MadLordJack
MadLordJack
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- MadLordJack
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I don't really have a problem with reeds on swamp maps personally, although I am a very sound-reliant person and those squelchy feet are very easy for me to track. It is the other tiles that do me in: Grim Pantry's shack-into-junk, and the junk tiles in between the reeds, specifically.
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I'd as the same question of Rotten Fields, Wreckers Yard and Shelter Woods. And to be honest, I think the answer is probably just somewhere in the middle.
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@Bwsted said:
When you'll go against good survivors they'll change your mind pretty quickly, don't worry.
They've yet to change my mind. After all, not even a Nurse can do anything against truly good survivors.
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Calm spirit doesn't counter doctor, it just prevents you from screaming. His ability to deny pallets, vaults and DH is his main power: everything else is only good against the kind of survivors that panic just because the killer knows where they are.
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@ItzNobody said:
Generator speed is not counterplay, I agree. Repairing Generators is basically holding down a button for so-so seconds, repeat for five Generators total and done. I would call that abusing the game's objective haha 😆
I appreciate your response but your counterargument is a bit odd. Deathslinger not being fun to play against is subjective, we each have our tastes and we all have that one Killer we despise going against.
" If the killer is within about 9m and they are a decent shot, you literally cannot do a thing except avoid that situation in the first place, which is unreasonable."
I would say this is entirely reasonable. Killers are meant to be a threat after all, and you will find plenty of Killers who become lethal within 9 meters of proximity to you. Cannibal, Hillbilly, and Oni each have a power which can put you into the dying state instantly. Ghostface and The Shape could stalk and expose you, mimicking the same result. The Huntress who is our original ranged killer is given what one would call a free hit with her hatchet if she were that close to you.
Does this mean we have too many killers that are unfun to play against? That is subjective and I would argue that is not the case.
Does this mean more killers have no counter at such a close range? Yes and no, you can still fight back through different methods. Lockers and Pallets guarentee temporary safety from chainsaws, in fact a pallet is able to counter all of the killers I listed above to a degree. The Huntress can snipe you over the dropped pallet, and the Chainsaw Bros. and Oni could break the Pallet with their power as well. This does not mean the pallet is useless, but it stalls for time and gives you quick relief.
"Dodge behind a tree? I'm gonna shoot you. Drop a pallet? I'm gonna break it and shoot you, or play the tile and shoot you. Hold W? Bang."
All of that is correct to a degree, but you may be ignoring the point of what it means to counter a killer. If you are in a chase, the object is to delay the Killer from successfully downing you for as long as you can. Yes, we would like to escape from the Killer but that is out of our control, if the Killer wants you dead then you will die. This is why tunneling is frowned upon.
Dodging a tree won't guarantee your safety from a Deathslinger, but if you find yourself distant from pallets then yes, utilize them as best as you can. Even if there is a 1% chance of evading that shot, better to take it then to run out in the open. If I drop a pallet and you decide to break it, yes you might take the shot and down me. But by breaking the pallet, you have given me time and distance to search for another pallet or obstacle. I could run left and right in vain hoping you would miss the shot similar to how we counter a Huntress' Hatchet, and if it works then great. If it doesn't, it was worth the effort.
Countering a Killer does not mean escaping them, it means buying your allies time to finish repairing Generators. There are plenty of ways to counter any Killer by studying their strengths and weaknesses. I listed them above which you did not mention, so I assume those are not weaknesses for you yes? If you are a great Deathslinger, than perhaps you are just good at capitalizing on his strengths and so you view him as a more powerful killer then other players would.
There are plenty of ways to counter a Deathslinger. Abuse his slow speed to buy yourself time when he breaks a Generator or Pallet, take cover by any means while maintaining distance from him, be careful if you find yourself under his aim. Although I believe Generator speed is not a counterplay as every Killer can fall victim to this, I will argue and say Deathslinger has more trouble than most Killers when it comes to protecting his Generators due to his slow speed.
I hope I was able to help dissect my perspective and grant you a different view, thank you for the reply 🙂
Please, show me the evidence that supports you. I've only seen people "counter" bad Slingers. And the only time I've been "countered" is when I mess up. You didn't help me see anything that other people haven't already failed to accurately depict: there is no counterplay to Deathslinger, because I CAN JUST SHOOT YOU. I have yet to ever be in a situation where a survivor actaully outplayed me, and the only counterargument to that is that in hnndreds of trials since his release I somehow never, ever went against a single good survivor.
It should not ever be on one player to screw up massively. That is why m1 killers are terrible, and that is why opressive chasers are terrible.
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The game is a 4v1 and that should always be kept in mind. 4 solo's Vs 1 killer is still a 4v1, as the occasional solo deathsquad I've participated in has proven. That's not to say that the 4v1 argument is particularly... I don't even have the vocabulary to describe how stupidly it can be applied, but the short version is that people saying that the 4v1 justifies Slinger, Nurse, Spirit and PH are bonkers. The 4v1 justifies killers like Oni, Billy, Plague and Blight: snowballers and mobility killers, not the your-skill-doesnt-matter killers.
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I'm sorry, but gen speeds isn't counterplay. And that's what all his counterplay boils down to: genrush the bastard because he can't do anything about it.
The chase is one of the only reasons DbD is even played. Killers that completely dominate aren't good for the games health. It's one of the reasons I love Blight so much: I win the chase if I'm better at chasing and can outhink and outplay the survivor, not because I'm a good aim and negate all else by virtue of bang-chain-smack. I mained Slinger til Blight's release, by the way, so I do know what I'm talking about. As fun as he is to play, he isn't fun to play against because there really isn't any interactivity or chance to show off any form of skill. If the killer is within about 9m and they are a decent shot, you literally cannot do a thing except avoid that situation in the first place, which is unreasonable. Dodge behind a tree? I'm gonna shoot you. Drop a pallet? I'm gonna break it and shoot you, or play the tile and shoot you. Hold W? Bang.
The only counterplay to Slinger is using a macro to break the chain in two seconds. Which is both cheating and stupid.
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I'm sorry, but there is no direct comparison between Myers and Blight. They are complete different killers with completely different powers and completely different skills and playstyles.
Myers has been one of the weakest killers in the game for at least a year, through no fault of his own. The meta simply shifted away from him. All he has going for him is ease of play. His slow startup, basic m1 chase, loud noises and map-wide notifications make him the most ideal candidate for a good old fashioned solo-que genrush.
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A killer for learning the game? Legion or Freddy. Legion is the most basic killer (though not the easiest), and learning them will give you skills you can apply to all m1 killers.
Freddy is the easiest killer in the game, he gets free map pressure, and if you ignore his snares you will be able to practice chases and get free map pressure with his teleport.
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Exhaustion perks are annoying, but with the exception of Dead Hard I don't think they are in a bad place. Sprint Nurse is strong, yes, but what you don't see is the sheer amount of time they will spend walking around the map because they had to break their 99. Balanced is amazing on some maps and useless on others. Lithe is somewhat reliable, if very predictable. Head On is potentially the strongest exhaustion perk thanks to it's stun.
But then you have Dead Hard, a perk for which there is no downside. Push a button to outplay the killer after they outplayed you. Right, seems fair. At the very least it should have a longer exhaustion period.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1631036#Comment_1631036
tried playing 5 games "normally", didn't have a single obsession because apparently not a single person brought ds or any other obsession perks.
if you're forced to change your loadout in order for a challenge to even be possible, its not "normally."
Wow, that is actually quite the streak of bad luck. It is rare that I see no-obsession games, and I never use obsession perks as killer or survivor. I hope your games get those spindly little legs wrapping around someone's icon sooner than later.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1633278#Comment_1633278
Still- why nerf it? It's not broken. You have stuff like Iri heads still, but let's nerf the mediocre add on.
There is nothing mediocre about that add-on.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1632478#Comment_1632478
Question but since you have met a few on this would a Cheryl picking herself up using soul guard when I had no hex perks on be a cheater and would a team willing playing with then also be cheating?
There's a lot of blankness in that scenario. Did you see her physically pick herself up, on your screen, unobscured? Did she also have Unbreakable or No Mither? Did any of her teammates have an auto-heal?
If you lost sight of her for more than 2 seconds it could have been a stealthing teammate, even if you were in the area. Unbreakable/No Mither are just obvious perks to tick off, I only really mention it to cover all bases. And auto-heals, the pink medkit add-on, pick people up if a teammate administers it to a slugged person.
However, I do not believe that her teammates are liable for anything she does. Even if she was hardcore cheating they might not have known. Cheaters are the ones who break the ToS, everyone else is just there. Additionally, I cannot emphasize how few hackers I have come across, though from talking to other PC players have come across a relatively large number. So often it is just paranoia.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1633043#Comment_1633043
Yes this was the case until they removed all the restrictions of matchmaking because of abysmal wait times. I think it was last December or January.
Also when the new MMR was implemented the devs said that they are going to take the average skill level of an SWF when pairing them with a killer and that they are going to monitor how it works out and make changes to it if needed. But the new MMR, as you know, was deactivated but AFAIK the average skill level (which is rank right now) of SWF is still the deciding factor when finding a match.
I can confirm this since I usually play solo in red ranks and I only get red rank killers. But the other day I played with a friend who hasn't played in several months and was deranked to yellow ranks and we were paired with a green rank killer every match.
I'm sorry, but a sample size of 1 in a time where matchmaking algorithms reduce their restrictions at an incredibly rapid pace is not evidence enough to prove that the Devs are lying or miscommunicating.
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Kindred. I only call it off-meta because "sweaty" players don't often run it.
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Why are you so toxic?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1632658#Comment_1632658
Yes, it does mate. I've run into them. The two top rankers and the 20 were definitely in an SWF together, as the #3 and #20 explained in postgame. Their purpose was skunking lower rank players into losing pips for the same of a stream, if I recall.
https://us.v-cdn.net/6030815/uploads/03OFRNMB4V5H/this-is-fair-jpg.jpg
The matchmaking only takes into account the SWF member with the highest rank and applies said rank across all members for the purposes of finding a match. Just because a couple of morons don't realise that doesn't mean it's not the case. Go read the patch notes from around the time of dedicated servers: it describes the issue and solution most wonderfully.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1632888#Comment_1632888
Depends on the situation, but it is generally the most optimal move if there are a lot of objectives around the hook. For example, if the last generator is next to or close to the hook, why would you not patrol? There's no benefit to leaving the area.
Camping generally has the ill will of the killer wanting the survivor to stay on the hook, because they want them to die ASAP.
Patrolling doesn't have ill will towards the hooked survivor and generally the killer does it out of a self-awareness that it is the most optimal play for them to do, evidenced by how they'll allow for the hooked rescue (or give opportunity for it).
Branding the killer as ''toxic'' for being in the vicinity of the hook, is just survivor entitlement in my opinion, you cannot expect the killer to leave the area if there are two high-value objectives for the survivors right next to each other (e.g a hook rescue and a almost completed generator)
If the killer constantly stays within the vicinity of the hook with no possible alternative reason, as most of these cases are, then they are just being toxic, lazy or unknowingly terrible. Either way, it doesn't really matter, because the end result is precisely the same.
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The best part is that when I do that, they accuse me of tunneling them!
Like, come on. I'm taking the punishment for tunneling, I'm going to get the reward: Your body getting sucked up to the sky by creepy spider legs while I kebab your still-hooked hitbox. If you didn't want that, maybe you shouldn't have jumped in a locker just because I happened to be in the area.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1632811#Comment_1632811
I think it is important to differentiate between ''camping'' and ''patrolling''.
If the killer is pretty much right at the hook, it's camping.
If he's walking around the area, staying close to threaten someone getting the rescue, but not in the face of the hooked survivor, its patrolling.
I don't think patrolling should be seen as ''toxic''.
Why not? It isn't an effective strategy, not unless you're going to tunnel the hooked survivor. It is basically camping with extra steps.
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Yeah, that's normal. As the average players go to bed, the concentration of despicable, arrogant cruelty rises.
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Honestly, not bad but not great. Ruin is only good on mobility killers, otherwise you won't be able to interrupt half-decent teams. Add onto that the fact that Tinkerer removes half of your power and Undying gives you info you should already have and you can start to see where the cracks lie.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1632662#Comment_1632662
That is the most dumb them I have never heard. When the game was good and consistent the blade and to clip into I cant believe there are people trying justifying this.
No, it was never like that. Latency was always an issue, people just ignored it til the dedicated server bandwagon came along. When I go back and watch videos from P2P, it's the same.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1632529#Comment_1632529
Second clip was not normal watch that slow the blade never touched me. That's backed up by the first clip and the fact he had delayed stuns all game.
Killer weapons have no hitboxes, they never have touched you. It is an attack cone, so use the killers body as a point of reference, not their weapon.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1632600#Comment_1632600
This sounds nice in theory, but doesn't account for the so-called 'depip' squads abusing a smurf account and SWF to deliberately roll and derank people way less skilled than them.
I keep seeing this, and it's very frustrating.
Matchmaking has to be fixed before even the slightest nod can be given to serious competitive changes.
That literally doesn't happen any more. The Devs changed SWF matchmaking a year ago to prevent it: all you are seeing now is normal, broken matchmaking.
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Make the pip system actually work and force the playerbase to accept it as a win or lose condition.
There. My 1 change. Who cares about keys, mori's or deathsquads, they literally lost because they crutched it out.
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Hook suicides are a part of the game, according to the Devs. It represents the survivor giving up all hope of escape. The Dev team (at least externally) has no issue with it.
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That second clip was completely normal and exactly how hits have always worked. The first was just a lag spike.
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That rank 20 devotion 3 level 50+ max perk tier Ghostface.
I get what you are attempting to say, but you clearly know what you are doing even if it's somehow your very first game of killer.
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Don't blame your problems on hackers, at most I was going up against one once a month and that was more than half a year ago. If you mess up, that's on you. If you get hit by latency, that's on the servers. And if you're going up against so many hackers like so many other console players, then why is it that PC players haven't seen a single change? We're the ones that had to deal with them, we know what we're looking for, we're the ones that have had the most experience on the platform "full of cheaters."
Edit: also, it's actually an advantage to use a controller as survivor.
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Latency. On the killers screen, it probably looks like they hit you and then they randomly get pallet stunned.
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No. That would be ridiculously overpowered. Always being able to hit survivors no matter what AND having the best mobility in the game? No, that's not fair.
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This is rather more about personal feeling that any evidence, since I've never seen any of the Devs actually say that Billy was the most balanced killer. For example, your claim that Blight is significantly worse than Old Billy. Unless you are including busted add-on combo's, then you are incorrect. Billy couldn't counter hold-W, he didn't have nearly the same map pressure, and if the survivors were in a strong area there was nothing that Billy could do. Plus, I come acors afar more Oni's, Slinger's, and PH's than most other killers except Spirit and Legion. Even ignoring my experience, they are still commonly picked killers from what I've seen in streams.
Not to mention the fact that Billy was one of the most complained about killers before the Nurse nerf (I don't know why the complaints dropped off so sharply, but they did). Or the fact that they put a lot of time and effort into his overheat system to address the complaints, then accidentally made him unfun for the majority of players, ironically without sacrificing any of his potential.
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Like it or not, it is the competitive players that ruined it. The ones that just want to win because they don't get a dopamine hit any other way. They see PvP and apply eSport mentality because there's nothing you can do to stop them, except half the community wants them all to feel nice and welcome even though they are the ones that play Spirit with Stridor and 3 slowdown perks or 4-person deathsquad because other games have trained them to think they actually accomplished something by winning.
Maybe now that the playerbase is big enough we can have an actual proper ranking system that keeps all of them hurting each other and not the rest of us.
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Yeah, that makes sense. It's a bit wierd we don't get that, since survivors get told almost everything else that's happening even without needing a perk or map.
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By arrogant morons, probably. Blight is literally the fairest killer since Huntress, except even more so because he is actually able to pressure gens in the flesh instead of relying on crossmap hatchets.
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Let's see... There was this time these two arrogant SWF's sandbagged me and the other solo (who were the only decent players, since the SWF dropped every pallet instantly against a damn clown no matter the distance they had), then proceeded to leave us to die next to an open exit gate and tell us to go slit our wrists and castrate ourselves. Longways, to be specific.
I hope that filing an out-of-game report actually does anything, because by their statements they didn't care about getting reported at all and clearly did this a lot, possibly to every teammate.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1631446#Comment_1631446
You don't find it jarring at all to go without Iron Will? (Iron Will has always been my crutch.) It seems off to me to let the killers hear me being injured ifI can help it.
I despise Iron Will. It removes breathing, a significant issue that still has not been addressed.
Edit: I should clarify, it's not like I blame people for running the perk, I just hate how jarring it is for me as a survivor to be some freaky undead, and how annoying it is when I'm playing killer to literally not be able to hear survivors.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1631484#Comment_1631484
Wrong, the killer can just go the opposite way. Instead of dropping the killer can go back down, blocking the survivor from using the same loop.
That isn't true, I don't know where you are getting that but I watched several streamers try it and tried it myself. It was never a thing, not for the significant majority of infinites, because in all of that time you just wasted the survivor got away.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1630813#Comment_1630813
This is honestly quite a sad argument. Because those Maps where Balanced Landing was strong (and which were brought up before the Change) are horrible for Killer anyway, even with new Balanced Landing or completely without this Perk. Haddonfield, Ormond, Disturbed Ward were the Maps mentioned, and all 3 are really survivor-sided, even if you cannot loop the Main Building multiple times (or, in the case of Disturbed Ward, this was possible without BL anyway).
Also, another argument was that the Devs dont have to balance Maps with Balanced Landing in mind. But this is already happening. Look at the Maps which were created since the BL-Nerf, they all have a Drop next to a upper floor window. You cannot really use Balanced Landing there to create strong Loops, you can use it once by getting the Speed Burst (which is possible with current BL), but a second Loop will not be possible because even with Stagger Reduction, the Killer has a Drop, meaning he does not lose any distance because of the slower vault.
And IMO only the Myers House and Ormond need BL-Fixes, because the Main Building of Disturbed Ward does not really benefit BL that much, since there are no windows on the upper floor (but it needs rework in general). The Myers House would be fixed by putting Doorways instead of Windows on the Top OR open Doorways next to Windows. Same with Ormond, either remove every Window on the Top Floor or put a Doorway next to it. And this are things which SHOULD be able to be done quickly. Maybe also revisit the Buildings on Haddonfield.
But honestly, this should be done instead of crippling a Perk like BL. DH was already better, and now it is one of only two real options. And the argument that BHVR would need to balance Maps with the Stagger Reduction in mind also does not hold anything, because they are doing it already.
So tl;dr - BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta.
The only reason the variety went away is because a broken toy got removed. Nothing else about the perk changed, except the considerable buff that it received. It really does shine a light on why certain perks are meta: when they are at their strongest, they are INSANELY strong.
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No, because when it was "good" it created uncounterable infinites and broke the game. And yes, I mean uncounterable, because the killer couldn't just chase you the opposite direction: It's a drop, not an LT tile.
Besides, new BL is a great perk now that it has the muffle effect. I just wish the maps had more drops, that's really the only reason it doesn't work so well.
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That is actaully the worst in the game. I thought you were going to have a pic of one of the Cornfield Totems, but no. I forgot about THAT. Oh, the repressed memories. Oh, the salty killers and smug survivors.
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I hope not. Nothing would take me out of the game more than a cybernetic machine as a killer.
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Damn, that just ate your 20k daily. That sucks when it happens. I always get a little stressed when I'm doing 2 daily's in 1 trial.
It's also why I don't save dailies for new chapters. Best to leave them unfinished and quickly polish them off after the DLC drop than chance that happening to a 60k Mori daily.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1630282#Comment_1630282
You're gonna believe a hacker telling you not to report him? Seriously? That's like believing a thief when he tells you not to go to the cops.
Given that I've come across the same people way post-report, yes. It doesn't stop me wasting my own precious free time, but that doesn't mean that the brick wall I seem to be beating my head against is going to crumble any time soon.
Not that I think it's a fault of the Devs, not entirely. DBD is more popular than ever, and that means more reports than ever.
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A gen, a totem, a safe unhook, a heal and two chases. That's what you need, give it take a bit. It's what I got for, and I rank up like crazy. Been using Fixated/SB/Inner Strength/Kindred.
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Without a doubt, the current report system is terrible. Why spend and hour gathering your evidence, uploading a video and submitting a report on a completely different site, IN ADDITION to an oft-forgotten (and oft-worthless) in-game report, when you could just... Not. Just vent on the forum for 30 seconds, quit the match, and move on with your life. What's the incentive for your average player to properly report cheaters when it is easier to do anything else?
It's not good. It's really, really not. There's not even any real feedback.
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Annoying, but not unfair. It has counterplay, after all, and it isn't that difficult. Spread out early and do the unblocked gens, then stack 2 to a gen and the killer only had a 48 second window to interrupt you.
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A lot of killers like Nurse. She's one of the very few killers who has complete control over a game, with few exceptions.
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Wired.