MadLordJack
MadLordJack
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- MadLordJack
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Yup, good to see Soul Guard creeping up the charts. I've been running it with UB just because of all the hex perks in the meta. Feels a little dirty when it works... But sometimes it's nice to get dirty.
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Yeah, I agree with a lot of this. I still think his strongest add-ons are double turning, because they are just so dirty together, but that could just be my playstyle pulling the wool over my eyes.
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You mean Freddy is having issues spawning in dream pallets? I wasn't aware, but I don't really play Freddy that much these days. What exactly is the issue, is the animation being drawn out too long or is it freezing completely like a lagging hook/unhook?
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You belong together.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1646283#Comment_1646283
Only on killers who don’t have an anti loop though, and lets face it most killers these days do.
List all of the "antiloop killers" for me, if you will.
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DS needs a rework so it can stop being the key to the second chance meta. UB definitely needs looked at just because it's completely free, maybe just having a small prerequisite like healing, picking up or safely unhooking another survivor. Or even doing a totem, though that one would be a bit wierd. OoO needs to be reworked, because even for solo players that's a ridiculous amount of info with very little downside. Iron Will needs a bug fix so that it allows breathing but mutes grunting. Medkits might need some small tweaking in the speed department, ever since their buff last year I've low-key feared them. Adrenaline needs to have a different effect that isn't a free heal, because it negates late-game map pressure. And keys, because they are literally as strong as they have ever been with the new hatch offerings.
That's it as far as pure nerfs, at least as things stand. The lists of buffs or reworks would be a lot longer, but that's not what this thread is about.
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Um... Pop isn't a DS timer. That's MYC. DS activates on unhook, not hook.
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Ghostface takes 2.5 seconds to expose someone while leaning, if I am remembering correctly, so Spine Chill isn't really that big a deal since you get to 99 someone and maybe push them off a gen for free. But Myers... Yeah, maybe spine chill should deactivate. It doesn't seem that fair, given his terrible T1.
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How dare you tell me that I cannot compare these incomparable perks in a freshly created discussion despite the 7 others that I can clearly see have already been created.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1646260#Comment_1646260
Haste isn't that strong an effect, plus having two people off generators is already enough slowdown. 7% in 16m after which is lost is not bad. Expecially when you consider that hope, which is basically this perk, is not that used, only really useful against solo chases of 110% speed killers of whom have no power (hag with no traps up, Huntress with no hatchets etc)
Super hyped for the wglf buff though.
Have you ever chased someone with the perk Hope? Or as one of the mirror Myers? Haste is one of the strongest effects in the game - it makes survivors almost as fast as killers while looping. As in, instead of 3 loops around a junk tile, they'll get 8-9, if not more.
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Because Kindred and Bond are perks that exist and are very necessary for solo que because you don't get any other way to co-ordinate. The general line seems to be "solo que? Sucks4u!" Plus, fixing the gap between solo and SWF would require a ground-up rework of the information system, with basekit teammate aura's and a massive buff to killer SOMEHOW in the mix.
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A lot of the problem perks in DbD are in need of full reworks, not slight changes. I wouldn't be surprised if it took a grand total of 1 afternoon to do these ones.
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I'm still terrified of Blood Pact. That's going to get nerfed, I see it coming even now. Indefinite haste effect so long as your buddy is within 16m? Who cares if the killer has 2 people occupied if they literally cannot catch them
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The Pop nerf is mostly a "shuddup whining survivors" nerf. 45 seconds is still plenty of time, although it is going to hit non-mobility killers that actually need the perk far more than the killers that make it so complained about. OoO, however, requires a ground-up rework in order to prevent SWF's from basically cheating.
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Enough of this self-victimisation. Open any stream and you'll see exactly zero difference between console and pc players. It is quite seriously all in your head. If you only want to play with people on your ecosystem, fine. Disable crossplay. But all of those PC advantages either don't matter or don't exist.
For example, this insane insistence that every PC player is a master race $10,000 machine player, and that DbD works on those machines. Yeah, DbD runs shite on console... Just as it does in most PC's. I know. I have a year-1 Xbox One with DBD.
Another example: Gamepads. Only a disadvantage as certain killers. Survivors with gamepads have a decent advantage because of the additional control and smoother gameplay.
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DS has had multiple versions. It was changed... Early 2019? From "the obsession can stab you for free and everyone else has to get their wiggle bar to 33%," to its current form but with a 3-second stun, to its actual current form but with Enduring still working, to then Enduring getting changed and DS getting its final, current form.
So... Maybe don't try to wipe that away with a (after it's latest rework). It has had a long and storied history that shouldn't be ignored for the sake of an... Interesting argument.
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I don't think I've ever gotten a token for saves, but that could just be the rarity of such instances. Either way, the perk is still getting a major buff: picking up survivors.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1643926#Comment_1643926
but when you dare to point out that his setup takes way too long and suggest him having his traps available from the very getgo (as literally every other trap based killer in this game already has), you are called a lunatic, because that would be "super overpowered"...
i would like to humbly disagree on that part where you said he was weak even with a setup. his traps a deadly af, the only problem is that the mechanics for how they work are extremely outdated - imagine traps not being RNG and instead having a set, relatively lengthy, escape time to them. that alone would make him infinitely better than what he currently is, give him all traps in hand at the beginning and nerf how certain survivor perks affect his power (as they did with Slippery Meat just now) and he could be quite a scary presence to encounter.
he doesnt need a whole lot, but he definitely needs something.
regarding his map reliability, there isnt a whole lot you can do about that tbh, thats just the way his power works - generally speaking, given you dont get an indoor map, he can be played at least decently on most maps though.
That would be overpowered. Otz made a video showcasing why. Basically, the first survivor he comes to gets zoned into a loop, he puts down traps, and the survivor is screwed because if they left the loop they got hit, if they disarmed a trap they got hit, and if they stayed they got hit. That was with the 2 strongest bag add-ons.
There is a middle ground between 0 counterplay killer and having 2-3 basekit traps that can't be tracked by maps or perks (except small game, that perk works with all traps).
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Trapper is the weakest killer in the game. I know a lot of people don't like to believe it, but even if you magically don't bring in an anti-trapper perk or item, even if the Trapper gets a good map to hide his traps... He works in the precise opposite way to how killers need to work. He has a massively, massively slow startup that hands out gens like candy. Then, when he's all set up, all nice and proper, and remember we're talking about a favourable scenario here... He's not that strong. Oni and Hag both have the same problem, but when they're all finished and set up (which takes a lot less time than Trapper) they are considerably stronger, and they don't really have to rely on getting a small number of favourable maps. Even Myers, the basic boy, one of the weakest killers in the game whose only strent is being easy to play, is stronger that a killer whose power is supposed to stop you dead in your tracks.
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I think it's a nice start. I'm excited for Trail of Torment, especially, and Blood Pact. I don't think the Pop nerf is particularly... Smart. It's not going to affect the problem users, namely mobility killers, so it's just a nerf to the killers that actually needed it. However, with the new Ruin/Undying mobility killers probably aren't even using Pop any more so we'll see.
Wait, as I'm writing this I'm realising how OP blood Pact is about to become. Chasing a 107 survivor because their SWF buddy is near? Okay, yeah, maybe gonna have to nerf that. Wow, I actually didn't think about that til just now. Depending on how big 16m ends up being in terms of looping the same tile, that could be a huge problem.
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This is just a buff for me. Maybe don't rely on cheese.
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Honestly, there's no comparison. DS is a huge issue. Pop, not so much. It's just going to hurt the killers that needed it, while all the Freddy's have it just like normal.
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I file an in game report and open a ticket with screenshots. Like we're supposed to do. And I never get any information as to whether or not they actually do a thing. Because that's just how the Devs roll. Hopefully now that they are doing more in terms of balance they will actually start setting up a proper report function.
Seriously, telling someone to kill themselves is not okay. Death threats are not okay. I don't care if it's "the internet," all that means is I can't potentially kiss them with my forehead because of anonymity.
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Nerf? This sound alike a decent buff!
Seriously, Thana was never meaningful enough to make decent survivors heal more. The actual effect on healing was negligible, so who tf cares about removing that, but increasing the penalty to other actions? No kidding, it might actually accidentally become OP.
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Honestly, it's not that easy to dodge unless the survivor is pretty far away. It seems like his power is going to be used more like Huntress than Doctor now.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1642626#Comment_1642626
I mean at least you dont need to face 4 people with the same build. Also one could be the totem hunter just using detectives hunch. Killers have to play through 4 dh ds bt and probably unbreakable. And undying could get hit right away then ruin right after those perks are guaranteed.
These are incomparable and seperate issues, however, I will entertain your whattaboutism long enought to say this: I would prefer to go up against 4 micro pp's, and do so nearly every night, than deal with 1 more Freddy or Oni with this build. Instantly finding a trial to wash away the second chance aftertaste doesn't compare to stewing for 10 minutes only to get yet another killer running the exact same build. It's not even about the direct strength: I play solo que, I'm used to dying. It's the fact that it's game after game after game after game after game after game after game after game after game after game after game after trial after game after game after game after game after game after game, because this build is nice and strong.
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People see it game after game after game. Even Soul Guard hasn't been alleviating the pressure: you don't need to slug to win if the totems are hidden and teammates are being morons.
However, while I do think that it needs tweaking in the Ruin department (the reason the nerf was a nerf was because the totem usually went super quick without the chance to work, now it's likely it'll last the whole trial), I don't think that it is as bad as some people say it is. If survivors just did bones, which I know sounds extremely hypocritical coming from me but Undying isn't NOED and shouldn't be treated as such, then the problem would be alleviated.
I think that the biggest issue is that it's a solo-killer combo. SWF can still rock up with all the meta perks they want and just co-ordinate, solo's are forced to run anti-totem perks that eat into their builds. And I'm not talking about micro-pp solo's running DS/UB/SG/DH, I'm talking about EVERYONE.
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I'm not even sure I would call it a buff, it doesn't seem to make him any stronger. More of a QoL change, really, though that's just my opinion and I totally get that it fits the definition of a buff.
Still waiting on that FoV raise.
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I'm sorry to say this, but nobody really cares. It's the most basic human instinct: "I have my problems, I want my problems solved, and I don't care about yours." It's also called "selfishness," or "lack of empathy."
The worst part is the whattaboutism. Oh, the whattaboutism. Someone talks about one problem then someone else comes in with a completely different issue and shouts over everyone else because their issue somehow invalidates the first one.
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Yeah, maybe. Probably. The amount I get farmed would make me very happy to have a self-BT. Problem is, it would also be pretty abusable. But I'm sure the Devs could find a way to work around that. I certainly know if a few that they refuse to impliment, like reworking the chase mechanic to prevent moonwalking.
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@BigBrainMegMain said:
The only way to counter tunneling and hook camping would be to rework the hook system.
Pyramid Head set a great example on how to rework the hook system but they haven't implemented anything like it afterwards, it's a great idea and they need to focus more on that.
That's actually not a bad idea. If meathooks teleported around the map like cages, while it would make punishing "gens before friends" harder and would be an issue needing looked into, it could also open up some interesting possibilities from both sides. If the killer is chasing you and no-one else is near the hook, run at it and loop its tile. It gets teleported away, and the survivor can get unhooked (maybe). On the other side, if the team is just rushing unhooks, facecamp for 5 seconds, hook goes away, and there's a chase or two just sitting there waiting for you.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1641967#Comment_1641967
and then maybe they could go through and fix many of the maps so that survivors don't have any brain dead looping against the older killers anymore and have to use more skill? oh wait that will never happen.
The Whattaboutism is strong with you, isn't it? You can't focus on what's at hand, you have to moan about everything else. Can't even provide a proper dialogue.
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Yep.
You have accurately outlined the precise reasons I don't play my favourite killer, and have shifted my main. First to Slinger, then to Blight. Amusingly, it seems that my disposition towards maining ranged killers mad eme decent at Blight, so that's a nice bonus.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1641716#Comment_1641716
lmfao 90% movespeed, might as well just delete him from the game at that point because he's dead.
Why? Add a little extra turn control and a slightly faster shockwave speed and you've got a solid killer. No more brain-dead zoning, now the killer actually has to hit you with POTD instead of getting an m1 for free.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1641682#Comment_1641682
Moonwalking is the most reliable counter but just as i said its not really a counter, trying to hit it on the edge of the perks FoV isnt reliable at all, you cant know exact location of the survivor. Its enought for them to be on different side of generator for this to not work and let them know you are coming
You are basically saying that you aren't good enough. Spine Chill never gives me problems, to the point I counterplay it automatically it even as non-stealth killers.
Calling something that is reliably done by others "unreliable" just means that you need to get better at doing it.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1641682#Comment_1641682
Still doesnt address the fact it activates without your knowledge. You need to look around to find people and are constantly put at a disadvantage for doing so.
It doesn't activate without your knowledge, you should know how the perk itself works and how survivors react. If a mildly flashing icon that stops 10 seconds before you arrive is making them run away then they are clearly the kind of survivors you shouldn't have a problem killing. Seriously, if spine chill is giving you problems that is entirely your own bad plays, and as m as I hate the term it really is a Git Gud moment.
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No, solo is nowhere near as stressful as killer. Not even close to being close. All you have to do is your 1/4 of the work, and then it's not your fault because everything else is out of your hands and it is unreasonable to try to take responsibility. It's like claiming it to be difficult to bench press a house.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1641639#Comment_1641639
i did read everything you said in that paragraph, but its enought for me to read that it has counterplay and logicaly explain why so called counterplay isnt really a counterplay
You clearly didn't, nowhere did I even remotely state that you had to moonwalk. In fact, I pretty much said the opposite. Perhaps you shouldn't lie.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1641578#Comment_1641578
so the perks completely negates stealth killers which again just shows how survivors always have the upper hand and then the only counter to the perk is to go in backwards which means that survivor can just run or walk somewhere else and you wont even see it
awesome
Did you actually read what I wrote? Or did you just see "counterplay" and make a giant assumption?
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The Devs thought that that was okay. Some totems were "hidden," as in slightly less visible than that, to add to the whole risk-reward idea about Hex perks.
Of course, most Hex perks suck, and things like that make the rest of them just as bad.
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It depends on whether or not you are running Stridor with a good headset and audio setup. If you have all 3, she is borderline brain-dead. If you dont, she actually requires some skill, because you don't get any information from IW users (because the perk is bugged) and it's harder to track normal survivors, which means you actually have to think about what you are doing.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1641266#Comment_1641266
You can benefit from them by ending a rush near survivor since you recover very fast
Only if they are exactly where you end your rush and you don't have to cancel it by swinging. Which isn't exactly a common occurrence.
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Spine Chill has counterplay. The activation cone is smaller than your FoV. Do with that information what you will, but judging by the sheer amount of Ghostfaces, Pigs and Wraiths that complain about it, and the lack of survivors saying it isn't powerful enough, most people don't even attempt to counter Spine Chill.
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Not really. A lack of obsession doesn't make killers tunnel, not in my experience. I'm starting to think that it's just an enormous case of confirmation bias, or people stretching the definition of "tunneling" to really mean "DS could have gone off if I had it."
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@GoodBoyKaru said:
The day has finally come. People are unironically asking for killers to be replaced by bots.
I'm so sorry to everyone I've mocked. You were actually ######### right.
The worst part is that they don't even have an inkling as to how wrong it is.
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What about the people who play killer? Do we all just go screw ourselves? We don't matter, do we? What, you think it's okay to literally cut off half a game, that people paid for, just so you can be coddled? How selfish are you?
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What? He had full invisibility? Not even the classic Predator camo? That's a bit nutty
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Apart from the aforementioned guide, the only advice I can give is accept that you are going to lose plenty before you start winning. Oni isn't exactly an easy killer, and he's scary enough that SWF squads don't often mess around. When they do, they die, and they know it, so get prepared for some glued-to-gen survivors.
Another thing is that he randomly flicks his camera around after using Demon Strike. It's a bug that should have been fixed ages ago, and it does trigger less now than it used to, but it is still a thing.
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Most survivors aren't out to be team players, or if they are they are on comms, which they can use to ape aura reading. Plus, Kindred and Bond don't carry you. All you get is info, not yet another second chance.
Most killers have some form of info perk or info gathering. BBQ is the most common, but it is also one of the easiest to counter and it's really only useful against genrushers (in the sense that you get to see their aura, not that you get to actually do anything about it) or newer players.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1639951#Comment_1639951
No matter how fast you are you can't match with instant aiming anyway. You literally spam the "rush" button to chain them so quickly, that you can shut down loops with it. Without that addon you physically cannot manage to that, since you'll lack those fractions of seconds this addon saves for you.
There isn't a single instance where you need that. Not one. It is just a crutch add-on for players who cannot prepare a path and react fast enough without it, because like it or not the .2 seconds it occasionally saves are never the difference between a hit or miss. There's nothing wrong with that, there's plenty of crutches in DbD. Personally I cannot shake Enduring, and I know some people that need Shadowborn. But a crutch is a crutch.
And if we move past the idea of using it to get hits, we come to the fact that it wrecks your pathing. There are plenty of tiles in which you need to use more than one rush, and plenty of times you don't want to be snapped in a random direction that, should you rush into, you'll just collide with an object. This situation is far more common than the one that shaves of about .2 seconds of turning your camera.