MadLordJack
MadLordJack
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- MadLordJack
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I dunno. I really don't. I can 4k almost every game as Spirit with no meta perks, but does that make me a 9? I can quickly catch good survivors at every tile just using m1, but I still lose to hold-W and slammed gens, so clearly I'm not that great.
As survivor? What's the metric? If you put me in a full team with decent players and Comms I'll probably win almsot every trial, but that's due to not having a potato rather than being good. I can lead a killer on a decent chase, but I still make plenty of mistakes that I don't second chance away or learn to not repeat.
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If they were abusing a deadzone, you should have just downed them and let them bleed out. They were asking for it and have no-one to blame but themselves and terrible game design, but mostly themselves.
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None of these are accurate. Many PC players (myself included) still have serious frame rate issues because it's a game issue, not a hardware issue. Console players can increase their screen gamma the same as PC players, trust me, I've seen it and done it, the results depend entirely on your hardware. Both stretched resolution and third-party software are cheating and shouldn't be included, in fact the same can be said for increasing screen gamma. And the whole sound thing, whilst somewhat accurate, is still achievable as a console player by using a good headset that allows you to adjust your audio settings.
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For the same reason that suiciding leaves DC penalties pointless, unfair glitch punishment: The Devs don't think things through.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1730822#Comment_1730822
Hes one of the only 2 killers in the game that can punish grouped survivors by downing them quickly with their power the only other is oni and I don't see people complaining that he can down more than 1 person in an attack
Plague. That is also her thing.
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Tinkerer is okay. It's at its most ridiculous when paired with Ruin, or Stealth Billy, but other than that it's not overly fantastic.
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Personally? Spirit with Ruin, Undying, Tinkerer, BBQ. Blight with Ruin, Undying, Tinkerer, BBQ. Nurse with Ruin, Undying, Tinkerer, BBQ. Deathslinger with Ruin, Undying, Sloppy Butcher, Nurses Calling. Legion with Ruin, Undying, Tinkerer, BBQ.
Sensing a pattern? Ruin/Undying is insane. Combine it with Tinkerer and a good secondary tracking perk on a high-mobility killer (I like BBQ for bloodpoints, but Whispers is probably better) and it will carry you through most of your trials.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730845#Comment_1730845
True but if you give them the seeds ahead of time then they become even stronger. You want to make killers stronger wherever you can because it makes survivor more competitive.
You make them stronger equally. I'd say that's pretty fair.
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Cool. Hope it's not just a visual update.
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It's no secret that survivors are... Well, overpowered. That's why tournaments are a joke. But that's also why the most logical tournament rules take that into account and have both teams play each side on the same map to see who did better.
Killers do not win tournaments, it's a competition between survivor teams. That's no secret, or at least it shouldn't be.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1729846#Comment_1729846
Oh and ok, perhaps I was being way too literal with “perks don’t win games”. Poor wording on my part. I guess what I really mean is a perk doesn’t matter if the player isn’t being deliberate about how they use it, and doesn’t consider a perks many secondary effects (such as opponents altered behaviour).
Like the example I gave Blueberry. We all know that Ruin doesn’t do anything if a killer doesn’t pressure gens. It’s not enough to just equip it. It’s not “ez gg”.
That's fair. Maybe it's better to look at it as "Perks win trials when you play into them."
Because they do, but it's not just because of the perk, it's because you did something to get use out of it. Like my all-time favourite and most run perk Sloppy Butcher, which by itself justifies me randomly switching targets all the time like the freaking lunatic I am, not because it slows the game down but because it limits the survivors options.
Or to use a more extreme example, equipping DS/UB and instantly sitting on a generator.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1729746#Comment_1729746
Setiing aside the red add-on this particular poster used, I think it’s a mistake to rate killers on their “no add-on” base kit because realistically there is no rational reason to ever play without two add-ons of some sort, even if they’re just brown and yellow. Sure you might not have a specific green or purple or red add-on handy for a particular game, but brown and yellow add-ons are trivially available and the designers are assuming that killers are using all their available add-on slots when they play.
So the better practical question isn’t “is a Wraith with no add-ons as good as a Huntress with no add-ons”, for instance, it’s “is a Wraith with brown and yellow add-ons as good as a Huntress with brown and yellow add-ons”. A killer is really only “add-on dependent” if they aren’t good without rare add-ons that are harder to find.
I'm sorry, but I don't see how comparing base kits isn't fair. Clearly, it should be, because plenty of people don't use add-ons.
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Dragons Grip. Mmmmmm. I get it maybe once a trial, and after that I just get 40-50 seconds of free regression every single time I kick a generator because everyone's scared Blight's gonna come knocking.
Insidious. I don't want to talk about it, but you can guess what happens when you Insidious facecamp once.
Sloppy Butcher. Personally, I think it's the best killer perk in the game. Either it slows down healing quite a fair bit (and thus gets you additional distance when you're heading somehwere you know a healing survivor is) or a bunch of people are injured and you have insane map pressure. Or you get actual genrushed, but there's nothing to stop that.
Dark Devotion. The chaos this perk causes indirectly. If it was just the Undetectable status, it would be so much worse.
WGLF. Use it once and the killer gets mega paranoid and often stops slugging.
Obsession perks. They allow DS to affect trials it's not even in.
Those are just some of the perks I don't use for their primary effect. Well, except Insidious, I was just messing around with that one earlier.
Edit: also, perks absolutely win trials, and they're probably the largest factor for many survivors thanks to the second chance meta.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1729740#Comment_1729740
A single Pop per generator that is completely passive however, you don’t have to do anything special for the slowdown to occur, as opposed to Pop where you have to go out of your way to kick the gen you want to Pop which takes time and isn’t possible if a gen is already regressing. Pop has more maintenance and risk associated with it than Thanatophobia.
True, Thana is passive, but it's still just not enough to justify itself agaisnt the majority of teams who will just heal anyway and this make Sloppy a better choice.
Thana should be an anti-genrush perk, something that forces the survivors to heal or face the consequences. As it stands, the consequences are more "ugh" than "oh shite."
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Outside of Badham? No. I like the school walls and the House Of Pain (nerfed version), but on all the other maps they're just so... Ugh.
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Yes there are wallhacks, and yes, I have also seen an increase in hackers recently. One trial I had a Nea that was running as fast as Slinger, to the point where she looped me around a rock and accidentally nearly overtook me. A couple have mysteriously lost collision at key moments without Dead Hard. And yes, I went against a killer with speedhacks that accidentally activated them whilst he was carrying me.
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Are we going to talk about the meta Wraith combo you're running, or should we pretend that that addon and those two meta perks (Sloppy Butcher and Nurses Calling) aren't there?
Wraith is weak at base, which is what most people mean when they talk about a killer. However, Wraiths add-ons buff him immensely. You are using one of his strongest add-on and perk combinations to put him on par with most of the top killers.
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The only thing I disagree on is Thanatophobia. On the one hand, you are totally right and the slowdown is supposed to come from healing. On the others the sheer number of no-heal genrushers I've gone against whilst using Thanatophobia just goes to show that it's more of a psychological effect of tricking them into healing than an actual, real, and impactful debuff. And if I'm being honest, I personally fall into that same catagory as a survivor. It's only 20% at its absolute maximum, which in itself is rarely achieved and is effectively less than a single Pop per generator.
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@TripleSteal said:
That's a very niche choice of perks for a killer whose M2 hits are treated as special attacks and therefore do not one-shot.
Don't get me wrong, sometimes they work and are mostly fun to use. But are they optimal? Hell nah.
Yeah, but his power isn't just Lethal Rush, it's also his insane mobility. It's like if Hag was a 115 killer but couldn't Instant Teleport Hit
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@NursesBootie said:
Nah, i prefer stealth and info perks.
On a screaming lunatic? Teach me your ways, please
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@Claudette_Baguette said:
The fact that the blighted rush hit doesn't work with all those one shot perks makes it bad on Blight in my opinion. Sure, he can get to the other side of the map faster than other killers, but if you HAVE to M1 survivors he is literally powerless. Not saying he can't get normal M1 hits but against good survivors who loop you well this won't work consistently.
That's not true at all. A survivor needs somewgere to loop, Blight usually reaches them before they get there. The significant majority of his hits aren't even with his power, not against good survivors that know to hug debris.
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I'm not. Who thought that dodging an attack would be fair game design, in a game designed around mistakes being impactful?
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There are people that unironically argue that Monstrous Shrine has its place. That alone shows that the community will never agree.
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OoO also counters stealth, just less effectively than before the Undetectable update.
I like the concept of the perk and other perks that mess a little with movement speed. It really is a huge factor in looping, and even a single stack of PWYF can completely screw with a good survivor. However, the Devs have been understandably wary of playing with movement speed.
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@BeerFarts said:
https://forum.deadbydaylight.com/en/discussion/comment/1729327#Comment_1729327
I agree, it is a hilarious thing to do.
maybe we'll have a match together, I might not be paying attention the whole match, make sure to come down and get your bold points :)
Damn, you are really trying to bait a reaction, aren't you? I was just explaining the stakes.
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It's not bannable, but it is just about the most toxic thing you can possibly do considering the game actually punishes you for it more than them and yet you're doing it anyway.
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I'd love to be able to see what my teammates are bringing. Perks, items, add-ons, offerings. I'd like some of the killers to have weaker, but far more spammable abilities (don't want to get into specifics). And I'd LOVE a pip system that was halfway decent and took into account everything that was brought into the trial, the map, and the players MMR score to determine pips, instead of this silly fill-4-meters thing.
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I'm not a Clown main, but I do know some things that other Clown mains have imparted into my brain, so here's a wall of text.
Don't be afraid to walk around with a bottle at the ready, it doesn't slow you down. When you're at a loop or a tile where you think survivors might be hiding, toss a bottle at the highest point you can (the roof of Shack, a tree, a generator lightpole) and let the gas drift down, it'll cover a much wider area. Use bottles to slow a survivor right before you hit them, they'll get less distance. Use them in a chase to slow survivors down or herd them where you want them to go by gassing a strong tile. But, don't waste bottles, because they're going to be how you get hits and you DONT want to reload in a chase.
Personally, I like to use Sloppy, Discordance, Whispers, STBFL. Clown's actually pretty good in a chase, so you don't need a whole lot of chase perks. However, I also like to bomb people from across the map for no real gain, so take everything I have said with a huge grain of salt, because I am not a Clown main, just a casual Clown player.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1729259#Comment_1729259
Oh lord what have I done?! 😰
You've combined Deathbound and Nurses Calling is what you've done.
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Uh... Well, sorry to say, but that may have been me...
I love the new Discordance. And Legion. And putting them together in the same trial. With Dying Light because I'm a sick [BAD WORD].
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@OldHunterLight said:
Play however you want my man, you get hate either way so play however you want.
You want to use noed? Go for it, you want to use ds+unbreakable? go for it
You want to 1 hook mori yup go for it even if it's boring.
I just got hate for using clown with stbfl and pop because "there are no counters"
Lol, I needed to see that. "No counters..."
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Yeah, the ones that do that blend in with the majority that just want to rub it in that they're escaping. It also sucks that, recently at least, it's just been survivors slamming generators all trial while going down like a sack of bricks but just happen to be too spread out to snowball. I feel so outplayed.
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I think there's a Monto video about it (infinite T3+tombstone)
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Yes. I've been wanting a sound-based info killer for quite some time, and this feels a lot more likely than a Future Predator.
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@F60_31 said:
It was too easy to beat Spirit with the sound.
Yeah, that's why I never lost a trial...
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... no. I need my WGLF/Solidarity value.
But if I'm not running WGLF then I sure as hell ain't picking up slugs til at least 30 seconds have passed.
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... Okay, sure. Compare someone doing the in-game equivalent of flipping you off to someone taking advantage of an outdated mechanic.
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@thesuicidefox said:
Shouldn't have even been a thing.
Listen for footsteps. They are already quite audible.
Nope, they are absolutely not in the significant majority of ground textures. Swamp maps and The Game are the only maps where they are reasonable audible, and even then they get (intentionally) drowned out by TR and chase music, same a survivor footsteps.
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My number 1 rule is to tunnel the everliving daylights out of anyone that DS's me from a locker, or otherwise forces it to go off or uses it to progress the trial. Why? Well, because if I'm getting the punishment I may as well get the reward.
Other than that, not much. I refuse to use second chance perks as survivor, but that's mostly just playstyle preference. I never force them so I rarely get value, except maybe DH and Adrenaline. I used to not run OoO, but after the Devs wisely and sagely stated that it is a fair and potentially underpowered perk I'm been using it more and more instead of Kindred, because the Devs said it so it must be true.
I also tend to give hatch to teams that played well and didn't BM. One of my favourite things to do lately is, when there's a key, to close the hatch and pretend I'm going to camp it and let them die to endgame, but then let them use the key to escape.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1726881#Comment_1726881
What does this even mean? "Aw man all these killers so weak have to rely on survivors existing in order to kill all the survivors hurdy durr"
Are killers supposed to instead have guaranteed victory before the survivors even load into the trial?
I think it's mostly just people wanting to be completely in control of the chase. Every single killer in the game can be beaten by splitting up and slamming the hell out of the gens, so it's not exactly accurate to say that Nurse and Spirit don't rely on survivors mistakes. But, those teams are so rare that the justification itself is even flimsier, because it's also rare to play a team that a godlike Clown or Myers couldn't beat.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1728791#Comment_1728791
I hadn't done this math, and it certainly sounds bleak. I've always felt like I get a decent return on kicking them but now I'm not so sure. I don't kick every Generator; I am selective, but now I am wondering if I'm selective enough. I'm hoping Pop shows up on the Shrine for me to grab at some point. For the most part, I always run Ruin so that is how I cover.
I'll admit, I am making it sound worse than it is just because generally speaking you will get less value, BUT, no all value has to be direct regression. I often kick gens to force survivors back into the area or to trick them into giving away they they're stealthed in the area. It's especially effective on ranged or mobility killers.
Edit: By "often" I mean on the rare occasion I actually kick a generator without a perk, it's for these reasons
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So, cheese human psychology by making it into a purely jumpscare hide-and-seek game like it was originally intended to be before everyone found out that the actual chases were fun?
As a KYF mode, sure.
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One of Blight's pink Ultra-Rare add-ons lets him one-shot any survivor with his Lethal Rush so long as he's on consumed all of his tokens. This has been in the game since his release. It isn't commonly used because it is extremely easy for a survivor to avoid getting hit after so many rush attempts, generally speaking. Naturally, there are scenarios where it would be unavoidable, but they are extremely uncommon.
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It was very nice that you used to be able to just drop down and beat what is essentially a god window. It is still technically possible, but not only does it rely on extremely precise pathing but also on the server registering your extremely precise pathing.
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Are you talking about deadblink zones or the one where you charge-and-shoot but travel all of half a foot?
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@Waffleyumboy said:
Nobody cares about how hard of a time you are having with camping bud. If you don't want to hit the hooked survivor practice using your mouse better.
Yes, because the only reason a killer would ever be at a hook is because they are camping.
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Let me put it this way: Generators regress at 1/4 of the speed that survivors repair them. Kicking takes 2 seconds. In order to create 10 seconds of work for the survivors, you need them to leave it alone for 40 seconds. They can undo your regression in under half a second with nothing stopping them, to the point that even Overcharge let's them hit the skillcheck as they are running away to allow this gen tapping.
You are not supposed to kick generators. It is a mechanic that seems to exist primarily to enable perk abilities, suck as Overcharge, PGTW, Dragons Grip and Trail of Torment. Your time is 4× more valuable than a survivors, so don't bother taking 5 seconds of your trial to kick a generator unless you know for a fact that there is absolutely no-one anywhere near that will even remotely consider the possibility of tapping the generator, because it's roughly equivalent to you standing still for 20+ seconds as a survivor.
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Use wierd and whacky perk builds. You never know what might come in handy. My go-to at the moment is either (Bond or Kindred)/Self Care/Botany Knowledge/Desperate Measures or Visionary/Open Handed/Bond/(Kindred or OoO).
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Kindred and Bond. Easily the best solo que perks by far. Two of the strongest perks in the game, to be honest.
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It sucks that a completely unique killer power just got cut out of the game. It'd be nice if they released a free chapter killer with no perks that was just old Freddy.