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MadLordJack

MadLordJack

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MadLordJack
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  • @megswifey said:

    What a great post!! This is a game, it's meant to be fun, and if you need an excuse to use perks then you're missing the point ;w; You don't owe players anything (but that doesn't be mean pls respect each other lol) and you can use perks and moris like you should! I only get mad when people force me into their perk powers (like body blocking me when they have ds or tbagging to use dead hard, just provoking in general on either side)

    Thanks, this one had been brewing for a while before I made it. It just hurts to see people shaming each other, then doing exactly what they know their opponent hates and using their opponents actions to justify their own, and just feeding the endless cycle of eye-watering slapfights.

    Which is a mental image that is not going away any time soon now.

  • Honestly, that change alone would justify the cooldown.

  • @Buttercake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727079#Comment_1727079

    Everyone is so confused?? Who's The Shape's pal? That fella in the hockey mask?? Enquiring minds want to know! 😨

    It's Trapper, back before he had his makeover

  • Nurse is apparently justified because so very many people have no real clue how to play her. That's what I keep getting told. People like to pretend that every Nurse is kind of dumb and just tries to predict what the survivors are doing, thus opening themselves up to giant amounts of counterplay, as opposed to reacting to what the survivors do and leaving them with no option but to Hold W because all you need to do is blink to the place they broke LoS and the survivors have no way of avoiding your second blink.

    Not sure about Spirit, I think they just ignore the whole concept of in-chase counterplay and instead say that she needs to exist to kill the top 1%, please ignore that she stomps on the 99 and also gets stomped on by the 1% because most Spirits aren't that good.

  • Word on the grapevine is a whole lot of drugs and spite.

    No, seriously though, from what I've seen and been told, people were just way more chill back then. I used to watch DbD content when it came out and "looping" was mostly what we now call "holding W and instadropping pallets." Gens didn't really fly by that much. Nurses sucked. All the broken toys were there, it was just taken way less seriously.

    However, I am (or was) an outside observer, so find the largest boulder of salt you can and take it as you read this.

  • @Boss said:

    I usually just go to these forums once EGC starts, it'll give me up to 2 minutes to quickly browse this place.

    Good to see I'm not the only one!

  • Objects of Obsession.

    No-One Escapes Sprinkles.

    Tappett Shack.

    Edit: Doughnut Strike.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726991#Comment_1726991

    It’s not spoon fed unless the survivor is good and actually uses the information which the bug gave them they would still go down just as fast.

    And the survivor doesn't get to show off their goodness if the spirit just phases properly anyway. Knowing which direction the sword is coming from half a second before it connects isn't as useful as people seem to think

  • I'm more excited about the increased info. The whole 96m range never really affected me, but 4 seconds instead of 8? Yeah, I like. Muchly so.

  • Haven't played him in a while, but my old favourite was Sloppy, Nurses, BBQ, STBFL. Being able to quickly switch between Stalky and Stabby was fun.

    Edit: Also, I'm All Ears instead of BBq if I wasn't in the mood for points

  • @OmegaXII said:

    Give survivors visual cue is enough for getting rid of standing still mindgame. A directional sound kills the entire purpose of her power which is unpredictability

    Except she's both unpredictable and insanely quick. Good Spirits didn't even have trouble with her breathing, because good spirits don't sit in phase for long enough for it to be a problem. Plus, all her breathing told you was her directionality, which the Spirit could either bulldoze through with her speed before the survivor could react, or do what I started doing and trick survivors into taking a hit.

  • @HollowsGrief said:

    Terrible bait, it absolutely made her weaker and everyone knows it.

    No, actually, I found it quite useful to trick people into thinking they were outplaying me. What I wouod do is phase to one corner of a loop, then backtrack after I was certain the survivors had heard her breathing. Maybe not as effective as full-on soundsnipey Stridor Spirit with mega headphones and specially tuned sound settings, but a lot more consistent that trying to use grass movement.

  • Yeah, perks like Blood Favour and Surge make little to no sense. They're otherwise okay perks that get bogged down with prerequisites and cooldowns to avoid the one situation where they could be overpowered, let's all ignore the other perks that exist that don't.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725146#Comment_1725146

    Just out of curiosity what exactly would you want done with dying light. I'm asking because it's one of my top perks to use so just making sure I didn't miss something.

    All 3 of those perks were changed. DS was... Buffnerfed so that there's a minor prerequisite, Dying Light was changed from a pro-tunnel perk to an obsession buff (for some reason) and Ruin was turned into the oxymoron that is a late game hex perk.

  • It's a bug that will (supposedly) be fixed. It is not intentional nor indicative of of any form of bias.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725393#Comment_1725393

    First blink is usually to close the gap and the second one is either safe or unsafe for a hit. If you're blinking only on safe blinks then your chase time will suffer, especially on maps with lot of walls as almost all maps have enough LOS blockers to force decent amount of predictions most of the time.

    Not a single killer has effective counterplay if we're assuming that he can somehow 100% of the time win mindgames. You're forced to predict even in normal M1 chases and the outcome is never certain. With nurse it's the same, only the mindgames don't happen around pallets/windows but around LOS blockers. You sound like you're taking mindgames as granted hits so it makes me wonder what kind of survivors do you face if it's so easy to predict them.

    Or maybe you're just god nurse which still doesn't change the fact that 90% of nurses aren't as 90% of SWFs aren't tournament level squads. Last I heard we weren't balancing DBD around those.

    Okay, first of all, with other killers, the counterplay is a lot more even and about genuine competition, which is what makes it fun. Second of all, don't bring skill level into this in such a manner. Why would you ever assume that the player isn't good? That makes no sense. At all. All of these sorts of things should be assuming that both sides are decent players, because otherwise that argument fits every single killer. All of them.

    Edit: and my point is that you DONT PREDICT. Scenario: survivor goes behind a wall. You blink to the edge of the wall where you last saw them. They double back, they get hit. The keep going, your second blink gets them. They vault or drop a a pallet, your second blink gets them. No big brain required, just know-how and muscle memory.

  • Full-on camping? Because people would rather try and get the unhook and hand the killer their moderately petty (and near-bloodpointless) victory than slog through a zero-interaction genslam.

    Getting wins as a facecamper is nothing but a personal victory. We all know how easy it is to deny.

    Now, if we're talking about patrolling hooks, well, that's more nuanced. A lot of the time a hook will just be in a naturally high-traffic area (often intentionally) and there's only one strat to win against good survivors: Snowball. A little forced farming is dirty, sure, but it's also a good place to get the ball rolling.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725362#Comment_1725362

    You seem to be under the assumption that you always see survivors during your chases which couldn't be further from trurth. Good survivors will always get at least some LOS cover or another obstacle that forces nurse to predict what they'll do next. If you get close enough and have LOS, yes you don't need to predict anything (as long as your blink accuracy is good) and can reactionary blink hit survivors for free but no good survivor will loop nurse in a place where that's possible.

    I've faced really good nurses and main difference between them and bad nurses is that they were able to predict survivor pathing far better then the bad ones.

    I completely love to face good nurses, there isn't a single killer who's chase mechanics I enjoy more. You're free to dislike her but she definetly creates new chase gameplay even versus a good one, you have a lot of stuff you can do to beat her without relying on stealth.

    You seem to be under the assumption that Nurse should do anything other than blink to the place she lost LoS and either hit the survivor or float around a little too she can once more.

    Not really effective counterplay. Good survivors don't do that, they run while their team slams gens. If they do try to mindgame me, I kill them.

  • @GoodBoyKaru said:

    No, actually. It's a surprisingly ######### move to destroy pallets, even safe ones. God pallets like Shack should probably be removed but safe pallets like at jungle gyms? Keep em up, you get so many hits for free. Unsafe pallets? Have a ######### field day.

    Yeah, this is absolutely right. It's like leaving the more unsafe pallets up as Huntress or Slinger, but better because every pallet is unsafe agaisnt PH. Well, except god pallets in hallways.

    Plus, you can torment them and the survivor might not notice til it's too late.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725341#Comment_1725341

    Stealth? LoS blockers? The Nurse is not unbeatable, she just requires a different type of play that most survivors are unwilling to use.

    LoS blockers aren't as effective as holding W, since it relies on the Nurse not really knowing what she's doing. Stealth is, but forced stealth sections are everyone's go-to love-to-hate-it.

  • @Kebek said:

    I disagree, we need more killers with design philosophy of a nurse. Big disadvantage (slowest movement speed in the game) compensated by extremely unique and strong power (blinks creating new gameplay that mostly ignores pallets/windows and focuses on LOS breaking and predictions).

    Maybe not more killers who's power can fully phase through walls and stuff but I would definetly love to see another killer with movement speed slower then survivors who has uniquely strong power to compensate.

    Nurse doesn't really focus on predicting anything. You can, but predicting as opposed to reacting is making the game harder and opening up counterplay that doesn't need to exist, which is why so many people (myself included) don't like her. A good Nurse just uses her first blink to close the gap and her second to hit, and if she has good blinks then you can't mindgame her due to physical limitations of movement speed.

    Long story short, it opens up new gameplay for the killer. For survivors, it's the good old forced-stealth-then-hold-W section.

  • Best as in "could win the most comfortably?" Probably Spirit with Ruin/Undying/Sloppy/Nurses. Nurse with Ruin/Undying/Infectious Fright/Sloppy would be a close second, or first if I was allowed some warmup trials.

    If you're talking about who I prefer, then it's a mix between Deathslinger and Blight. I don't have a set build for either of them, though I do like Sloppy and STBFL on Slinger.

  • No. Prestige has been too worthless for too long to screw over everyone (the majority) who hasn't prestiged.

  • Just don't use it as facecamp insurance and it's fair enough. The problem with perks aren't so much the perks themselves, but the way people use them. If you want to run NOED, no-one's stopping you. Sure, you'll get shamed, but I get unironically shamed for making Self Care builds. People shame for everything and anything. Ignore them. If a perk is poorly designed or has flaws, I think most people would rather it get used to force the Devs to change it (Dying Light, DS, Ruin) than have it run less and never get a proper update/rework (OoO).

  • That is a latency problem, not a hitbox problem. On the killers screen, you were still vaulting the window. Those two have nothing to do with one another and should stop being confused. It pollutes the real issue with talk of falsehoods.

  • Snowballs and being good at m1.

    Seriously, that is the only reason I get wins is because people don't expect 110 killers to pull m1 mindgames, or they just don't expect m1 killers to pull m1 mindgames. Still fuzzy on that one, but it's a thing. It's almost embarrassing how many wins I get as Legion or Pig (my go-to warmup killers).

  • On a mobility killer? Oh, yeah. No argument here. Sure, full party SWF can destroy it, but full party SWF can destroy anything if they try hard enough so I don't really base things around it.

    Like, sure, it has counterplay, but it's so freaking strong on mobility killers that it negates the counterplay. I don't know if I love it or hate it just for that. All I know is that I refuse to run it on Spirit and I get super bored with Tinkerer and replaced it with Retribution for the sweet, sweet snowballs.

  • Eh, I could see it. I wouldn't be super stoked about such a change, but they'd still be some of the best and strongest perks in the game. It'd kind of be like the Billy nerf: the pain is in the resource management, not the actual nerf. And for a casual game that's a pretty huge deal.

  • Dude/ette, the classic long-chase facecamp? That's a badge of honour, I love it when that happens. Bonus points if they take you to basement and just sit there glaring at you. I almost feel bad if my teammates manage to rescue me at that point, I just made that killers life hell.

  • I think it just blocks them from the post-game chat and maybe friend requests.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723092#Comment_1723092

    Basicly, lol. I remember watching an Ohtofu vid where someone was being dumb and forced a DS after their first hook. Tofu started going after 1 of the 2 other survivors he had spotted by the hook, but the freshly hooked guy still wouldnt do anything but hug a locker. Tofu went ahead and ate the DS, then openly tunneled the guy off his 2nd hook because he KNEW DS was no longer an issue for that guy.

    Yeah, I do that all the time. Force a DS? Well, it would have come in handy later, wouldn't it... Doesn't help that I am way to influenced by Tofu and found a lovely use for all my mori's, too.

  • I've said it before and I'll say it again - any animatronic killer is going to look and feel derpy AF and will not fit the game. It's a supernatural horror about a Lovecraftian being playing endless games of torture.

  • A buff. Their power may be uncounterable, but it's also not super strong. I think it should reward chaining hits with a shorter post-frenzy stun duration, and increase either the duration or speed to make chaining hits more viable.

  • Monstrous Shrine. It doesn't do it's one job, not even poorly. It just may as well do nothing. I'm surprised it even still exists.

    Edit: It's one job it to make camping the basement more productive, btw.

  • Because people love their broken toys and will blame the other side until their dying breath.

    I'm just hoping they don't actually announce the nerfs on a patch note or PTB, because if they do I'm taking a 3-week break from DbD.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723965#Comment_1723965

    Oh yeah.

    PH, PH, PH, Billy, PH, Billy, random Leatherface, PH, PH.

    He seems to be extremely popular on the Australian servers.

    Can confirm. Still see plenty of PH down here. And a Bubba that always has "Hangi" in his name, I've gone agaisnt 3 of them in 2 days.

  • @Brightened said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719203#Comment_1719203

    I was just going based off the symbol being active on the right side, because it was a situation with a camping/tunneling Hag with a mori. I tried to use my borrowed time to save the hooked person, but it didn't work :D My friends have also experienced this same situation where they should have had it, but didn't.

    When you have the endurance effect, there is a draining timer surrounding the icon (same as the Exhaustion debuff). And, same as the Exhaustion debuff, when that timer is gone so is the effect. Sometimes it can hang around in screen for an instance or two later, but the effect is still gone.

  • The developers like to make changes in thematic lumps rather than... Well, on a more normal and rational as-needed basis. Plus, there's the fact that the absolutely kowtow to the kill/escape stats and ignore almsot everything else, so they probably don't even think any maps are problematic even though you put 2 evenly matched opponents in the same map 10 times and you'll have a clear [blank] sided map.

  • Yeah. His problem isn't the info, not really, it's the consistent slowdown combined with ability denial.

    Edit: I should clarify, even ignoring that running almost any 2 of his add-ons are effectively 4 add-ons for most other killers, you are literally forced to Snap Out, which is time consuming, and also the forced screams stop whatever you are doing.

  • Dropping pallets early, holding W, breaking LoS. Not nearly as effective as against other killers, but still the best option. There's also the teamwork angle - blocking a hooked survivor to either break the chain or take the hit.

    Other than that, it's mostly about being as unpredictable as possible while running. It doesn't work against confident Slinger's, but a bad one might miss their shot and end up wasting enough time for you to make it to relative safety.

  • Yes and no. I like trying new flavours, and I love a good Hawaiian pizza (the idea is an old one - pork and apple sauce, anyone?) but that doesn't mean I like shoving pineapple in the middle of any old flavour combo. Well, more than once, that is.

  • Good to know. I had no idea that Solidarity effected picking survivors up. Might try them with Self Care for a little topping off as needed.

  • If I hold my middle finger up straight and proud, do you get offended? Lol, why? It's just a finger.

  • Self Care/Botany... Mmm. That's a nice one. Especially with Desperate Measures.

  • Spirit, I think. She was the first killer I ever even played, and not because she was strong - I just liked her playstyle and had no idea about the wider community.

  • If someone's dumb enough to pretend they don't have a massive advantage, if they genuinely believe they earned anything the game gave them, then what do you care? They're clearly too stupid to have a rational exchange, and they clearly need the petty victory because no-ones giving them much-needed attention IRL.

  • Is that why I dragged this one Ace right over a rock?

  • Sure, I'm missing some bloody cosmetics and a III in my characters pictures. Other than that? Nope, not missing anything. There's been no real reason to prestige... Pretty much ever. It's just a completionist thing.

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