MadLordJack
MadLordJack
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- MadLordJack
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@bubbabrotha said:
Did you see my /s on my comment? I don't want you to think I'm a jerk.
Yeah, I saw it and laughed, and I have no idea why you are getting notifications. That's just... Well, the forum has been having issues lately. Maybe this is one of them.
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PH isn't broken on the same way that Nurse is. He can very easily be beaten just by doing generators. However... No-one wants that, least of all the killer. People want to play the game, not a forced-stealth section.
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I just want to take a moment to appreciate the beautiful irony of PH being so played yet so low in the killrate...
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Kindred. Honestly, it's almost broken how strong that perk is. If SWF Comms were magically disabled, Kindred would be on the chopping block.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1674945#Comment_1674945
Empathy, breakout and MoM are hilarious when they work.
I'm guessing you use empathy to have an earlier warning of where you need to be? Might throw on a healing perk as well and give it a go
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@DawnMad said:
I am gonna go one step further and say its also okay to camp/tunnel to win games. It is not okay to do things just to annoy the other side (like teabagging/taunting), that would be just plain toxicity, but otherwise you can play however you like. The only people who are supposed to consider other sides fun are devs, you are free to do and use whatever you want and if it's a problem it should be fixed, not shamed.
Additionally, it's okay to do none of these and enjoy the game while taking into account other sides fun too. This is how I always play but I don't think this is in anyway the only "correct" way. Play however you want.
Repeating myself but want to emphasize that I'm not talking about people who do and use these with the sole purpose of annoying other people, that's just being a bad person. As long as your intention is winning and enjoying the game itself then it's all good.
You know, I kind of agree. Such tactics are simple, they are easy, and they often work (which is still shocking to me.) So long as the killer in question has no illusions about what they are doing, and so long as they are aware that they are making their opposition miserable... It's more the Devs fault for encouraging it than a players for playing that way.
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@PigMainClaudette said:
Killers tunnel, Survivors equip DS. Natural response.
Killers slug for DS, Survivors equip Unbreakable.
Killers wait out the slug, Survivors now have Soul Guard.
And I am in no way saying that ALL killers do this, as I for one NEVER do any if this. Just that enough have done this to make these builds permanent.
https://forum.deadbydaylight.com/en/discussion/comment/1673690#Comment_1673690
You're right though. Why should I play fair of a meta-hu...... hugging Oni slugs everyone in Blood Fury because M&A/IF at 5 GENS LEFT?
I had a game where I was playing Pig with my usual build of Ruin/Surveillance/Nurse's/BBq with a Last Will and Blindness for some spice. Mother's Dwelling. No tunnelling and slight patrolling at the end with two people.
Didn't SEE anyone until the first generator had popped, and the first death was at 2 left. I spread hooks for a reason. 2 left, 3 dead and hatch closed. Last one got to a gate.
It was long, it was tense and it was GREAT. The two survivors I messages after said that they had a great time with it too.
And yet killers rarely tunnel these days and DS is still meta. Funny that.
People don't run second chances because of mean nasty killers, they run them because they are strong. And there's nothing wrong with that, so long as people recognise what they are doing. The problem is the excuse of "it's all the other side's fault," which this thread seems to be drenched in, which creates the whole "it's your fault that I am immortal by jumping in a locker and you should be ashamed of yourself" situation.
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Hopefully they just fix his camera and leave him alone. Nothing else need be done.
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To be honest, the system could be a little more aggressive. It's a bad idea to save a camped survivor in the first place, so making it more dangerous to fake an unhook and get away with the farm thanks to perks would be nice.
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Hopefully Huntress and Slinger. Huntress just needs a good once-over on her add-ons and maybe some thinner hatchets. Slinger needs a rework to his aiming mechanic to make it the viable primary over quickscoping, because right now he's a short-range killer with a sniper zoom thanks to his chain break speed.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1674627#Comment_1674627
Just showing you how easy it was to turn that argument around.
How many survivors prethrow pallets against you? And if they do how do you respond?
That no-one does the counter doesn't mean there isn't any. People often don't realise you don't have to last minutes against a deathslinger. And it doesn't matter if the slinger is a god that never misses when he can't down after shooting.
Don't get me wrong. He is insanly strong in chase. But IMO that doesn't mean he has zero counterplay
Throwing pallets isn't a counter, and I hate it when people say it is. That implies that you extend your chase beyond a mere handful of seconds, since almost every pallet can be very easily played thanks to his amazingly small projectile, and the ones that can't be played can just be zoned, broken, and the survivor downed before they reach another.
In order to turn an argument around, there must be merit in the counterargument. Adding 5 seconds to your chase is essentially worthless in all but the most extraordinary circumstances and most certainly is not "counterplay." Counterplay implies a struggle between the killer and survivor for dominance. Slinger is just dominant with no real exception outside of extraordinary map RNG, which isn't really worth mentioning since I have never experienced it and am just assuming it exists.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1673838#Comment_1673838
Kind of you swallowing the fantasy that the killer is just uncounterable instead of it being you who's not playing correctly?
My random internet person, I was a Slinger main since he came out til Blight's release, and he is still my second favourite and my second most-played killer. You cannot, and I repeat, cannot counter a good Slinger in a chase. At best, said Slinger isn't actually good and they miss their shots. At worst... You just do the gens because he has no mobility.
But of course, telling on this little secret has earned me the ire of all other Slinger mains.
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Oni is better in literally every way. He doesn't have T1, he has insane snowball potential, you can use his power in many, many tiles without the bro- I mean, fair and okay top knot, his Demon Strike is better, he has amazing mobility, he has insane snowball potential, he has no power use limitations except that no blood is dropped during his fury and only 100 orbs can exist on the map, and did I mention he has insane snowball potential?
Myers... Has none of that. He has to crawl out of T1, his extra lunge is barely worth mentioning, his extra vault speed is barely worth mentioning, he can only stalk the same survivor for a certain amount of time...
Unless you're talking about the purely subjective realm of cosmetics or lore, Oni is what Myers wanted to be when he found that Shatner mask.
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Undetectable blocks all aura reading. However, it is applied AFTER your aura is "revealed," but before the survivor can physically see it. So, for the purposes of aura-reading perks, they still "activate" and light up on the survivors HUD, even though they see nothing. This is most noticeable with Alert and OoO.
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The perk exists to fix a problem, but has so much leniency it has become it's own, almost as big problem.
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I just heavily upgraded my PC and... Honestly didn't see much improvent except in that I now have less frame stuttering. I don't think it's the hardware that's holding back consoles. I think it's the port itself.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1673859#Comment_1673859
Yeah but my point was it would be a better spine chill but still bad overall compared to something like smol pp
So... Your suggestion is to use cheating software to know when the killer is bringing Blindness? Nothing is better than the small pp build, but you cannot retroactively run it
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Dead Hard is stronger because it doesn't slow you down or get wasted and can (unfairly) draw a chase out for significantly longer than it otherwise would, but I just prefer Sprint Burst.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1673847#Comment_1673847
Its not worth taking over the other meta perks. If it was like how it is with hex the third seal, then i would place it in b or a tier. Strong, but terrible compared to the other meta perks.
I think you are failing to see the discussion at hand: does Blindness counter OoO? The answer: it removes aura reading, but it doesn't remove the perk and it can still be used to great effect.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1673833#Comment_1673833
so its a better spine chill that also reveals your location? still is a bad perk without the aura reading
And yet I would still take this "bad perk" over most others. Knowing exactly where the killer is coming from and when they are coming for you? Given that the info OoO gives the killer is terrible, worthless aura reading that tells the killer nothing useful since you can hide it when it would be, it's basically Premonition with no cooldown. Worse than normal? Sure, but still strong.
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Because all you can do is make his shot a little harder. You cannot make him miss. The whole idea of "I can make him miss" shows it's easier to swallow a fantasy than accept that you're facing a bad Slinger. It's the same mentality as "Nurse has counterplay." Like it or no, a good Nurse doesn't, and neither does a good Slinger, because it is on them to fail, not on you to succeed.
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I'm fairly certain OoO will still light upon the HUD, so it's not quite the counter you may be hoping for.
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Clown is stronger. Trappers power is literally too slow for the current meta. No amount of skill will ever remove the fact that he has to spend entire minutes picking his power up from the ground, moving it somewhere else, and setting it up in the perfect spot, and then repeating that, all while not pressuring gens and hoping that he's going to snowball later, even though the survivor's can just hold W an avoid both his traps and any potential snowballs.
Clown may have a basic power that takes ages to reload for no real reason, but at least he doesn't have to give up the early game in order to maybe be able to throw a bottle in 5 minutes.
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I dont know why they did that, it makes no sense. Especially since Blight is THE chase killer, whose power is literally to run really fast. Look, the killer in the game that needs to know where he is going, well, let's make his FoV shorter than Hag but make his model taller so it doesn't give him an advantage.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1673788#Comment_1673788
Jack, how often do you see these "god nurses"?
About the same as I see "god Slingers"," but no-one complains when I point out that he needs nerfed.
The difficulty of a killer has no impact. It's their potential that matters, not the number of people that reach it. I'm sick and tired of everyone excusing Nurse just because she's the classic "hard one." She's busted ane there's nothing that anyone can say about her difficulty to change that.
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@HDivineShadow said:
https://forum.deadbydaylight.com/en/discussion/comment/1672091#Comment_1672091
I find solo surviving easier than playing killer. But I solo survive all the time.
But I also don't understand the appeal of looping. Especially for killers. Unless you can end the loop quickly, or it is the last survivor remaining, it seems to be in the killer's interest to move on and deal with that survivor later.
It's literally the game. The chases are why people play, and it is the only interactive part about DbD. The appeal of chases is actually getting to play the game you paid money for, instead of crouching in a bush or holding a button. After a certain point, nothing else has any appeal. Stealth is too easy, which means that both it and repairing generators gets really boring because there's nothing dynamic about them.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1670218#Comment_1670218
I consider myself a pretty good Nurse, I don't miss much and I'm very deadly most games. That being said, there are still survivors who are very much capable of dodging at the last second even on 0.01 second charge blinks. Just because it's very hard doesn't mean it does not exist.
No. That's you screwing up, the same "counterargument" to every single killer. I'm sorry, but it is entirely in your hands as to whether or not you hit. And, given that that is the case, there's no reason to assume you won't.
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Personally? Some original content killers. Maybe a killer inspired by the Future Predators or the Quiet Place aliens. Although they are practically the same thing.
It'd just be nice to have an anti-stealth stealth killer, something that could know where you were if you made the slightest sound but you had to pay attention to see coming.
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So, even ignoring the fact that WB are greedy and there would be an enormous amount of legal hoops to juml through... We are talking about the guy who can kill anyone he sees with no restriction? In a world where mages only use wands because they are lazy and can totally do all the same stuff without them, as stated by the creator of said world herself?
Seriously, what would stop good old Voldy from just... Stupefying everyone? Using the imperious Curse? Maybe a bit of Sectumsempra? Or some good old fashioned killing curses? I know the entity is powerful, but Voldemort would have to be neutered so much he... Wouldn't be scary. Oh, wow, a racia- I mean, magical supremacist who can barely do magic.
It's the Xenomorph issue. The character is just too strong to be scary.
Edit: also, the Cruciatus Curse was illegal, but not Sectumsempra? Wierd, wierd laws.
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I feel like that's more of a pebcac issue, personally, when compared to some more glaring ones like his massively low FoV.
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A couple of days ago this Nea with a full meta build sent me to Ormond. I was Slinger, I found her first, and downed her without ever using my power. She ran into me for the first hit after failing to fake a Sprint Burst, ran up to the main building balcony, and ran into me again because she didn't see the open doorway she ran right past and looped back around to. Naturally, after that amazing display, she DC'd in hook. Not suicide, DC'd.
And I literally turned around to see the 3-person SWF just standing there looking at this brilliant Nea. We all had a long moment of silence. I found out they had watched the whole thing. So, naturally, we proceeded to farm and they helped me hone my Ormond shots. Good people. And then we chatted a bit in the chat and all ended up with 20k+ BP, so... Yeah. Wierdly wholesome interaction from a really... I don't want to say toxic, because I think it was a mental-health, I-need-to-not-smash-my-moniter DC, but still.
Edit: also, no matter how hard I tried, I couldn't get a single headshot if they were working on a generator.
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Tracking survivors via game sense is one of the least important skills killers need to learn. Chasing is easily the most, then map pressure, then game-sense tracking. Besides, doctor is not an easy killer to play. If you don't time your shocks you'll just waste more time than you would have playing m1 killer.
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I don't think any of them are. All of the character descriptions of the maybe-deceased heavily imply that the entity takes them just before they die.
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@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1672091#Comment_1672091
Yeah but there's other games with worse ratios like 8:1 (Friday the 13th) that can still balance the game much further than dbd. Naturally killer will be harder than survivor but killers get almost nothing to work with, compared to survivors.
No assymetrical game has ever been as balanced as DbD. Not to mention the fact that F13 died due to boredom of playerbase.
I less you are meaning ease of gameplay and the overall gameplay disparity, in which case... That's not DbD.
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I hate to say it, but yes. This is the correct play.
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That's the game. Killer, even Freddy, is significantly harder than survivor. Think of it as a way of naturally creating that 4:1 ratio for the matchmaking.
Edit: I should clarify, a lot of people like to say that Solo Survivor is the hardest thing in DBD, but personally I don't call bench-pressing a house "hard."
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Easily the biggest issue is a lack of counterplay. DS/UB is clearly the biggest offender, because they are perks and can always be present and so must always be played around and that alone will lose games even if they ARENT present, but there's also Killers with no in-chase counterplay (Nurse, Slinger, Pyramid Head, Spirit), and a certain perk with that just acts as Bad Killer Insurance with no reasonable counterplay, since "do bones" gets the whole team killed while leaving 1 person to die gets 3 escapes. Not exactly fair.
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Ruin/Undying has many, many counters. The reason the small pp build is called that is BECAUSE it has no counters.
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@RizeAki said:
I would love to get free 4ks again as legion sign me up 😈
To be fair, that wouldn't happen any more since moonwalking doesn't work and overall match speeds have drastically increased. Free 2k, maybe.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670965#Comment_1670965
Why wouldn't chases exist? Even balanced games have skill based interactions. Keep in mind that a balanced game is ideally one where two sides of equal skill have a near equal(barring some rng and counterpicks) chance at winning.
Because Nurse and Spirit and 4-minute gens.
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Because the totally-not-ripped-off character's name is Ghostface, at least in pop culture. I don't know if you've ever watched Scream, but I highly recommend it.
Also, needlessly added? Huh? It's way more jarring to rename Ghostface "Ghost" than "Ghost Face."
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I'm just going to go ahead and say that I find locker DS to be the single most annoying and overpowered thing anyone can do with DS alone. There is literally no counterplay and, in my experience, it always follows a short dash from a now-progressed gen or healed teammate. It is the most unfair thing in the entire game, including Nurse/Sprit/Slinger/Hag/PH/Freddy gameplay.
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No, and that's a good thing. Not every PvP game has to be an eSport. That's not a reason to keep genuinely broken and overpowered things in the game, but if DBD was truly balanced then chases literally wouldn't exist and most of us would quit due to complete boredom or extreme frustration.
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@Deadeye said:
For the 100th time: The rift is designed for the average player across all players they have. I got all tomes to rift 70 without problems and also downcalculating was always looking fine to get tier 70 done within the 2h/day average.
In detail for this tome: I needed 138 hours (including queue times etc) and I had 6 complete rifts of rewards left in lv4 when I reached tier 70. I think the tomes have always been fine
The average DBD player doesn't play for 2 hours a day, every single day, or whatever equivalent of hours-to-rift ratio you prefer to measure. Most people have other things they do, whether it is other games, socialising, or another form of entertainment. That sort of playtime is reserved for the hardcore audience, mostly the ones that feel the need to actually talk about the game outside of their social group.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1670376#Comment_1670376
Yes doc was extremely annoying. His changed not only buffed him but made him more annoying. Also in patch 2.0 they quite litterally said they adjusted the pallets on macmillan, coldwind, and autohaven to "increase their fun factor." This definetly had the killers fun in mind because all the filler pallets were shortened except a select few. Is that bias?
No, that's actually the point where I would say they stopped doing that. And, like I said, it was only in the description and announcements of the updates - the actual content was relatively neutral.
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To be fair, for a very long time the Devs had massive survivor bias in almost every update description. Even the Doc rework was all about how fun it was for survivors, not how the killer was weak and needed buffed.
I'm glad they stopped with that. It was... Really, really wierd. Especially since their actions spoke differently. It was like they were spoonfeeding survivors to stop the mindless mains from revolting.
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"Where the killer is the victim."
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You know the reason those lines were added, right? The payday Devs are... Not exactly people that care about their community or the people that enable them to eat food.
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You lost me at Overcharge: the anti-tapping perk that lets survivors tap gens.
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Increase both ADS activation and cancellation, increase ADS movement speed, increase ADS sensitivity, and decrease ADS zoom.