fun, stop playing.
It's a game I like. People that DC because they can't handle a loss need to stop playing if that's your logic.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/559052#Comment_559052
I second this - DCing has improved greatly from my perspective. There was a means to get around losing pips after DCing, but that was resolved to guarantee a 2 pip loss now. I feel that has something to do with it. DCing I see now are more protests to being camped or tunneled with a rare DC at the start due to killer selection.
People are more likely to kill themselves on the first hook now.
That is your experience though, not mine.
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In regards to useful on any killer perks...
1. BBQ and Chili
2. Sloppy Butcher
3. Nurses Calling
4. Brutal strength
My basic build for any killer. Favorite on trapper though.
BBQ obvious, bp and wall hacks are too precious.
Sloppy + NC means I smack all the survivors (if I can). Find them while healing and I can usually follow that up with 2 hooks pretty quick.
Brutal strength. I respect pallets to a certain degree, but when I can force a drop, I can break it quick and keep on after the survivor.
Thoughts? I'm always open to up my game.