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MadLordJack

MadLordJack

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MadLordJack
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  • It is amazing that the Devs managed a functional assymetrical game. It's just a pity they kept calling it a casual game whilst leaving in the visible ranks and scoreboard.

  • She gives no feedback, and can equip a particularly cheesy perk to gain easy access to the info she needs without requiring any skill or mindgames.

    Edit: as to playing her, don't use her power for mobility. 110 isn't drastically slower outside of a loop, so just walk there and use her power to position yourself on the side of the loop where the survivor is and it's pretty much a free hit.

  • Map offerings are awful, and prove that whilst there are survivor-sided maps, even the most killer-sided ones are still survivor-sided in the right hands. Don't believe me? Remember, maps are designed with two basic principles: stealth and loops. Dead Dawg, Yamaoka, even Hawkins, they're all awful when facing stealthy SWF. It's even worse when they burn the offering: You know that no-one will ever believe you, because most people only care about loops.

    That's why Haddonfield and Ormond are so damn bad: They have both stealth and loop options.

    Not to mention indoor stealth killers...

  • @BeyondDisbelief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590373#Comment_1590373

    Yes. There's only 5 totems and they are always evenly spread out across the map. If you do them enough times you start noticing each set of 5 seems to be pre-arranged rather than pure RNG, that is they tend to follow a pattern. If one is hidden behind a bush, most tend to be be by a bush. If one is hidden in a fake locker on Midwich, 2-3 others are also in a fake locker.

    You're supposed to keep track of any totems you come by pre-EGC during chases and what not even if you don't do them. Worst case scenario just do 3 escape and that's perfectly fine. You don't need 4 escapes to count as a win, likewise killers shouldn't define 4k's as wins.

    You truly don't see how unreasonable that is, do you? You may as well cleanse them all - it doesn't take long, barely an extra generators worth of time. What does take ages is actually running around and finding them, which is the unreasonable part. The only way to mitigate that is to run a totem-finding perk... Which is an unreasonable ask, given that they exist only to counter NOED and nothing else, and you still waste a boatload of time actually running around. Time that could have been used finishing the generators, which is an actual task outside of SWF.

    Running a perk to counter a perk is about as dumb as any game gets, and to be honest the only other scenario I can think of is Iron Will Vs Stridor - except IW is bugged and removes breathing sounds as well, which is why Stridor "counters" it, meaning that it isn't even comparable.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590358#Comment_1590358

    I'm just the opposite. I do play something of a shooter, Overwatch. But my damage mains over there are hitscan (Soldier 76, McCree, and Ashe).

    For the life of me, I cannot quick scope and hit crap in this game with Deathslinger. I don't know if it's the fact that he's akin to projectile, or what. In Overwatch, I have a hard time with projectile heroes like Hanzo, Genji, and Pharah, too.

    It's probably the projectile speed. His harpoon moves at the same velocity as a fully wound hatchet, so ingrained quickscoping skills aren't that helpful unless you can relearn the timing.

    Maybe it IS a good thing I don't play Siege any more...

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590365#Comment_1590365

    I play legion a lot, and If you play like trash, you are lucky if you get a brutal killer.

    The thing with plague is that if you overextend on making people unable to heal, you are actually losing hit points, which count a lot for emblems.

    My aim as killer is always getting the best performance/scoring as possible. Usually, if I get a brutal killer or entity displeased, I played poorly.

    Really? Because I used to play Legion a lot and they carried me to rank 1 with 0 skill and 1-2 kills a trial. I didn't even know how to mindgame or that slugging was a thing that you need to do.

  • Yeah, I get that it's potentially 4× the BP getting used to buy powerful items and add-ons, but at the same time SWF already get more BP just because they can farm in a co-ordinated fashion.

    Edit: Bloodpoints, not peanut butter.

  • @NivlacACE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590358#Comment_1590358

    There are definitely things you can do to mitigate the first hit issue, perks like monitor and to a lesser extent corrupt can help you bump into survivors early to get your power going. It’s not a huge deal if one person keeps throwing pallets, you can always drop chase and try to find someone out of position

    That depends entirely on the map itself having a place for them to be badly positioned in, which is not the case far more often than it is.

    Or you could just pray that the next one is a potato, but that's just an even bigger example of poor game design if that's the case.

  • Yup. They can change WGLF to some generic MoM-style perk, like "take 4 protection hits and get a 40/50/60 second 7% Haste effect."

    Edit: Wait, now I want that perk. MoM build, here we go.

  • @BeyondDisbelief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1589973#Comment_1589973

    This is a misconception and inaccurate. Pre-cleanse 5 totems if you want 0 seconds of NOED.

    Or, wait until gens are powered, THEN cleanse the *newly* activated Hex totem in EGC if you can manage being exposed for 20 seconds.

    NOED isn't "all the Dull totems". NOED is "one of the remaining Dull totems which becomes NOED."

    So just magically, every time, find the newly-spawned Hex and cleanse it?

    Look, the sad fact is that the only decent and consistent counterplay to NOED is to leave the poor survivor to die. That's it. Everything else is unreliable to the extreme, or so unfair to everyone that's not in a SWF it's laughable.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590349#Comment_1590349

    Well......if they want to "win" they are not getting it that way.

    DbD is not a game where you win escaping or killing.

    You win by having a decent score, or reaching the top score you could get.

    Winning means getting 1 or 2 pips. If you got a double pip, you really played nice.

    Just by doing gens and escaping they are actually not winning. A lot of survivors still don't realize this point.

    There actually isn't a win condition. That's a big problem with DBD. The Devs used to push pips, but even they basically admitted that they don't really matter. Not to mention the fact that Legion pips up for playing poorly with 0 skill, and Plague pips down for an amazing, mind-blowing 4k.

  • There is a glaring issue that you have neglected to mention - You absolutely can deny Oni that initial hit, and is in fact how many of my Oni matches go.

    All the survivors need to do, as with any other m1 killer, is drop pallets. In the majority of maps, even if they don't get the stun, they can make it to another pallet in the time it takes you to cirlce around and chase. No matter what, the Oni will get that first hit... But how much time will it cost?

    I also want to say that who you find fun is just preference. I prefer Deathslinger to all of the other killers you mentioned, and I don't even play shooters.

  • Its just how humans are programmed. Success in an endeavour gives a larger dopamine hit than pretty much anything else for a significant portion of the population. You cannot fault someone for wanting to win, although the ones that then go on and on about how they beat you is extremely tiresome.

    It's like people that cheat at poker, even when there's no gambling involved. Oh, wow, you marked the cards so you know what everyone's holding - Impressive victory.

  • Skill is actively outplaying the killer. That means active stealth (moving around instead of crouching in a bush or hiding in a locker), not falling for mindgames, and using good tactics. It's not really something that can be measured, and it does change a lot between trials - not only do different, non-m1 killers require different counterplay (or forced stealth), different maps do as well.

  • So when you're using undesirable tactics it's fine, but when the killer does it it's wrong? Seriously, the fact that you keep trying to tell me to move on is kinda telling. Do you really not want to acknowledge your flaws?

  • Yeah, but then you still have the movement speed slowdown and the good old locker tech.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590234#Comment_1590234

    Build has nothing to do with what’s going on in that 30 second clip. Next.

    No, it has everything to do with what led to that clip.

  • But the console meta bled into the PC community and now everyone's stealthy all the damned time...

  • I think you're overestimating the value of Whispers. It's a good tracking perk, it helps you avoid situations like that... And it doesn't do anything for you when you really need it, because throughout the mid/late game you're pretty much always going to have people within 32m keeping the perk lit and ruining your radar. It doesn't even help you find stealthing survivors, because even if you narrow it down to the specific rock they're behind you wasted all that time.

  • Pretty weak. Kind of just a self-sandbag, TBH. It's not even that it's difficult, it just relies on survivors potaoing so hard you could mash them and stick them atop a pie.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590223#Comment_1590223

    You still have more points, plus bragging rights that you did all the bones.

    Okay bud.

  • Looks like you lot belong together. SWF with that build? Yeah, there's no heroes in that story.

  • Yeah, and you get more points for hitting survivors than using your power. That argument doesn't make sense.

  • How does that effect the game in any way?

  • I went against a sabo squad using this. SG has legit changed the sabosquad meta - I used to win pretty consistently, now SG gives them free escapes because it's 8 seconds. Everyone had SG/UB except 1 person who had SG/NM. Literally couldn't win. If I left them alone, they would all get up. If I camped them, SG would get them up. Couldn't hook, because they would get up and sabo the hook. Always had one or two people on gens. Fair, balanced, fun for everyone.

  • What?

    Are you saying that you needed Instasaw for backrevs? Seriously, I'm trying to see anything else in that statement, bus as far as I'm aware nothing else changed regarding backrevs

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1588512#Comment_1588512

    I'm not saying that traps cannot be placed around the hook. I'm saying that if a survivor is unhooked, any traps within 12m of that one specific hook are removed

    You're basically saying the same thing different ways. End result: Hags web is destroyed and she wasted all her time, which basically means she cannot place traps withing 12m even without the hard prevention, which means she effectively has hard prevention.

  • Devour Hope is the perk holding back all other Hex perks.

    NOED is the only hex perk in the game that requires you to cleanse 5 totems, except you get nothing for cleansing 4 of them.

  • When she works, doesn't get robbed hits, and actually has a game of more than 8 minutes, Plague. I like her power, her adaptability, her skill ceiling, her perk synergies, her add-ons, even her cosmetics.

    But she gets robbed too much. I cannot handle getting a perfect, scream-filled shot on someone only for nothing to happen. I don't care how casual the game is, if I toss a god-damned Holy Hand Grenade into a cluster of worms I expect it to blow up a few worms, not make a bang sound and sit there grinning like an idiot.

  • Deja Vu is a strong perk. Don't underestimate the ability to completely break a 3-gen and basically rob the killer of any late-game pressure. Honestly, I wouldn't complain if they deleted it.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587581#Comment_1587581

    There wasn't any censorship.

    It's because of people that went off topic or just bumping the thread (which is against the rules,if i remember correctly).

    I see many, many off-topic posts all the time and they rarely excersize the ability to close the thread. And just because they "broke the rules" doesn't mean it's not censorship.

  • I was not involved in that thread in any way. Closing it reeks of censorship.

  • @Hektic3000 said:

    The biggest thing is that I just want equality between platforms, i don't want to be at a disadvantage over factors that I have no control over.

    Then turn crossplay off, because there is no equality within PC.

  • Anything that ends a chase quickly is ironically punishing to the killer, so yes. Even the Exposed status from perks.

  • Uh... You played in a SWF and ran a perk specifically to counter NOED? Maybe be a little more introspective as to why that worked? Hint: It wasn't really the perk.

  • You can absolutely hit people mid-vault. That's definitely a thing that exists and that I do when I play him. Slow vaults, fast vaults, window vaults, it doesn't matter.

  • Yes, it really, really is. Free power for failure? No reasonable counterplay? It's almost as bad as DS, but at least DS can sometimes genuinely be for punishing a tunneller.

  • That's actually a pretty significant nerf, even though trapping hooks isn't a big part of her kit. It's just a thing you do to weed out the good survivors from the bad ones, which isn't that significant when you realise what it actually means. If she cannot place traps there, no-one would need to slow themselves down or play carefully to avoid one going off.

    Besides, the strongest way to trap a hook is to trap the loop/path beside the hook, so it's not like adding a no-trap radius would be even feasible. You can't remove her power in such a large and random portion of the map.

  • @gibblywibblywoo said:

    Slowdown perks are pretty much the meta on Freddy. I find it weird when a player uses perks to further capitalise on a killers strength instead of covering weaknesses. I used chaser perks on Freddy.

    Corrupt to slow the very early game and allow me to build up tokens with STBFL

    STBFL

    Enduring

    Spirit Fury

    Freddy is one of the strongest chasers in the game, and his teleport power is pretty worthless without regression. By running those perks you are doing exactly what you just said you didn't - buffing his already-strong chase and ignoring his actually pretty weak no-perk gen control.

  • Kate. No real reason other than I just like Kate better than the others.

  • What do you think the problem with NOED is? As in, the reason it is so heavily complained about?

    It's because doing totems is unreasonable at base to counter a perk that the other side might possibly have, and it is generally speaking extremely poor and RNG-based "counterplay" (it's not actually counterplay, counterplay would be finding and cleansing the lit totem after it activated) even assuming the aforementioned issue was even fair. There is no point to doing totems: You will get your team killers over it more than you will void a lazy killers NOED.

    And its also because the killer does literally nothing to earn such a powerful effect, as you have proven. You have proven the opposite of what you intended: You did nothing and got free kills because of it. Congrats.

  • Chewed Pen, the green recovery rate add-on. It's almost a requirement given his normal recovery time. His other add-ons are interesting and decently strong, even crouch speed add-ons (crouching at loops is not to be ignored), but the recovery add-ons are insanely good.

    As for perks, I prefer STBFL/Nurses/Corrupt Intervention/Sloppy Butcher. It's nice, it's versatile, and it lends well to switching between stalking, stabbing and chasing. STBFL in particular can help in the moments you don't have his power - for example, you downed someone and there's someone else there that to haven't stalked, you can just go at them and possibly even get a quick second down. Whispers is also very good, it lets you know where people are so you can sneak up on them for stalking purposes.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587201#Comment_1587201

    Well, not quite. That's not at all what Peanits said. Peanits said it wasn't purely anti-tunnel. Somehow people construed that simple sentence to mean it wasn't anti-tunnel at all. As we can see from the ****GAME DESIGNER'S**** own mouth, it was indeed not just anti-tunnel. It was also anti-farm. So both statements are clearly true from both staff members. There's no conflict between what they said. The thing is, Peanits missed the point that Killers talking about DS are obviously not concerned with the anti-farm part.

    Because the entire previous sentence was answering the question "is DS anti-tunnel" with the word: No.

    On top of that, it is a perk that only directly activates if you have been recently unhooked and the killer tries to hook you again, and even the Devs blame farming on the survivor that farmed, not the killer trying to snowball or the survivor that got farmed.

    I believe there is something to be said about having ones cake and eating it too when it comes to the Devs and DS.

  • Is that why he takes 6 years, 3 divorces and a bankruptcy filing to reload his power?

  • Myers is way easier to use and is an absolute nightmare for bad loopers, but Ghostface is stronger overall. Better stealth, individual 99's, higher skill cap, and even if you don't go for stalking you can do the old Hit-And-Run technique, which is pretty easy to use and master and is decently effective in general unless the survivors know the counterplay of literally just running to the other side of the map and looking out for you.

  • Playing against Freddy is pretty easy, and pretty boring. Like other strong chaser, just drop pallets and he's screwed, whilst hoping your team is doing gens. If you try to loop, he gets you because of snares, and given how insanely easy snares are to use there's no reason to assume the Freddy is going to be a bad Freddy player.

    Seriously, unless you are awake don't even try to loop. He's not a basic m1 killer, he will get you just by sticking a few snares at the wide points. Your best bet is to drop early, act like you're going to loop, and leave the loop when he breaks LoS to place snares. Clearly this doesn't work on every loop, but it's the general idea you have to go for.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587261#Comment_1587261

    You're taking the term too literally. Freddy loops as any basic killer would, while Hag, Nurse, Deathslinger do not. Legion also still has to loop as a normal killer after the first hit, so yes, he is an m1 killer.

    Just because Freddy's normal loops end faster doesn't make them not normal loops. This is why Clown is an M1 killer as well. He shortens the loops but still has to play it normally.

    Freddy completely relies on a basic m1 chase, whether he's good or bad. He plays the loops just like every other basic killer does. Throwing a couple pools down before you loop doesn't mean he's playing it differently.

    The vast majority of the community agrees that Freddy is an M1 killer, that isn't really a debated topic.

    Actually, I see very few people outside of the Tru3munity call Freddy an m1 killer, because he doesn't actually loop like an m1 killer. He snares you for free hits or you drop every pallet on the map. No mindgames needed.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587213#Comment_1587213

    An m1 killers power is supplemental to them getting hits. A non m1 killers power is literally getting them the hits.

    Freddy pools make his m1 mind games easier (aka supplemental). They are not literally giving him damage states and he still has to play the loop as a normal killer.

    Freddy is an M1 killer.

    By that definition, so is Hag, Nurse and Deathslinger. And, in fact, Legion is NOT an m1 killer.

    Generally speaking, when the majority of the community says "m1 killer" they mean a killer that relies on a basic chase, aka 115 movement, nothing but basic attacks, no power to help. Pooling Freddy with them breaks the reason to have the term m1 killer,because he... Well, he doesn't rely on a basic m1 chase in any sense, unless the Freddy in question is somehow bad at the killer. He doesn't even play loops with any similarity.

  • @Blueberry said:

    Freddy to me is the gold standard of how strong all the M1 killers should be. So no, I think he's pretty balanced.

    But Freddy isn't an m1 killer. His power literally enables him to get hits, so he doesn't rely entirely on a 115 m1 chase to get a down.

  • @Xbob42 said:

    Ah, but you see, just because the game designer clearly stated its dual purpose of protecting you from being tunneled and from being farmed by your teammates and Peanits later said it wasn't just anti-tunnel (because farming and tunneling are not the same thing) that also means that it's whatever you want it to be and is totally accomplishing its really vague goal of... uhh. You know. DEFINITELY NOT THE THINGS THE GAME DESIGNER SAID. Because it's not about those. It's about uhh... You know. It's not even really a top 5 survivor perk if you think about it. I run Saboteur instead. And Hope.

    Actually, Peanit's said that it wasn't anti-tunnel and that the entire concept had been invented by the community. Of course, I have yet to see a comment about the literal statement on its anti-tunnel nature that a Dev had said earlier.

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