Avatar

Labrac

Labrac

About

Username
Labrac
Joined
Visits
609
Last Active

Comments

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670551#Comment_2670551

    But you have actual information to go on for those? There are visual cues, as well as the audio cue from Huntress- they have to be using their power in the direction they're looking. There is absolutely no cue for when a Deathslinger would actually shoot versus ADS faking, it's just a guess.

    Maybe you'll guess right! Maybe the Slinger would just miss! But is it really good design for it to be that up to chance?

    Deathslinger also has to shoot in the direction he's looking into so I don't get this argument.

    Maybe you should stop thinking that every Slinger player is a god with an aimbot and start to think of places he will often shoot. The harpoon has a very tiny hitbox, and unlike Huntress he only has 1 chance of getting a shot, and if you're injured, he must guarantee the reel is going to confirm a hit. Most Slingers will only shoot when you are passing near corners, corridors or doorways, because these places it's easier to confirm a shot. These places I guarantee you most of the average/slightly good Slingers will take the bait and waste a shot on them. Again, that's called prediction. It's not a guess because I'm not randomly thinking "hmm he's going to shoot now".

    There's no reason to run erratically in the open because very few are going to risk the massive slowdown that is missing a shot, especially when it can be dodged by the slightly wiggle of your character (which doesn't really make you lose distance.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670268#Comment_2670268

    "Prediction", by which you mean "guessing and getting lucky".

    If that's satisfying gameplay for you, then I'm not knocking that for you specifically, but people tend to put a lot of stock into "prediction" as though it's in any way different to or separate from guessing.

    https://forum.deadbydaylight.com/en/discussion/comment/2670271#Comment_2670271

    The quickscope is what made the ADS spam function. If he could ADS spam but it takes a second before he can fire, then the free zoning and lose/lose situations wouldn't have occurred because survivors would have time to react and dodge when the rifle is raised for more than half a second.

    "People have agreed is a problem" isn't super relevant here. People have agreed that the quickscope is a problem too, this argument's been had for a long time.

    No, I mean prediction. The same way you have to predict which direction a Huntress is going to throw a hatchet, which direction a Nurse is going to blink or which direction a Blight is going to rush. You predict when he's going to shoot.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670073#Comment_2670073

    The Gen speed is actually my 2nd thing to worry about, which is why I never use slowdown but End game build to punish Gen rush

    What I worry the most is how can they know all my trap placements no matter what. And the spots that hide traps in general are removed from patch to patch, I dont really have unpredictable places to trap beside grass, which getting less and less in new map rework.

    The most funny thing is they finally decided to dark the trap by default, only to make maps brighter.

    https://forum.deadbydaylight.com/en/discussion/comment/2670114#Comment_2670114

    Start with all traps isnt what Im looking for to buff him. It would be so easy to 3 Gens, and pretty much force Trapper to play 3 Gens all the time.

    What I want is they need to make traps somehow harder to see. For recently traps are totally useless. Just play M1 as Trapper may be more effective because I dont have to waste alot of time setting traps around.

    https://forum.deadbydaylight.com/en/discussion/comment/2670127#Comment_2670127

    I start playing this game since Feb 2019, 45% Killer & 55% Survivors. And I play 90% Trapper when I play Killer. I know every little spots that able to traps. Thats why I can make a list of map changes that affected on trap placements (those have no affect only other Killer, but only Trapper)

    My style playing Trapper never change. Gen flies, no complain. The biggest problems that I spend all that Gens for fully traps setup, only to be disarmed in distance, all of them.

    The reward is 0 for the cost of 4 Gen.

    Relying on 3 gens is basically the only consistent Trapper playstyle anyways. Just like it is with Hag and Twins. I don't see the problem with making him stronger at this playstyle.

  • If I'm playing Nurse I'd take 4 Overcomes over 4 DHs any time of the day.

  • The raw size is not everything that matters. You have to take into account mobility and gen spread. Azarov's Resting Place, for example, is a huge map, but the format and the gen spread of it make it very killer sided because of how easy it is to 3 gen. Maps like Ormond, Storehouse and Eyrie make it easy for survivors to split up on gens, because you have a lot of gens on the corners of the map, and the main building is also very big.

  • Console players never repel. From what I read it seems the repel button is mapped as the same as the vault/drop pallet one, so they really can't repel at all.

  • It shouldn't be tied to a perk. There should be a basekit totem protection mechanic, or just at least improved totem spawns. tNow that Boons are a thing it's just stupid you can get rid of a Hex in less than a minute.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670246#Comment_2670246

    They were part and parcel of the same problem. If Deathslinger had never been able to quickscope, the free zoning he'd have gotten from ADS faking never would've been possible because people would've had time to react to the shot when he did commit to it. As it was, you were stuck in a lose-lose scenario where he'd keep partially raising the gun, and you'd have two choices: Dodge, thus losing distance if he doesn't shoot, or run straight, thus making yourself an easy target for when he does shoot.

    They weren't ever fully separate issues, and they both warranted changing.

    The counterplay to quickscope was prediction, which was nullified by fake ADS. Quickscope itself has counterplay.

    "Dodge, thus losing distance if he doesn't shoot, or run straight, thus making yourself an easy target for when he does shoot." Funny how you don't mention the monstrous distance you could make if you predicted a Slinger shot and he missed. You just had to alternate between dodging moments and running straight moments, just like with Nurse you're not going to double back at every loop.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670244#Comment_2670244

    First part was a joke, but on longer range it was definetly possible. You didn't have to really dodge, just side-step was enough to miss if he aimed at center of your body. That projectile is really small.

    Dead Hard on reaction was 100% possible.

    Dodging was more related to prediction than reaction imo. Survivors already moved with side stepping against Slinger.

  • @SunsetSherbet said:

    Might be why there's still instant killer queues despite a new killer having been released. I remember killer queues being much longer during Nemesis and Tricksters releases.

    Yeah I was surprised by the killer queue times. Still instant even with a new chapter release.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670228#Comment_2670228

    Quickscoping and ADS faking were a problem, and were totally legitimate targets for changing. BHVR handling something poorly doesn't magically make that something no longer an issue that warranted handling to begin with.

    ADS faking was a problem, quickscope was really not.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670228#Comment_2670228

    If you can't react to it, then go on cranial nerve examination...

    It was possible even before nerf on 10+ meters, but there was that issue that everyone just faked ADS.

    You can't really react to it, it travels at 40m/s so it runs through max range in less than half a second. You can predict when he is going to shoot though, that's why fake ADS had to go. Everything else was unnecessary.

    Also cranial nerves are not really related to reflexes lol.

  • @jesterkind said:

    Don't revert it, improve it. Most of what they did was necessary (excluding the TR increase, that one feels suspect to me), but it wasn't handled particularly well.

    Make him ADS slightly quicker (without it being the same speed as the old quickscope, I think there's a middle ground that can be found there), make him 115%, and possibly replace the TR increase with a lullaby radius? If not, maybe some more reliable TR addons. After that, Slinger would be in a much better spot.

    I don't know how nerfing a B tier killer was "necessary". His ADS time is still fast enough that you can't really react to his shot. Everything the change did was make Monitor a must on him instead of a strong perk, and make him feel clunky af to play as.

  • Trapper has been obsolete for quite some time now. I don't even think he would be OP if he started with all his traps on him (like with Trapper Sack, but without the downside). There's just no time in the current meta to spend time picking up traps.

  • Her best one is the green that causes exhaustion obviously. If you're good with your aiming you don't have to deal with DH. I also like the one that reduces her slowdown after lauching crows.

  • Same here. Funny thing that they released a new exhaustion perk this chapter, because just like Smash Hit every exhaustion perk is obsolete while DH exists.

  • @[Deleted User] said:

    Completely meh vs really good players. Survivors are already catching on to the fact that you have plenty of time to simply run away from the tile when she goes to set up her birds due to how slow and clunky she is during the set up.

    Artist is not supposed to be played as a setting up killer like Clown though. Sure you can basically guarantee hits that way, but besides being boring it's not even efficient.

    Her best way to damage imo is using a single crow to swarm a survivor and then another one to down. Using a single crow gives her only 5 seconds of cooldown while the repel action takes 9, so if you're good with your aim you can virtually damage survivors from ANYWHERE in the map. Just had a match where I was at the shack on Eyrie and swarmed a survigor that was by a gen at the main building, then I used another one and actually damaged him before he was able to repel. Not even Huntress could damage him in that situation due to LOS blockers. It's not even a matter of luck at this point because I had almost wallhacks with the swarm.

    If you treat her more like a strategic (using crows to control survivors locations) and a killer that can injure by any distance, she is insane af.

  • Can we talk about how this map has the WORST TOTEM SPAWNS ever? You might as well put a huge beacon of light on top of them at this point.

  • Ah yes, for some reason it also likes giving me a ton of Haddonfield offerings.

  • I find the noises she makes kind of cute ngl.

  • @Brokenbones said:

    I'll never understand people stigmatising 'Holding W' aka running away from the killer

    I get why people dislike it, why they think it's unfair or "has no counterplay" but the thing that enables survivors to do it (Post hit speed boost) has been in the game since the very beginning I believe and the maps have only (more or less) gotten a bit more balanced over the years

    Here's a question for you people who hate 'W holders'. What do you want them to do? Commit to the closest loop? Waste their speed boost on an animation lock (Which a lot of the killers punish heavily)? Like what do you want?

    imo the real problem isn't holding W, it's that chases can take too long making committing not worth it but sometimes you have no other option. It's a lose lose

    I personally think the problem is map design. On maps like Coal Tower, Rancid Abbatoir, Wrecker's Yard etc holding W will eventually led the killer to your teammates who are doing gens, so looping on those maps is usually the better choice. It's not really the survivors players to blame.

  • I feel sad that your most played maps coincide to be the worst ones in the game.

  • Fun and strong, as killers should be. Best one since Blight.

  • @PlayTwink said:

    Nope, because boons exist, and there is no way for killer to destroy a totems. Besides you know how many time you can waste while resurrecting all five totems?

    You need to pair it with perks that force survivors to cleanse totems, aka other hexes. Blessing a hex takes 24 seconds so it's a time most survivors don't want to spend.

  • Hexes should have some sort of buff where they don't spawn in the map until 2 minutes have passed (but their effects are active).

  • I'm a med student so I kind of like Doctor and Nurse.

  • Wow, who would have thought people like to play a killer that is both fun and strong.

  • @awustzdn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666599#Comment_2666599

    It's boring. It takes forever to upgrade your stuff to the point where it feels like progress can be made, and a single run of bad luck can set you back a solid 5 hours.

    At least DBD never takes AWAY your BP and perks unless you prestige.

    Well, that is the point of the game, it even warns you at the beginning. Your heroes are going to die.

    What you must engrave into your mind while playing DD is that leveling up your characters is not "progress". They are stepping stones for you to upgrade your land, and those upgrades the game does not take away from you. If they die, whatever.

  • @awustzdn said:

    Please, the only thing horrifying about Darkest Dungeon is that it SOMEHOW manages to be even grindier than DBD.

    How is it grindier than DBD? Even on higher difficulties you can finish a playthrough in 80-100 hours.

  • Remind yourself that overconfidence is a slow and insidious killer.

    Overconfidence killer when???

  • Remove ~15 pallets and add windows.

  • I like getting 4 man slugs with Nurse and Iri Tag Blight.

  • The only one I find kind of fun is Trickster. Everyone else is so lackluster it's frustrating.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665720#Comment_2665720

    This post literally solved a mystery for me.

    So many survivors seem to be diving into lockers and praying right now. I was wondering what was going on.

    That's a tome from last year though xD

  • Low B. He takes too long to confirm a hit in loops, and splitting up makes his power borderline useless.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665804#Comment_2665804

    That’s an issue with Billy being a bit weak, not Bubba being a bit strong.

    Yup. Hillbilly definitely needs some huge buffs.

  • He's not OP, but I do think he's quite overtuned for how easy he is to play as, especially with Bambozlee. Imo he should never be stronger than Billy.

  • @landromat said:

    Every blight main will protect his "techs"

    They're biased

    Every single blight tech should be removed. No flicks, no hugs no moonrushes no nothing. You just bump into a wall and then bump into another and try to get survivor like you're playing on controller. This is not even a discussion

    Plot twist: controller players can do the same things PC players can.

  • Not proud to say I'm tier 70 already. Although I did all challenges on all pages, including the Halloween tome.

  • I honestly hope I don't see you guys saying VHS will kill DBD going back to it.

    Or else I'll laugh.

    A lot.

  • I realized I liked a lot the Monitor and Abuse + Save the Best for Last combo. I run it on pretty much every killer with no mobility (without STBFL on some obvious exceptions like Huntress and Plague) because it counters holding W very well. Lower TR means people will start running later than usual, and STBFL lets you catch up faster after the first hit.

  • You want to notice something funny? The last stats they released about kill rates were the first not to also include pick rates. My opinion is that they don't care anymore if some killers are never played, just look how they gutted Billy, Twins, Freddy and now Slinger. For me that's just another strat to sell Trickster, as a lot of Slinger players seem to have transitioned to him.

  • I'd easily go back to him again if he had a gun with infinite range like Huntress. I want to go on top of Thompson House and snipe everyone on that cornfield.

  • @Kebek said:

    He has a cool hat.

    Yes, but now that Otz revealed he's canonically bald, not even that is a reason anymore.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664551#Comment_2664551

    Not sure how this is negates the argument that Bloodlust as a whole is outdated. Also killers can just massively respect a pallet to maintain it.

    https://forum.deadbydaylight.com/en/discussion/comment/2664584#Comment_2664584

    Very curious about those RPD loops you mention. A lot of the loops seem pretty weak and the stronger ones are fairly generic, with few and far between. I get what you mean here— so I should have clarified— it definitely wouldn’t be a “perfect” transition at this moment, but would make much more sense in this hypothetical scenario where the “loop points” system was also updated accordingly.

    https://forum.deadbydaylight.com/en/discussion/comment/2664560#Comment_2664560

    I don’t think that killers should still be able to get results if the survivors are simply playing better than them. If the survivors are doing better in chase, then killers shouldn’t be able to catch them. This also just rewards bad killers with a handicap— and makes the game more frustrating for the survivor side of the chase. No one likes dying to Bloodlust— and frankly as a killer I didn’t use to like winning chases because of Bloodlust.

    RCPD has some pretty nasty loops. That one that has "Welcome Leon" above it and that huge desk with two god windows next to it are the best examples. The very weak loops are few and don't compensate how strong that map is for survivors. I'm not even going to mention the god pallets because we're talking about bloodlust here.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664537#Comment_2664537

    It’s pretty simple actually. You said removing Bloodlust would be a terrible idea. I don’t know why you think Bloodlust is still a necessary game mechanic. Outside of a few scenarios (mainly on Fractured Cowshed) where strong loops spawn right next to each other, Bloodlust is an outdated mechanic that killers shouldn’t have to rely on to cstch survivors if they’re good chasers.

    The problem is that those "few scenarios" are still prevalent. Maps like Haddonfield, Badham, Groaning Storehouse, Suffocation Pit, RCPD, etc still have some loops that only Bloodlust can deal with.

  • @Underdawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664270#Comment_2664270

    Funny thing about that video is that he spends a lot of time going over the weaknesses and how to adapt to them. In that clip he recommends using Slinger's pressure to push survivors into getting hit. Either by 1. Shrinking distance and shooting or 2. Shrinking distance and M1.

    And that's the problem. The new Slinger reinforces the playstyle that survivors already found the most unfun to go against. Slingers who actually went for long shots were punished, while the zoning ones weren't.

  • @Blueberry said:

    There may be a couple things I wasn't the biggest fan of but overall it was mostly unanimously liked changes by most people. Good stuff across the board.

    Not sure why they can't just watch that and replicate. Would've been the best patch we've ever seen, and it was made by a player lol.

    The worst things is that most of those changes are not even that complicated. They are basically number changes in the sense they don't have to built anything from the ground like they have with new characters or maps.

1 … 7 8 9 10 11 … 25