Leachy_Jr
Leachy_Jr
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- Leachy_Jr
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Funny how so many other games can run better than this. Pretty unfortunate.
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Sorry for scuffed screenshot but i got it now.
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@milkybandit69 said:
I usually get a 1-2 second freeze just activating my power as Ghostface :(
Reason why I say GF is still playable is because it doesn't happen at a crucial moment like a deathslinger ads.
Personally I don't mind the freeze but I can understand why people would HATE it.
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@Trwth said:
I was intrigued when I saw the title. Slinger is the only Killer EVER to not have any bugs at all since release. I thought today would be the day I was proven wrong. I am disappointed 😔
He had the skiing survivor while chained bug shortly after release. Once you hit the survivor with the spear, there's supposed to be a 0.75 second period where the survivor is immobilised and so the slinger can put his hand on the reel handle.
When this bug happened, survivors would literally ski in the direction they were running even when chained. It lost slingers a lot of shots, especially corner shots because they would just ski around the corner, catching onto something or using a lot of the chains durability.
Also there's been an absolute TON of invisible wall not intended to be in certain places. Shack right now even has invisible collision zones where they aren't supposed to be. Thankfully this is getting fixed.
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It's the literal 1 thing I find annoying about trickster on controller.
It seems like it's just there to screw over console players as when I look at pc tricksters their screen barely moves.
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The amount of people underestimating 10 second decay time is unreal.
Trickster has so much counterplay even in the ptb I'm starting to think people are just bad against him.
Sure he might not be fun for you, that's fine. But to say he has no counterplay is just not true. I would've much preferred however him being 115% and 7 knives to lacerate as his main issue right now is that his 110% speed hurts him waaaaay too much.
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I like how when people talk about how to change a killer, their first afterthought is "how fun is this killer to play against?"
Not how strong they are, not how fun they are to play, purely just how fun they are to face.
Back to actual topic it'd be no different than it is now. If people hate trapper (like me) they can just go and hug the trapper all game disarming his traps so you know where you can and cannot run.
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@OniWantsYourMacaroni said:
Not gonna lie,it's quite interesting to see killers unironically using builds like Ruin,Undying,PGTW and Tinkerer in average public lobbies
I feel like people need to specify what they mean when they say slowdown perks.
There's nothing wrong with bringing corrupt ruin, corrupt ruin undying or corrupt ruin pop. Sure it's a bit yikes on spirit blight and nurse but on literally every other killer it's fine.
It's when they stack 4 slowdowns it becomes a bit concerning. Corrupt, ruin, undying, thana/tinkerer/pop is just annoying and you are waaaay better off running a perk that synergises with the killers ability like enduring or save.
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I don't think they should be base but there definitely should be something at the start of the game to help killers out.
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Learning twins is probably one of the most unfun experiences you can have in this game, but after you've learned them you almost never lose a match and matches are always guaranteed to be 8min or more so no genrushing.
However, the very very few games you do lose are incredibly painful.
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@Bigchungus223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2349699#Comment_2349699
This joke was not funny. He really didn’t get the whole squad laughing.
I laughed tbh because I thought this was another thread of survivors complaining when a killer does their job well, i was surprised to see the twist to make it about genrushing. It points out the hypocrisy in survivor mains who complain about tunnelling when 3 gens are done by the first hook and also wonder why killers run unfun perks like ruin undying etc.
That was the point of the joke.
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Mandy said in another thread that it is not intended to block slinger and trickster and is a bug.
Hopefully it can get fixed soon.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2320975#Comment_2320975
Wow cool to see Trickster main :O
I'm still a slinger main no doubt, just that on ps4 when you ADS the game freezes for about a second guaranteeing you'll miss the shot. This happens every 30 seconds or so.
I've literally just been playing devour hope undying trickster getting cool mori screenshots. If slinger never gets fixed (which hopefully he will get fixed) I'm most certainly gonna move to trickster.
Also slinger is getting a top hat soon and I've already spent WAY too much money on him to drop him easily.
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I would love to play the game but unfortunately the word "optimisation" isn't in BHVRS vocabulary so I'm gonna be limited to playing only survivor and trickster. Deathslinger is unplayable and no other killer is as fun as trickster and slinger for me.
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@Mandy said:
Whilst I completely understand your frustration - we have acknowledged the performance issues and advised that it's being worked on. It's not something that's being ignored. Sadly, it's not an easy fix and whilst small fixes have been implemented up to know (including today's hotfix which should have resolved the "out of memory" issue), we are aware that other fixes need to be done and the team is working on these.
Not ignored now eh?
What about that 30 page thread about console optimisation that you closed in september 2020 where you also said we "weren't being ignored" and "our voices have been heard". And then NOTHING was done in the next 9+ months about console optimisation?
Why should we believe that we aren't ignored?
Also, you should start playtesting consoles before release so a situation that cannot be patched in 2 weeks cannot happen again :)
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Some people aren't very nice people. Some of them people use twitter unironically.
Just know that you're a better person than them, it's what keeps me at peace. And move onto the next match.
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@Canas said:
I've stopped trying to get him buffed, the devs clearly don't give a damn about him. It's obvious that he'll be just another killer condemned to be forgotten and only talked about whenever a new cosmetic is released. I guess all we can do is wait for his rework in 2-3 years.
They lie about long term stuff, but they said in the livestream that he'll get some adjustments in the mid chapter which only like a month and a half away. So all we can do is pray.
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Literally 99% of loops cannot be dragged around unless you set up a shot to do so and then the survivor can actually dodge it of they predict correctly.
I see you like generalising.
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UHM WHEN DID THIS GET 61 PAGES WHAT.
This reminds me of the old thread that got closed with 31 pages.
Also yea, this is the first time in a very long time I do not want to play the game.
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@ProfoundEnding said:
The Twins outfit has absolutely NO business being linked. The body nor the head cause ANY clipping issues when mixed with other cosmetics. The fact that they made it a set is completely asinine to me.
I got the twins set and broke it, it looks so nice comboed with the set head with the black "dress" or the black kerchief put with the set body.
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@TragicSolitude said:
They really need to take advantage of the option to do sets that have two linked pieces and one unlinked piece. They could go further to allow what you described, letting players use the top without the bottom but using the bottom requires the top, but at least they should stick to two-piece-links whenever possible.
There's so many cool combos people can do if they just let us use pieces from sets that don't clip.
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Yea they should #unlinkthesets
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I don't like linked skins.
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Oh my this really kills whatever small viability clown had.
I feel bad for clown players.
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I thought twins were good, until I versed a comp squad who did the buddy counter, making them much weaker than they seem in pubs.
I'd place them about just under top tier, so about Freddy level.
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They saw that LB wasn't getting used that much, even though it was still incredibly strong. And then buffed it from the statistics. Nice one they did it again.
Same with how they nerfed demo add ons.
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Blight mains may as well be playtesters at this point because whenever they try to patch J flicks they always find an alternative.
My guess is that they patched either helicopter blight or the loss-of-collision bug when looking down.
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Animation reset when she goes into phase. Pretty easy to tell as well as long as you have LOS on her. But even then who fake phases without los of the survivor.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2242671#Comment_2242671
Trapper, legion, Myers, piggy say hi. But alright.
Trapper can hard camp hooks, basement, and 3 gens leagues better than trickster can. Legion can get guaranteed injuries and has more pressure than trickster can ever make, legion is even decent in chase due to their small height and quiet breathing. Myers can camp secure kills, also has a decent 3 gen. Piggy has a bit of pressure when downing and has decent synergy with expose perks and hex perks like ruin. When considering best add ons pig can pretty much guarantee a kill.
Trickster has guaranteed downs depending where you are on the map which can be sometimes take upwards of a minute which by default is too long and he can kinda punish cocky plays like bodyblocking or going for an unsafe save. But first who is gonna bodyblock against a trickster and you can only punish bad saves if you have cut thru u and if there isn't many LOS blockers or pallets nearby.
Trickster is the worst killer in the game and I'm surprised people still think he isn't.
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1500 auric cells for quentin 2.0 very nice.
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Dead dawg matters which killer you are, but Suffo pit is hugely overlooked as it's easily one of the most survivor sided maps with such insane setup in the centre of the map. Doesn't matter about any other part of the map you can just run mid and get a ton of free chained pallets and windows.
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Slight adjustments to the zombies in both buffs and nerfs. And I think his power will get buffed as tier 3 is borderline meaningless and it takes too long to level up if the survivors play smart.
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I guess it's down to personal preference but tricksters power is one of the only powers in the game that I consistently have fun with. He is unique in the sense that he has to hit many projectiles instead of just 1.
I don't think he needs a rework, just a lotta QOL and buffs. Nerf the add ons to compensate as some stacking would become problematic especially to verse.
Also barely anybody knows this but he has a 32m "lullaby" that's faint like the edge of his actual terror radius, maybe removing that would be a good start.
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Predict where he will shoot and dodge accordingly. Try to block LOS as much as possible and don't feel bad to throw some pallets early especially filler pallets. Hug main buildings. Learn which loops he can and can't drag you around, he can't drag you around many but he'll try to get an efficient shot over a pallet and then drag you. Find the perfect balance between dodging potential shots and actually reaching pallets. Be unpredictable on your movement. He has plenty of counters but sometimes it feels like you can't do much especially if you get unlucky map RNG. Never use windows in LOS.
Just rule number 1 though about versing him: Just because he lifted the gun doesn't mean he will shoot. DO NOT overzone yourself.
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It fell into the "only annoying and overpowered when all 4 are using it" category. Plus it's really not that fun to use itself, super unfun from a design standpoint.
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Literally none. I can't remember the last trickster where I said to myself "wow this dude is pretty good with trickster".
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Deathslinger because id rather be beaten by the projectile actually hitting me then a projectile that clearly did not hit me.
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Chances are that if someone is tunnelling someone or camping someone because of a charm, they aren't very good at the game and need to get a life.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2213205#Comment_2213205
I’m talking about the video. The dropped pallets in the video were a 50/50 at best. Scott didn’t have better add ons. Why are you talking about hypotheticals? Which leads to my second point:
58 seconds average chase for a strong chasing killer vs a survivor who’s above the top 1% of all players, whilst having several unrealistic artificial advantages in his favour including map selection, limited ad on usage and no perks for the killer, starting at the strongest possible position on the pre-selected map, is not very long at all. And that’s just the average.
Even with these incredibly unrealistic concessions vs. such a high calibre player, several chases were significantly shorter, in fact just as short as they’d be vs. a bad survivor.
Not to mention the fact that dropping so many pallets to extend one chase to a mere 58 seconds is actually countering your own team and losing the game outright, and therefore doesn’t counter Spirit in the slightest of ways, which is what the entire debate is about, not chase time.
How many gems typically get done by the 58 second mark in your games, and do you honestly think you’re going to win from that point with no pallets left?
The hypotheticals were referring to normal matches, where a spirit who wants to win is not going to run yellows, but instead she'll run green or even purple. With added duration it leaves the spirit with more time to get the survivor in chase and leaves survivors with an even less predictable guess. Hence making much less of a 50/50 and more of a 70/30.
58 seconds average with the 2nd strongest killer in the game against a comp survivor on a good killer map starting with a god pallet and lots of pallets predropped. Perks on killer don't matter because what spirit runs chase perks.
Honestly I don't see how that is short especially if we start to factor in comp teammates etc. More importantly it's good to understand that chase time does not equal how much counterplay a killer has.
And yes, there also were LONGER chases than the average due to how averages work.
Also, I don't think she has valid counters either, but you cannot say that 58 seconds is short and use that time to show how she doesn't have counters..
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I have almost 7k hours I think idk I don't use my hours for points because that's lame but I have all killer and survivor P3 50, all perks on survivor and I'm just starting my killers now. This game feels like a job but not in a bad way.
I would also like the grind to be reduced thanks :)))))
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@El_Gingero said:
This video pretty much puts an end to the debate. There is no counter-play vs. Spirit.
- Tournament players are decimals above even the top 1% of players.
- Scott was put at an artificial disadvantage in almost every conceivable way. These laboratory settings do not occur in the actual game.
- All pallets were dropped as they were approached. This is not specific to Spirit and actually counters your own team, not her.
- Every dropped pallet was a 50/50.
- Scott made several mistakes, artificially extending chases as a result. This is not relevant to whether or not Spirit has counter-play.
- Even with all this, the average chase time was a mere 58 seconds. Some chases were significantly shorter, even with the u realistic concessions Scott made, vs. a player who’s above the top 1%, with laboratory settings in his favour.
The dropped pallets were much more than a 50/50, probably more favoured to scott especially if he had duration add ons or better add ons in general.
Also, do you know how much 58 seconds is for a killer whos primary power is chase ability?
You cannot say "a mere 58 seconds" when games end in 5 minutes. 58 seconds is a LONG time in DBD.
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Hey now this can be used to show the frustrations of versing spirit.
If both sides didn't make the odd 1 or 2 mistakes (such as the double vault and the bad phase) and it was down to raw guesses the chase time would be around the same time. However I assume we aren't gonna get a perfect survivor and scott playing perfectly against them any time soon.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2212444#Comment_2212444
You can sometimes get away with window slow vaults. Pallet slow vaults make survivors grunt and stomp their feet though. Either way, it's mainly just trying to force 50/50s. Now cue 10 people yelling "PROVE IT" even though we're actually saying there's not much you can do.
pRovE iT yoU wOnT
even though Ive openly said she has lottery style "counterplay" many times that I personally don't categorise as valid counters.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2212419#Comment_2212419
take the challenge instead of telling us about it. prove it. the path is open, walk it or sit down.
What's the point when IM AGREEING with scott? She has such absurd RNG reliant counterplay that the result would be the same.
All I'm saying is that he could've played better especially on the first few chases. The result would've been the same anyway unless he got SUPER lucky.
People don't like using matches against inefficient players to prove something, this is no different. If I went and 4ked with trickster and said trickster was a good killer I would be laughed at.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2212419#Comment_2212419
At one point, Scott heard him slow vault a pallet while he was healthy and smacked him. You cannot win against good headphones.
You're meant to fast vault because you can hear both slow and fast vaults. Depending on how much duration he had left on phase it was up to him to guess which side she would devote to.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2212377#Comment_2212377
He was doing everything that others say how to counter a Spirit. Now people get to see how stupid it really was.
No he really wasn't doing it correctly until the end where he started camping pallets and not mindlessly W keying to loops allowing her to get instantly back on his ass.
Hard camp pallets, don't W key, look for animation change, get lucky with the map rng, make the stars align, cure cancer, and then you might loop a good spirt if you mindgame her. That's so much RNG however I'm not willing to call that counterplay.
However, that doesn't take away from the fact that he didn't play that great.
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Not here to say she has counterplay but that survivor didn't play the best. The strat to versing spirit is to reduce the amount of options she has to make the "mindgame" more predictable.
His first few chases were awful, he started playing well at the end reducing scotts options.
Still don't know why he didn't vault into him a few times, seems he didn't know about the animation change showing when she went into phase.
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Aight whos alt is this.
Fr though a really good spirit player and maybe some adjusted audio settings here and there and good add ons can be incredibly hard to counter. Keep in mind this is a GOOD spirit as most spirits I come across aren't very good and even mediocre ones can be easily beaten in chase.
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While a lot of people use the unfun argument as an excuse to get a killer nerfed, complaints are still justified.
Like I hate michael and would do lots to get him removed due to how much I hate him.
I can totally see why people don't like playing against spirit, personally I don't find her that bad. End of the day its subjective what is fun for someone.
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He's one of the most fun killers, hence why you still see some people play trickster.
In terms of viability he is the worst. I could list tons of reasons why but I'm too lazy to type them all out. Just know that it takes too long to down people and he's still 110% speed.