MadLordJack
MadLordJack
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Wait, that ain't supposed to be common? I'm not being sarcastic, I genuinely get this all the time. I just thought that was how those tiles were designed
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1595793#Comment_1595793
You can indeed read someone before they act.
https://www.youtube.com/watch?v=9TVccz8oHAc&ab_channel=GRsmash
The first clip is a meme, so just go to the second. The Luigi read that the Peach would tech roll left when he spiked her and pre-emptively performed a wavedash and then reactively did up B when he got the confirm on the tech roll left. He did the wavedash BEFORE she teched. That is a read. Therefore, you don't need to see the player to make a read, a read can be a predictive act.
"And the reason the comparison is unfair is because competative games don't need all-around fun gameplay"
This is patently untrue. Games that aren't fun don't last very long in a competitive setting. The game has to be fun before it can be competitive.
"DBD is a casual game that literally cannot be balanced"
I don't agree. It can be and mostly actually is pretty balanced. Gens need to slow down a tad at high ranks, mori/keys need to be looked at, stuff like Iri Head still needs a rework, but for the most part the game is actually quite fair most of the time.
I'm not going to watch some clip from a completely different game that only supports your argument on a theoretical level. We're talking about the in-game impact of spirit, not some competitive fighting game, and the fact that, like it or not, you're only guessing. You don't know when she's phasing, you don't know where she is when she's phasing, and you don't know what she's doing when she's phasing. Sure, maybe after an entire damned match and 2 gruelling chases you might be able to accurately guess what she's going to do, but by then it's far too late.
Look, DBD isn't and should never be a competitive game. That's not what made DBD popular and it isn't the game the Devs have been making. DBD is a game where winning and losing used to be secondary.
Competitive games aren't fun. That's the core thing about them: the enjoyment comes from beating your opponent, not the gameplay itself. Fighting games are easily the most obvious offenders, but even a casual game of Siege with 9 other memeing friends shows just how boring it is without the desire to kill. People don't play them to have fun, they play them to beat other people. That's what they find fun about them. And that's not what DBD is.
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Honestly, those sound like what upper-tier add-ons should have been (and sometimes are).
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That's a solid build with a decent bit of synergy. You can 99 the heal, sit on a gen with Resiliance, then pop it that little bit quicker with spine chill.
Also, SC is only bad when it's by itself. Even just Botany makes it way stronger, but what you've got here is an entire build dedicated to having your cake (fast, consistent heals and self-heals) and eating it too (Resiliance speed bonus + vault build). Even against Sloppy it's a solid build.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1595618#Comment_1595618
But... you can't read a mix up character either. Did you read the article? Mix up characters tend to have moves with similar start up animations. In order to counter play these characters you have to predict what they are doing. This is the exact same thing as the counter play to Spirit.
The comparison is only surface level. There is nothing unfair about it.
And what you just said invalidates half of your argument, something I am surprised you didn't notice. Seriously, if you cannot read a character then that character cannot be read. That's... That's basic logic. And it also means that your "prediction" is actually "guessing," which are two completely different things. And the reason the comparison is unfair is because competative games don't need all-around fun gameplay - so they can have absolutely awful things like that. DBD is a casual game that literally cannot be balanced, so it should at least be fun for everyone.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1594738#Comment_1594738
You still miss the comparison.
Spirit requires you to read and predict.
Mix up characters require you to read and predict.
There is nothing here about hacking or spamming fireballs.
Spirit can only be doing so much, the fact you can't see her or know exactly what she's doing shouldn't matter. If there are only 2 paths she can take to reach your location and you take this 3rd path away from her then you just beat every option she had at the same time. She is not infallible.
Spirit doesn't allow you to "read" her. That's the problem. On top of that, this isn't a competitive fighting game and it is an unfair comparison.
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Plague is easily my top, followed by Slinger.
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You get a third of the effect - it gives 8% regression (and a few seconds of non-work time) on gens currently being worked on, but it doesn't effect generators that are already regressing (which all of them are with Ruin) and doesnt apply regression to non-regressing generators (because Ruin makes all the generators regress).
All of its little requirements really do make it a pretty trash perk. It's nice to not have to kick gens... Except it also has a cooldown timer, a radius limit, the explosion is even less than a missed skillcheck, it's just basic regression, and it only works on basic attacks (which is a mechanic that makes no sense). Even removing 1 of these would be make it somewhat serviceable.
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Build 1 is also called the Houdini build, and yeah... Not many people run it because you are using 3 perk slots on an effect that you often cannot activate. Plus, since sounds have been deliberately wrecked and scratchmakers are deliberately difficult to track, you just need to break LoS and run away from the loop.
I prefer Open Handed, Bond, Kindred - also known as the Not-Quite-SWF build.
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@toukent said:
https://forum.deadbydaylight.com/en/discussion/comment/1592855#Comment_1592855
I would prefer it if her hatchets wouldn't hurt me when they hit the air. :/
But then she would be able to get you over/through objects she was previously unable to and you would have less counterplay.
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If you want to learn the hardest thing in DBD, learn to loop as the Killer. Survivors mostly just react to what the killer does - that's actually the basic principle of looping. Killers, on the other hand, initiate almost every mindgame, which the survivor just has to not fall for.
Or better yet, learn Hag. That is probably the hardest thing in DBD, since it's always on you to lose even against a full party with flashlights and batteries.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1594304#Comment_1594304
and ruin was used in 80% of red rank trials.
you can have 4 people in a trial with DS and never see it being used. the fact killers think people just having it equipped = overperforming.
See? Look, right there - you clearly think that the power of DS is exclusively in the 5-second, usually unearned stun - yet you don't seem to understand that it killers are forced to play around a perk that often doesn't exist?
Also, given that I play more survivor, does your opinion change? Am I still a killer main to you because I call out a BS perk I almost exclusively see used aggressively? And, and I cannot believe I am pointing this out, you are ignoring both the fact that DS is used in more trials than Ruin and that Ruin had the actual, legitimate counterplay of hitting great skillchecks, which was actually pretty easy, whereas DS doesn't actually have any since the survivor not only gets value either way, they get value even if they don't have the perk equipped.
Killers don't "whine" about DS, DS is a legitimate problem that effects games that it isn't even in (which is extremely rare that it isn't in, btw) because it's so damned powerful.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1594071#Comment_1594071
How is 44% overperforming? It means it activates less than 44% because not every DS is used.
Why do people think the power of DS is solely in its activation?
And how is 44% NOT overperforming if, in your argument, it's not even being activated? That's not 44% of trials, btw, that's 44% of survivors, which means almost every single trial has DS value.
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SWF drastically highlights a severe issue at the core of DbD: Even potatoes can do gens.
Add into that some comms to remove the killers psychological pressure (something I rarely see talked about, btw) and create easy, otherwise-impossible coordination, and you have the very reason SWF is so hated. Even the ones that are just playing for fun... Well, the best way I can describe it is thus: Just because the Iri Head Huntress that's been nailing her hatchets is memeing around a bit doesn't change the fact that the outcome of the match was predetermined.
And tbh that's not even a great comparison. Survivors can win the game just by rushing the gens (yes, rushing, as in "gens before friends"), which isn't something that killers can do, so even if it's a sweaty 4-person Vs Iri Head I'd still bet on the SWF.
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It'd be nice for every killer to have unique animations in general, not just for kills, but it's not really necessary.
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It's unlikely that MMR is fully disabled. I would bet that it is, in fact, still running in the background, collecting data for its rerelease. That did seem to be the biggest problem: it just assumed that everyone was bad and matched them accordingly.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1594130#Comment_1594130
If you are having poor teammates that not a freddy issue that the survivors issue nothing to do with freddy. Also Freddy is my main go to killer as i play freddy alot so i know his weaknesses and strengths overall he is a strong killer most likely third or fourth strongest its between him and PH atm for me but he is not overpowered he has counters but do requires survivors to adpat and not treat him like a normal M1 killer which i see alot of survivors do make them so easy to get haha
I also know Freddy's weaknesses, because I play almost every killer, and I can tell you right now that he's one of the, if not THE, easiest killers in the game. Why? He's simple and his weaknesses barely exist. Every other killer that has a strong power in one area has a weakness in another - not him, though. Survivor awake? Slap them, trap them, down them, teleport, rinse, repeat. The only time you cannot do that is if they pull the good old hold-W-and-instadrop tactic, which works on almost every killer in the game except Deathslinger, Huntress, and to an extent PH and Nurse (Nurse gets got by just the hold-W, not the instadropping).
I go against a lot of Freddy's. I have played a lot of Freddy. And I can tell you that constantly waking up without ultra-coordination loses games as quick as doing bones.
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Not gonna lie, I actually get hits through pallets now. It used to be that I swing, clearly connected, but got interrupted by the vacuum-stun. Now, they get hit as punishment for such bravado and can no longer have their cake and eat it too.
And on the survivor end... Not much has changed because of the fact you just cannot get rid of latency. It wouldn't be fair. So, I still get hit when I clearly shouldn't have if my screen is anything to go by (which it's not).
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It's not really noticeable unless you are so unreasonably close that, were she not phasing, she would get a free hit.
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If you don't heal, Resiliance comes in clutch. Slap on Spine Chill for some very fast vaults indeed, thanks to the vault rework, Iron Will for the stealth since blood is very difficult to track on most maps (and it's still bugged and removes ALL of your breathing) and DH for that sweet, sweet distance.
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Meanwhile, I had 4 ultra sweaty teams pretend they accomplished something by instadropping pallets, but ended with my first non-sweaty team in 4 days. Then I moved to survivor had had 2 games of potato teammates because that's just how DBD works these days.
Killer: 4min5gen sweatsquads.
Survivor: HuR bE dUr iS tHaT a BaD gUy I sEe?????
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1594084#Comment_1594084
it is a thing in solo que i do it when im playing casually solo it just knowing when you need to wake yourself up if you know he chasing someone while you are working on a gen fail the skill check and then carry on, it just being smart when you need to wake up or stay in the dream world
freddy has weaknesses otherwise he would be overpowered which he is not. hes a strong killer that forces survivors to adpat and think how they are going to escape him you have to play smart.
I want your teammates and your Freddie's.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1594066#Comment_1594066
If you regard that as heavy unfairness... I really don't care for example what or who I'm running against. If your main problem is last second switch I would rather unequip items by default on character switching.
Btw "killers haven't been able to do that in ages" is wrong, this was introduced with MMR and is like some weeks old
The killer lock was implemented with the mid-chapter, which was quite some time ago. That's not wrong, it's just you thinking that over a month ago is a small amount of time.
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It's an FoV issue, and I believe the reason is something to do with survivors being able to fight back in close quarters. It is extremely annoying, though, and one of the reasons I have adopted the OhTofu approach to Blendies.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1594071#Comment_1594071
I don't think very many people are buying the Halloween chapter jsut for DLC anymore considering its been out for 3 years at this point and has been on the shrine countless times.
Actually, I believe it's only been in the shrine a handful of times, if what veteran players have told me is true.
Also, I talk to people all the time that bought that chapter just for DS even as little as last week (PC post-game chat).
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@Tricks said:
Rather than "nerf this nerf that omg no counter boring op killer" here's how to counter Freddy:
- Always wake yourself up when you go to sleep as top priority over every other objective
- Listen for the wind and if you cant hear blood pouring from a near by gen your safe to go about your business
That's all you need to do.
Aura reading perks that help with stealth work well against him too the same with any other Killer:
- Kindred to know where he is near a hooked Survivor at long range
- Spine Chill to know where he is at short range
- Alert (to know where he is everywhere else
The best solution when you find a problem you cant beat in any situation is to see things from the problems point of view to learn it's weaknesses then go back with what you learned and adapt those lessons to the problems solution.
Sorted.
Waking yourself up isn't a thing in solo que. Running all the way across the map to suck on an alarm clock? Deliberately missing a skillcheck and regressing the gen by over 10%? Running around searching for a teammate to wake you, whilst hoping they ACTUALLY wake you?
Also, I would like to point out that Freddy has no weaknesses other than instadropping pallets. He has everything covered: Tracking/anti-stealth (Dreamworld aura's), chases (snares), map traversal (teleporting), gen control (faking). Sure, most of these can be mitigated by waking up... But as I said, it's not really a thing you can do in solo que, not without going so far out of your way you lose almost by default.
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I love that a perk from a paid DLC is always at the top, or near the top, of any of these lists. It warms my heart, it really does. DS overperforming and no incoming nerfs, so far as we know.
Edit: Also, no Resiliance? I see that perk in almost every game.
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@Deadeye said:
That totally makes no sense. Noone would bring Franklins or Lightborn by default for example, that is lobby depending.
And switching from a "low level" to a P3 pretty much means in most cases that the guy was spending bloodpoints. At least that is what happened when I switch during the last 15 seconds. It is also irrelevant because you can have every survivor set up with a build you want to play, doesn't make sense to lock that to a specific one. Also MMR will not be affected by the build you play.
And last second switch to key/flashlight is something I see currently like once per week at most. That was maybe common like 2 years ago but not anymore.
I don't see how this is a problem at all
Once a day. That's how often I see it. And even then, even if it's a super rare problem... It has a very simple and, honestly, very fair solution. Lock the survivors.
Can't spend BP on alt characters any more? Guess what, killers haven't been able to do that in ages. They even took away an in-game, extremely deliberate advantage: the ability to prepare for the 4v1 by choosing a killer appropriate to your situation.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1593792#Comment_1593792
I get that but you could also argue that people who hoard up 1 million BP are also gaining a head start as not everybody is at a level where they have survivors and killers maxed out and don’t have to worry about spending BP on them.
It’s rare for me to see a new survivor or killer rocking a strong loadout during the week of release. Most of them I encounter have 1 perk as they’re literally starting from scraps.
Imagine if someone literally spent 2 months not spending BP. Someone that earns about 100k a day from a couple of survivor matches and a single killer.
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It's mostly to stop players that already have all perks and nothing else to spend from hoarding and dropping them all on the new killer/survivor to gain a massive headstart.
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Red ranks, healthy mix. Some full globes, some full Steam players.
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I don't enjoy it when people come in with the competitive mindset. It is literally the opposite of a competitive game, why is everyone abusing every disgusting thing they can? The game is already unbalanced, can't we just play and have fun? But no, every single match of killer for the last week (except 2 from Tuesday at 1am and 120 respectively, and I'm not kidding, I've been getting this so much I actually took note of the 2 times it didn't happen) has been against 2×2SWF, 3SWFor 4SWF. Every team has been ultra co-ordinated and I never keep any pressure. Sometimes I win, usually I destroy them in chases and they win by default (second chances and gen speeds).
Then I go play survivor and it's way more chill, I can just mess around and have fun. I can run what I want, do what I want. I pop 2 gens and leave the rest for my team while I go heal, loot, cleanse totems, and flash my butt at the killer for some fun chases.
I get the survivor complaints. I do. But even 5 mori's in a row doesnt hurt as much as 5 full parties, meta perks, medkits, toolboxes and keys, at least not to me.
So no, I'm not having fun as killer, not any more. I'm getting too many tryhards that wreck my non-tryharding arse, or wreck my tryharding arse via gens and second chances. Survivor, on the other hand, is a joyful vacation that I'm cashing in on til the new chapter comes out.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1593390#Comment_1593390
It really is a must have perk on deathslinger. 8 stacks is pretty much an instadown if you can aim.
If it's a "must" then why do I do so well without it?
Or maybe it's just the number of ridiculously optimal SWF teams I've been getting since crossplay that changes my perspective. Ignoring 1 person for the sake of stacks is dangerous, but if you don't ignore them then your stacks are worthless. Add in a few locker DS's and that perk is done for.
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Welcome.
Although I am actually curious how useful STBFL is for you - I feel like I never get value, but that's probably because I'm more of an anti-healer than full-commitment chaser
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Legions power is pretty fun for the killer, but for the survivors it's kind of just... Nothing. There's no point even trying to dodge it, get a stun, anything like that. It is the least interactive power in DBD. But, at the same time, they literally have nothing but the standard m1 chase to down you, which is actually pretty fun if you aren't the kind of person that just instadrops pallets.
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@Aven_Fallen said:
And still Killers are doing well despite those second chance Perks. Well, obviously not the Killers on this forum, but in general, Killers are not in a bad spot.
There's nothing impressive, or even desirable, about slaughtering potato survivors. Unfortunately, the Devs deliberately flooded all ranks with people that have no idea what they are doing, likely to appease people with "look, kills!" and not realising that most people don't find that fun.
It gets even worse when meta builds almost literally carry them to the exit gates.
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"Fixing" would imply that something is amiss. Would you rather her hatchets be smaller, so she can get you even more consistently? Or would you rather only the top 1% of all players, exclusively PC, be able to play as and/or against her because of the sheer workload model-acccurate hitboxes would have?
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1591752#Comment_1591752
Alternatively:
Kill Rush = Killer ended the game fast because their only objective rewards using unfun and frustrating gameplay mechanics.
Gen Rush = Killer wasted all his time tunneling and/or poorly providing pressure and let the other Survivors easily complete their only objective.
It's a non-argument either way, but there you go.
Unfortunately, it is absolutely true that generator speeds trump literally anything the killer can do. I'm genuinely surprised that that is even a point of contention. You cannot blame a killers loss on poor tactics when most killers don't even use those tactics outside of brown ranks. The idea of "genrushing" comes from a genuine problem: no matter what the killer does in any way, a good team will finish all the generators and open the gates. The same cannot in any way be said for killers getting kills, because survivors always have this win-by-default option.
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Oh, really? This has been going on since DBD was released four years ago? Please, do tell, why have I not the rest of the community experienced it before?
No, seriously, have you experienced it way back in 2016? The same bug? In the same location? Consistantly being an issue?
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She gives 0 information. You don't know where she is, what she's doing, if she's in her power, if she's used her power but left, if she's used her power and is about to appear right next to you... The list goes on. The only exceptions to this are hearing her vacuum if you are a certain distance outside of her terror radius (zero help in loops, btw), the perk Spine Chill and sometimes, on very rare occasions, being able to hear her footsteps.
However, she can just throw on Stridor with good audio settings and know exactly where you are at all times, because she can literally pinpoint your breathing. Fair and balanced gameplay. And that's without mentioning the fact that she can just stand still and get a free hit. That is huge. And it most certainly isn't a "lame argument."
By the way, I love Spirit. I just hate her flaws. She needs to give some info to the survivors she's chasing.
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@Raz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1591028#Comment_1591028
seems like i do know more then you.
there is a aim assist its just called "aim detection" even when the killer doesnt aim right sometimes the "aim detection" will get you a hit.
there are multiple example of that.
never wondered why you hit a hooked survivor while another survivor unhooks? the hit detection prefers the injured one.
never wondered why you hit a object with the nurse even tho you aim directly to the survivor.
or just stay infront the hook while the entity gets the last survivor in the air and while doing it just press M1 and you will see that your camera will autmaticly go up.
ma man i play this game for a long time, since beta. and i know that 3 years ago that wasnt a thing, but because to many survivor knew how to 360 they implemented this BS mechanic what doesnt just hurt survivors.
The way hits work are as follows: there are no weapon hitboxes. There is, in fact, a hit-scan detection cone in front of the killer. When the killer attacks, it scans the cone and determines if there is a survivors hitbox inside it. If there is, the attack "lands." That is how attacking works. In order to make it look better, but in reality having zero impact on how the game plays out, it centres the camera on the survivors hitbox. This is purely aesthetic. The problems arise because it often detects the first thing inside the scanning area and registers it as a hit no matter what. In no way can the killer hit you if you are outside of this cone. It is a hard no, which is why it doesnt give "free hits."
This is not autoaim. This is a basic slash system. It is actually how melee weapons work in most games.
Autoaim is when the weapon physically exists and must connect with a target hitbox. The game gently nudges the players aiming towards the closest target to the crosshair on their screen, within a limited margin. Often this has greater impact if the player has the option to scope in: in the brief moment of disorientation, the game snaps the weapon around and locks onto the closest target to the crosshair. This often gives the player hits they wouldn't have otherwise gotten.
This doesn't exist in DBD.
Please, don't be so condescending. Arrogance is unbecoming. I was attempting to correct a genuine and common mistake in your post, lest others fall prey to the same misconception.
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They banded together in sweaty SWF's and left the rest of us to fend for ourselves.
I cannot wait for proper matchmaking. We will have competent teammates, killers will be buffed to compensate, SWF will lose much of their power, everyone is happy except bully squads.
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You do know that there is no aim assist, right? All the attack cone does is randomly force you to miss, it doesn't give free hits. This isn't a shooter, it's a melee game, which means that you cannot possible HAVE aim assist.
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I rarely use any of his add-ons, especially his intra rares, and I definitely get the occasional 15m+ hit. It's just not worth it, not since M&A is borderline needed on him just to close the initial gap, and they almost always break out thanks to the struggle speed (seemingly) being uncapped.
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Luck effects Ace In The Hole: The higher the luck, the more of a chance you will get a second add-on. Other than that, it's as you say.
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Both are pretty bad, but the green one is supposed to be for spreading damage. However, it's just a waste of a slot, because it's only 60 seconds. I wish it weren't, because if neither had the timer then the green one would actually be a little better with a reload speed add-on.
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So long as the killer has some way of detecting them at reasonably close range, that could be an interesting one. However, 130ms and instadowns is a bit too much. Perhaps it would be better being similar to the Future Predator: similar to Demogorgon in gameplay, with a lunge, but with the vision mechanic that gives them an edge locating people that are too careless even across the map, similar but less powerful than Old Freddy's aura reading.
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How much earlier? If it was only a second or so, then latency might have been a factor.
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That is latency, and given the fact that you didn't seem to have the slow connection symbol in your top left corner it was on the survivors end. They could have just had an unavoidable lag spike, though. The way to see if it's a lag switch is to check their ping when you aren't near them: If it's consistently low but they do that sort of thing when you chase them, they are probably cheating.
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It's not so much gen speed as game speed that's the core issue. Killers get stronger the longer the match continues, but trials are just too short to reach that point if the survivors aren't a team of idiots. It's not even a SWF thing, they just guarantee that all of them will be playing relatively optimally.