MadArtillery
MadArtillery
About
- Username
- MadArtillery
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Comments
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Pig has good perks and is a lot of fun to play, especially in the short game meta. Very enjoyable killer with solid teachables.
Cannibal is pretty high up there if only for BBQ. A transformatively huge impact on the games bloodpoint economy if not the best perk for actually winning with most killers. He feels aweful to play though as his chainsaw is horribly unsatisfying with how slow he is swinging it.
Freddy has the faceroll easy mode if your into that.
Myers is pretty fun. All I got to say on that one.
Demo is flashy but honestly pretty terrible. Just a worse Freddy and his perks are meh at best. Completely invalidated by Freddy's existence. Do not buy under any circumstances unless they rework him.
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Because character breaking bugs should never just be viewed as acceptable casualties for lazyness.
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Half the roster? What? If you hate getting slugged go bring an antislug perk in your build. It's a pretty critical part of the killers toolkit and you will get slugged regularly.
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Hard to say the bugs aren't there. Taking away peoples potential mains for an unknown length of time is kinda a BIG issue. I dislike this rose tinted glasses perspective where you just ignore all the faults of one of the least polished patches I've ever experienced. The bugs are part of the patch, disliking a patch because it's an unpolished untested trainwreck we were supposed to be excited about is an unhealthy viewpoint that only encourages this type of behaviour from the devs.
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@Cocktail said:
Actually this is a good update and maybe the best ever, many survivors and killers wanted this.
this seems like bait especially cause you created your profile specifically to post this.
They only completely busted some killers and made others (huntress) entirely incapable of getting deviousness blood points punishing players for playing them. I can't imagine why anyone would be unhappy with the patch. Clearly a bait post right? Zzzz Clearly nothing to complain about anymore than getting stuck in objects frequently could be right?
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I gotta say their bug filled patch is definitely a huge problem. They really shouldn't be releasing patches with such titanic issues like this. I do like the major changes but hot damn does it feel like a patch that should have been delayed! Dod they accidentally use an old buggy version of the code for this or something?
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Ys it's a shame as it's a potentially very interesting perk. Just speeds up gens though making every skill check be a 50:50 of good or great. It's just plain silly.
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I usually just do it because hanging on a hook is boring. Or if I get annoyed no one at all is coming for me.
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I mean he's got traps, slowdown, better mobility than poor demogorgon that barely has anything else, it's even easier to spot survivors with his anti stealth. He definitely has a bit of an overloaded kit, especially with the zero penalty trap spam. Changes would be pretty well justified, he's just a bunch of killers kits combined into one super killer.
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Ya getting stuck in random things seems to be a pretty universal experience at this point
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Like you actually READ Stakeout right? You know, before making a post about it? You may want to go do that.
Overall it got buffed, people can't even say it's a crutch perk anymore because as long as you have atleast one token it buffs great skill checks. Now it actively benefits great skill checks on top of covering for hitting goods.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1249105#Comment_1249105
I haven't looked at the killer side as I tend to go down the survivor route, but even so, personally, if a challenge is featuring a killer that I am not confident in, i would probably skip that challenge?
idk, im not complaining too much, it makes for funny games except i don't get to benefit from these games anymore because I can't even pip in rank 1 :/
Between bloodpoints, lore, and rift progression people have a lot of reasons to try it. Not sure you can even skip some of them, would have to double check the order. Still just throwing off the need to win to dick around and have fun for a game doing whatever is a small price to pay for a bunch of nice things ain't it?
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She's in the tome. Hit with x number of hatchets, chase with her perks, ect. A lot of people playing huntress for tomes and it takes a lot of work to be a good huntress. She's far from a pickup and play character so people like me who don't play her don't go in for a serious match because we know we won't win. We may as well use the time for a bit of target practice.
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Honestly I have huge respect for survivors that can evade my gaze at every turn and vanish without a trace at a moments notice. There is an art to stealth and I simply do not understand the dbd hate for it. Being able to waste a killers time without putting yourself in harms way is just as much a show of skill and a battle of wits as any chase, typically more so. I can hold a certain respect for a good looper but it's always the ones I never see working in the shadows popping gens and making saves that I always am more impressed with. They are the ones with true finess. When I can't even catch someone with surveillance, when they can twist my own tools against me in misdirection, now that's a work of art.
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It would be nice if it was, then I could actually afford someone. Absolutely nothing on shrine worth buying this week or last week means I finally have about 4k shards. But I suppose just like most games with cash shops sales never happen for free currencies.
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I mean they already have that in Nurse. The problem with characters like that is it's hard to make them both rewarding enough to be worth learning but fair enough to not break the game with their power. A difficult balance to hit.
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I do agree, I makes the choice not to fully reveal him to avoid being revealed not a choice at all as every glimpse is immediately revealing you. I haven't had the pleasure of playing Ghostface as of yet though so I'm not sure how much it would hurt him to lose it.
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Yup on Auric cell sale. Shame about the timing, I spent a bit too much on something the day before. There's so many characters I want it's tough to resist though. Been a good month for things of interest. But fiancé won't let me overindulge, a shame.
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Ya that dead end got me a kill earlier. Shame I was already t3 on myers or that could have been a delicious stalk too.
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Using totems is perk suicide right now with the spawns being complete garbage. A shame as it really removes a lot of perk variety
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Ya every time I've run a damn hex this patch it's just been sitting completely in the open with nothing but maybe a tree next to it. Completely visible from every direction except right on the edge map wall. Totems are a joke.
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Having some way to get places quickly or making people do things that aren't gens seems pretty important. I may be slow on my piggy but gens ain't getting done nearly as quickly makes games long enough to have fun in. To a degree every killer needs to be good in chases but they definitely need atleast one thing on top of it.
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Seems like it's always picking teachables from characters everyone owns by default and maybe one from a dlc. So far not a fan of the shrine, I'm short a majority of teachables and even I'm regularly disappointed.
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Honestly recommending kicking gens to regress or slow them down is probably bad advice by itself. Without some sort of perk synergy kicking is by itself almost entirely worthless. Now if you are running surveillance and can always keep tabs on it because of it then the kicked gen becomes bait more than it does a tool of regression. Especially if the pallets nearby have been dropped. Gens take way too long to regress against even moderately competent survivors and won't really have impact unless you pop. A hook or a slug will prevent more gen time than 10 kicks ever will. Definitely don't kick a gen with the intent or regressing it if you can't make it stick. Any kicked gen is usually tapped in 2-30s if surveillance has taught me anything.
Forcing gen locations is definitely a major part of killer though, very critical thing to do. As critical as setting your bait and knowing where survivors will be coming from for unhooks or pickups or even to stop a high value surveillance gen from regression. Making sure they never reach their destination to force more people off gens when the saviour becomes chase is critical. Overall it's much easier to deal with survivors when you know the route they are likely to take and what their priorities are. Especially if you are say, playing a stealth killer. Everything you do causes survivors to move, It's easier to kill a survivor while they transition between tiles than it will ever be in a tile so learning where to be and when is important.
Saying killer is braindead after a huge post listing things to do and keep track of is amusing though. You really do need to be able to keep track of a swarm of rats poking every little thing they can get their claws on and it's definitely something that takes a lot of practice to learn. Nothing braindead about zoning, tracking, timing, and precisely controlling multiple objectives and targets at once. Especially given just how quickly they can get finished.
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For a second there I thought I was in the picture because I just had a game just like this against a super low rank killer. Ya matchmaking is a trainwreck.
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Mmm perhaps at the high ranks but honestly things feel decently better balanced now. I'm not exactly a great survivor but I have to actually play my best to survive and do well now. It's not as much of a free ride.
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@PrettyFaceKate said:
It's a great learning tool. Honestly, they should just make a general perk have the same effect, so beginners could use it, and rework WoO to do something else entirely.
Zenshin also needs a rework to do something useful.
Always been my biggest problem with WoO and Zanshin tactics if they are great learning tools for beginners, and they are completely inaccessible to beginners.
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@Tactless_Ninja said:
I don't see how a game where you wait for jumpscares ever got so popular. I blame streamers and furries.
And if any videogame killers become a killer, it should be pyramid head or necromorphs. They have actual animations of them moving.
Saying none of the characters move would be false. A lot of it is just them standing in place but some characters in it like foxy you can watch run down the hallway at you. That's just talking about game one too. They all tend to actually walk in the VR version. Makes it way scarier.
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I think the survivor meta is more stale than killer. Different killers all have different priorities for chase perks, info perks, slowdown perks, ect. Usually power plays heavily into that. Survivors pretty much just run second chance perks into second chance perks into second chance perks. They are so good especially stacked you don't see much else.
Your whole list looks like it'd make the game boring and perk choices matter less if not completely killing perks. Not a fan of any of them except maybe bamboozle because it'd be a buff for a somewhat questionable perk. You clearly didn't even look through the perk list because just turning adrenaline to worse hope is dumb. Like adrenaline isn't even oppressive for killer, it only activites once, does nothing if they don't end in time. I don't think you really thought any of these through.
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Yall keep saying Deathslingers addon is worthless for him but that's missing the point. It's bad on deathslinger BECAUSE it's on Deathslinger. He has a maximum range, he has to reel and is highly punishable for long pulls. Huntress has none of these problems. Cross map hatches, long hatchets, short hatchets, they are all the same if they hit. An addon to reward sniping on a character actually capable of sniping is completely different than the same add on a killer that can't.
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@Desh said:
Anyone who starts with 'As X main, why is X still the way it is', I just don't believe them.
https://forum.deadbydaylight.com/en/discussion/comment/1245689#Comment_1245689
No one uses the coin though because it's so ineffective and requires the perfect area to use it.If the meters were shorter, I'd understand and whole-heartedly agree.
On deathslinger the problem is long shots are super punishable and he has an actual range limit. Huntress has neither problem. It's harder to hit a long hatchet but cross map hatchets are just part of playing huntress.
These cropped quotes suck.
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No idea how this thing exists in its current state. I will say it'd be a lot more balanced if it worked like Death Slingers coin.
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I mean a Fnaf killer could be interesting I suppose. Foxies LEEEEROYYYYY JEEEERNKINNNSSS charge would probably be a better fit though. A charge attack that only charges when not being watched. But maybe that's just because I love hit and run killing.
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I think it already does discourag tunnelling given timers don't tick while pigs on someone and the hat means they are less likely to be on a gen. One thing a lot of people with inactive hats don't do is heal which I think is a misplay. You'll be travelling around the map a lot getting a hat off and are at high risk of just stumbling on pig and just waltzing into her is going to be a completely free down for her if you are injured. I've hooked or slugged a lot of hatted people because they simply walked into me. If they aren't injured a free slap and move on as chasing them through loops isn't worth it but too many survivors just offer themselves up on a silver platter with hats. No idea what they are thinking going around the map like a tourist while injured and not on a timer.
Like blame pig all ya want for that but I think the issue is much more the wandering around like a tourist in oneshot range against a stealth killer who can just unintentionally run into you.
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I agree that a big part of the fun is dependant on the killer. Gotta disagree that it's at the killers expense. I've gotten plenty of Merciless killer double pip 4k's that had comments after from survivors saying how much they enjoyed my pig match. It's entirely possible for both parties to have a lot of fun regardless of outcome. Heck I've had matches that were 2k's but they played damn good and made the last two gens happen despite losing their two potatoes. It was a lot of fun for both parties and was a heck of a game. I think you are taking everything too personally if you think fun is always at the expense of the other party. You don't have to 4k to have fun as killer, you don't need to survive to have fun as survivor.
It's a game, go in to have fun, try not to be an #########, do your best to win but don't take anything personally. The game wouldn't be balanced if you won 100% of the time.
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Early key escapes are super frustrating as killer. I don't even get bothered as much facing an ebony mori as survivor as I do facing key as killer.
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@Acromio said:
She's certainly not strong, nor fun to play as.
Gotta hard disagree there. Stealth, slowdown, and moon dashing and mindgame flip dashes turn a lot of otherwise safe loops into pretty reliable hits. She has the most redlight control of any killer able to make it appear and disappear instantly. She's got pretty solid chases with her anti loop, easy first hits/grabs, and she rarely gets genrushed hard. Even against people that know how to deal with her dash you can fake roar to force them out of position with combat straps and just slapping them with a basic attack as they can't choose to be safe from both. I mean heck with cosmetics and no red light she actually looks like a survivor with urban evasion especially from the back and that actually comes up sometimes in hilarious ways. Pigs got a lot of potential both for gameplay and just fun shenanigans. Boops are also amusing. You should have something to chuckle about every day with pig.
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Interesting change of pace. Slugging has definitely become a mandatory part of playing killer these days. Really though getting slugged is the benefit you get from running Decisive. You are unlikely to get a stab but you shouldn't expect to. You gotta keep that in mind and run atleast one perk to synergize with slugging. Tenacity would probably be better than unbreakable to synergize with it but everyone seems to take unbreakable.
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Hmm perhaps it's just the way I play pig as a very hit and run with a lot of surveillance control that people enjoy. Well thanks for the input everyone!
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I do also like hope and it saved me a few times back when I ran it. A bit of a longer duration would probably be nessisary for it to compete with adrenalines sprint burst and health state(also another speed boost on hit). Adrenaline technically being two sprint bursts in one along with a health state is what I think puts it over the consistent speed.
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I really hope they hotfix this. I was thinking of taking billy and wraith and giving them another shot now that I'm less of a noob but they broke them the same patch I was planning to try them zzzz.
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@Joelwino said:
As a killer main to survivor mains, flashlights are super op especially when you follow the killer around trying to get the flashlight save. My honest opinion is that if everyone brought a flashlight every round and followed me around to get the save survivors would escape 100% of the time. So if you're a survivor main, don't bring flashlights since they're a guaranteed win for survivors and super toxic. /s
3, 2, 1, 4
Forum ate my comment so I guess I'll write it again. If you know flashlights are ingame you should fake pickups and check for flashlighters in the immediate area. Flashlight saves have to be extremely precise so the flashlighters tend to be in a very predictable range as they don't have much choice. You should be regularly punishing them with injuries or even slugs on the more persistent ones. Stay aware during chases as well as an unexpected turn to hit someone sneaking up for a save has gotten me free hits quite often. It's also a huge benefit to killer as they are following you not doing gens. That means longer games and more oppertunity to take resources from them and ultimately 4k. You should overall be glad to see a flashlight if you aren't hag or wraith. Pickup facing walls as well to reduce angles and be careful of FOV perks as they increase your flashlight angle.
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@Joelwino said:
As a killer main to survivor mains, flashlights are super op especially when you follow the killer around trying to get the flashlight save. My honest opinion is that if everyone brought a flashlight every round and followed me around to get the save survivors would escape 100% of the time. So if you're a survivor main, don't bring flashlights since they're a guaranteed win for survivors and super toxic. /s
3, 2, 1, 4
You can completely turn it on the survivors by faking a pickup and checking the nearby area. I regularly punish flashlight gamers with either an injury or even a slug if they are really persistent. If you know there's flashlights it's usually a safe bet they will try for a save. Saves have to be VERY precise so they are at a pretty consistent distance each time. Get a feel for the range they can do it and check the area. Keeping an eye out for them closing in during a chase can also be a great way to get extra pressure for free. Face walls when picking up and if using fov increase perks be extra careful. Flashlights squads tend to be easy games because flashlight saVers are NOT on gens! Longer game for you as killer is a win so you should be curb stomping them.
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I mostly go in to my rookie huntress matches focused on landing hatchets and doing whatever huntress challenge I have. Mostly get wrecked and even my 2k was entity displeased. I am definitely not a good huntress especially pretty much running perkless. But I'm always bad at ranged combat because I can't hit the broad side of a barn so me being terrible at her is no surprise. I'm not any better with plague so meh
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Honestly playing against all the rest is still pretty normal. Flashlights can get you free hits, sabos can be pressured away or multislugged, toolboxes aren't great for gens and even double or triple parts are less trouble than a key. Medkits are pretty standard and I usually have sloppy and nurses so people staying still to self heal is a big way for a stealth killer main like me to get downs. So ya everything over keys.
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Honestly all three are probably about a similar caliber, leather face probably slightly higher among the three. Considering trappers basement is his strongest feature bubba is better in both chases and camping his ass off.
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So what, the match stays perfectly safe all game long? Dimishing resources are the only reason any survivors die in dbd because most pallets are totally safe and force breaks once dropped.
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Corrupt seems hyper important for him, trying to play trapper with nothing to cover his early game or any gen slowdown perks is nigh impossible as half the gens will be ready to pop before trapper gets any actual map pressure.
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Oh no you can just get stuck in hooks period. Happened to me on pig.
With all these character breaking bugs they desperately need a quick hotfix to go out. Some of these bugs are rediculious.
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I love getting slugged. Tenacity makes every slug a free escape. It's a tactic to force more map pressure and get people off gens. Everyone tells killers to pressure gens, slugging is pressuring gens. Makes complaints ironic.