MadLordJack
MadLordJack
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- MadLordJack
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Comments
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It's like Any Means Necessary: the effect is so strong that you get value more from not running it that from it activating.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1790343#Comment_1790343
I don't know why she didn't recall Victor.
Can you still recall him after 45 seconds? She was Red Rank and didn't do this.
I don't know, I've kidnapped Victor twice and both times the killer didn't recall him
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@BigBrainMegMain said:
My SWF had 3 Objects, Midwich and I carried Victor on my back the entire time.
Being Oblivious that entire time on Midwich was awesome.
That's the real Evil Incarnate achievement right there.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1789980#Comment_1789980
That at base would admittedly be more useful than Broken as Broken is redundant in a state where the survivor cannot heal/be healed anyway.
I still think a small Hinderes effect would be better, maybe 5%. It's easy enough to have Victor off before Charlotte can get close anyway.
But, can confirm, being Blind and Oblivious threw me off a bit and was the direct catalyst for me getting rid of Victor in one of my kidnap escapades
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Isn't the killers version of hatch just endgame facecamping?
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Wait, he doesn't? I was blinded every time I had Victor though. Damn, I legit must have been going against Twins that were just using the Blindness add-on, I'm so dumb I forgot to check.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1789652#Comment_1789652
Yh but its the games fault. Why should i blame a survivor for it? Its frustrating and boring with killer like pig, but the recent map changes making it better.
Yeah, that's sort of true, but also it is a deliberate course of action that someone is choosing to take. It's like DS - if you jump in a locker with it, that's not just the game at fault. Because, as with holding W and pallet camping, you are very deliberately exploiting said fault. So that's two faults - the game for letting it happen, and the person for forcing it to despite having other options.
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@Axe said:
Survivors flame those who pallet camp as that is consider a waste, I dont understand why you would do it as killer?
Because it's actually an uncounterable winning stratagey if your teammates are doing gens. It's like tunneling, but effective in all situations.
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Honestly, I think that's what the Devs intended which is why there's no Hindered effect when there logically should be.
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If something requires no real effort, it's free. And it isn't limited to DbD.
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The overall bonus would have to be nerfed a bit, but it would make it a contender to We'll Make It, Botany Knowledge and Desperate Measures.
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To play: Blight.
To verse: Trapper.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1788152#Comment_1788152
It seems like you have to wait for about 45 seconds before you get victor back (if anyone kidnaps him)
Yeah, but is that confirmed working or is it bugged? Both times I ran around with a screaming undead gremlin on my back for about five minutes and I forgot to ask in the post-game chat
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I don't think so, but I've only been playing Blight, and only for a couple of games, and and and I never really went around a loop like Shack or an LT wall as an m1 killer so I can't really say
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@TheClownIsKing said:
I’ve actually found it incredibly difficult to successfully land pounces, even using the cat thingy add on that gives a pounce location indicator.
40/60 land/miss. Survivors seem to be able to dodge it just as easy as Blights rush and Demo’s shred. And I’m punished as severely as Legion missing during FF. I know he respawns quick, but being crushed after one miss feels way too punishing. I’m also having a frustrating time figuring out how to pounce over/through vaults/dropped pallets.
I haven't played as the killer yet, but what I can say is that the Victors that hit me are the ones that go for animation locked hits lr close-range hits. For close range they back up and wait for me to lock myself into a juke like Billy or Huntress. I don't know if that helps, but another thing I've found is that the hitbox is kind of like Blight's lethal Rush - short, but wide.
And I totally agree with the punishment thing, I just stick to a teammate like glue and even if Victor downs one of us the other one punts him out of existence. Well played, have a foot. And I'm usually running WGLF for bloodpoints, so... fair and balanced gameplay.
Side question for anyone reading this, do you have the option to recall Victor when I kidnap him? I've done it twice today and both times Charlotte just ran around being m1 killer.
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Ormond is actually somewhat fun to play now. I've gotten it a couple of times (only as survivor) and while there is usually 1 side that's a complete deadzone because... Uh, yeah, I don't know why there's always a dead side, but other than that it's actually pretty good. The pallets are spaced nicely, the main building isn't a bully simulator, Trapper has gotten a pretty sweet buff, and the pallets are now unsafe (in the sense that they are playable).
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@largo said:
https://forum.deadbydaylight.com/en/discussion/comment/1787856#Comment_1787856
If someone get chase for 40 sec and you cant finish the gen its the survivor fault you guys could have split up and finish the game 1 killer cant go on 3 gen at the same time while chasing someone else
I don't quite think you understand: You cannot do generators when the killer is right there every time it hits 70%
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Tinkerer got deleted. Freddy got deleted. So should go the way of OoO.
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Yeah, no. It lets terrible killers win. Example: I just had a game against a Nurse running the classic meta build (Ruin/Undying/Tinkerer/BBQ). She 4k'd at 3 gens after having her shortest chase at about 40 seconds, and it was against an injured survivor. Two of us could have led her on minutes-long chases if not for the fact that she kept bailing to harass the gen that Tinkerer just popped on.
Real skilled. Guess I got outplayed.
That's pretty much how my trials go. Killer cannot chase worth a damn, but they can pressure gens with Tinkerer/totems with Undying, and build deadzones.
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The Blight, formerly Talbot Grimes.
1) Insane mobility
2) Dangerous chase power
3) When I lose, I almost always got outplayed. Not outperked, not outgenned, not out W-held, outplayed.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1787402#Comment_1787402
Seems fair if he gets a cooldown after x amount of pounces.
They could just increase his pounce cooldown at base, he moves at 150% after all. It's not that hard to catch up, and the pounce is pretty good at loops, it's just super punishing for no apparent reason.
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@TheClownIsKing said:
I’ve only done one match on wretched shop, but Victor latched on definitely blocked the exit for the survivor he was attached to in that match.
Was the survivor trapped even after they got downed? I tried testing it, but I had to take Victor off because my team was getting wrecked and I was being useless man-child kidnapper.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1787471#Comment_1787471
Hm...I wonder if it works with Distressing Doctor.
You know what? I'll just go ahead and let you go against that Doctor. I want to retain my sanity.
Although I wouldn't be opposed to it having half the warning of a normal skillcheck, right now it is basically like the killer running Distressing but from halfway across the map.
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@BigBrainMegMain said:
The gens don't regress unless they either fail a skill check or no one is on it.
Doesn't Oppression activate a "very difficult" skillcheck if someone is on it?
Yes, it gives an Overcharge-style skillcheck and a notification that you just got Oppressioned.
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If they remove the idiotic ability to just punt Victor out of existence after any and every pounce, sure.
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Looping is literally the core gameplay of DbD. The maps are designed around it. Older maps are having their tiles reworked to encourage skillful play. The only chasing alternative to looping is running forward in a straight line. And if you enjoy that gameplay, I suggest you just burn a bunch of Gideon and Midwich offerrings.
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Yeah, Demo's zoning can become a real problem at some tiles. Running to an LT wall? Guess what, you ain't vaulting that no matter which window you go to.
But, I don't think Demo needs a change except for it to stop announcing every single little thing it's doing by screaming at the top of it's lungs and clomping along with invisible lead weights attached to its toes.
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Being better than the worst doesn't make you good.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1787049#Comment_1787049
It's guaranteed to happen when you chainsaw a pallet, you have to tap rev to make it start to go down again. And it will occasionally start to increase whenever you finish sawing.
All I know is that I had a Billy daily, I sawed across the map, walked around a little and my damn chainsaw broke after looking like it was cooling down.
So I sat in the basement because I just couldn't even.
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@Morfedel said:
https://forum.deadbydaylight.com/en/discussion/comment/1786988#Comment_1786988
ok thats a new one to me. Wow.
They mean "randomly," you can just be walking along and suddenly it's on cooldown.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1786992#Comment_1786992
Then don't screw the pounce up? Run the brown charge speed add-on? For a borderline guaranteed hit, that goes over pallets and windows? Twins can probably get away without kicking almost any pallet in the game.
I have taken up to 5-15 seconds to make sure I land the pounce. That's still faster than almost any chase you can get in DBD as an M1 killer. You can run around a pallet for 30-45 seconds for a single hit. Victor flies around them and gets the damage in. All you can do is miss. People camp pallets and I jump over them and down them. It's hilarious. If the team doesn't heal he can slug as fast as Oni or Nurse.
They can project a good amount of map control, camping a 3 gen while interrupting gens across the map.
Once they fix how victor loses his power if the survivor goes into lockers they are going to be extremely viable into everything except 4 man meta SWFs. The twins are plenty strong for solo Q teams or mediocre SWFs.
No, no they aren't, because the full party SWF's, or just anyone with half a brain, will travel in pairs and beat Victor's arse whether the killer lands the hit or not.
Also, still doesn't justify that a single, easy fuckup costs you not only the chase but the trial, when success is barely even rewarding because, well, there's someone there to kick you in the face and pick up their teammate.
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@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/1786912#Comment_1786912
Thats why i said use victor and charlotte close together xd
Thats... That's not how it works. Doing that wastes their potential map pressure to turn them into discount Slinger. We already have Slinger. We don't need Slinger But With Two Bodies That Also Gets Massive Punishment For A Single Mistake Oh And Also The Survivor Can Just Hold W And Negate The Entire Purpose Of Sticking Together.
Even saying that title is a mouthful.
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No, the twins are still the worst killer in the game. Victor can only chase people who are completely alone and only has 1 chance to hit them or else he's toast, and even then Big Sis has to plod along to the downed person, wasting even more time, before hooking them.
The first snowball killer in the entire game that gets punished for survivors being somewhat close together. RIP.
Edit: now, removing the ridiculous ability to kick him for free... Yes, then I can see them being strong...
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Massive miscommunication between teams it what it seems like. Whoever forced this chapter to be released unfinished and didn't even go over the clearly unfinished patch notes to see what information is directly clashing really has some explaining to do. To the rest of the team, not to the community. I think the Devs have made it clear they will never explain anything to the community.
I feel so, so sorry for the team right now. Someone's insistence on sticking to the roadmap is screwing over everyone.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1786479#Comment_1786479
5 out of the 6 perks don't WORK!
Exactly, I have no interest in paying for something that doesn't exist. I'm in no rush to hand over my $9 until the things I want are ready.
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I am 100% buying this chapter with real money. Mostly because I spent all my shards on cosmetics and its way cheaper to snap it up on Steam anyway. Although I'm in no rush to buy it, I was mostly interested in the perks/Elodie anyway. The killer(s)? Not a big draw for me.
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What's that old saying? No-one remembers if it came out late, only that it came out broken.
I genuinely feel sorry for the Devs. This is a ######### dumpster fire of a chapter and someone went and said "No, out the door, now!"
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1784555#Comment_1784555
No sarcasm.
The map seems killer sided, until you get hyper aggressive survivor teams that know how important it is to not let the killer control one side of the map.
All it takes is one to slip past and successfully repair the centre gen, and one on the side you intend to protect, and it’s game over for the killer.
Yeah, but that's every map in the game. There's no such thing as a killer-sided map just because co-ordinated survivors is a thing that exists and we just have to deal with. If I had a choice between facing a comp team on Azarovs, Dead Dawg, Hawkins or whatever other supposedly killer-sided map exists in the game, I'd take Azarovs every single time as every single killer. At least a 4-gen is a slight possibility.
And speaking from experience, it's very, very hard to sneak past and break the 3-gen before it begins. Harder than any other map, even Hawkins.
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I cannot tell of this is sarcasm or not, but all I'll say is that if I "patrol" someone in one side I rarely lose. Although the centre could do with a good nerf, I hate getting chained maze tiles.
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It's not an issue unless you have unhook perks, and if you do then they've just gone and hurt themselves by not activating them. Eventually they'll either realise they're being completely idiotic and potentially killing themselves, or they'll (hopefuy) derank out of our hair.
Long story short, let Darwinism do it's thing.
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Because being rank 1 somehow validates your opinion. Because people cannot seperate casual and comp games.
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I've said it before and I'll say it again: If you don't enjoy repeatedly smashing your face into a solid wall, I don't need to hear about it.
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Rewarding people for playing both sides while still giving people who only play one side a daily a day? Sounds great to me
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If you're one of the randoms, it's also a super unexpected and kinda welcome power trip.
Unless you're trying to do the "finish 3 gens" challenge and ######### David knows how gens are done and keeps popping them before unhooking you and you're just hanging there fuming about how you're going to escape but still can't get that bloody thing finished.
Still, I'm glad I get wholesome teammates more than the other kind.
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I like their ideas, I think their execution could be better. Babysitter could have a tertiary, minor effect, Second Wind could have an easier prerequisite, and Camradarie could actually have a proper tell for solo teammates.
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The only real issue with Huntress's fridges - sorry, sorry, I mean "hatchets" is that they hit you from nearly a metre away from your body model. As Jeff.
Other than that, playing against a Huntress is pretty fair. She doesn't instantly pull out a hatchet and fling at max speed, she has a map-wide audio cue when a hatchet is fully charged, she doesn't have random stealth potential, and that basically means you can actually play tiles. And she really doesn't gain any distance on you if you're juking properly.
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@Xyvielia said:
Totally agree with your SW concept, hope it happens!
I always bring We’ll Make It, so immediately following the unhook I pounce on them for the full heal. Once they see how quickly the progression is taking place, they are happy to allow my med skillz😃 Almost always get the swift, complete heal before anyone else gets there to join in.
That’s the easiest way I get Second Wind activated.
Jus a suggestion.
I immediately combined them with Deliverence in my head and then made myself sad. Still, I'll give Second Wind/We'll Make It a go
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It should be like those dumb "finish a gen" challenges: if you're there when it pops, you get it. Please ignore the fact that you basically did nothing because right now the perk itself could carry that description.
"Second Wind - Do stuff but nothing happens because screw you for even attempting to use something off-meta you pleb!
Also, I ate all of your left socks. Because ######### you, buddy."
Gods, I wish that perk didn't have such twitchy requirements. I love the idea, hate the execution.
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I think the Devs should randomly buff and nerf perks out of the blue every week just to shift the meta wildly in random directions and accidentally create insane mechanics that last mere days before vanishing into the void, but I revel in confusion and disorder so maybe don't listen to me.
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@BigBrainMegMain said:
Sabo gets a irrelevant buff that no one uses anymore and they increased the number of hooks.
I remember a while back they said they didn't want a killer to be able to camp 2 hooks.
Well...here we are.
Wait, the Devs actually said that? That is such a fine line to walk, it's so easy to camp 2 hooks because otherwise sabotage wouldn't even be needed for a wiggle off