MadLordJack
MadLordJack
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- MadLordJack
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Comments
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Bond. Empathy gives you info you rarely need. Kindred is better than either, because it gives you a huge amount of info exactly when you need it, but if you prefer a steady feed of aura's then Bond is the better option.
Its all just preference though, and some people find empathy to be more fitting due to their playstyle.
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Each survivor can only be stalked a certain amount before becoming depleted. While this was implemented to stop Myers from constantly getting his power from a sandbagger or unfortunately unlucky individual, it does create a soft cap on the amount of times he can achieve EW3. That being said, Myers in EW3 is basically an m1 killer: he has a slightly faster vault speed, a slightly longer lunge, and instadowns. That's it. You can run from him like you can from any other killer, to the point where, and this is genuinely telling about how situational they are, people often forget about the vault/lunge bonus in the first place.
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If you don't play like a moron, you don't need DS in most of your games. However, Inner Strength almost always gets use if you play well, and you also get Fixated and Better Together, two very nice perks.
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Spine Chill isn't as effective as us stealth killers want you to think it is. The activation cone is much smaller than your FoV. Other than that... Yeah, Ghostface is bugged and Chewed Pen is meta for a reason.
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M&A. The amount of stealth it brings and confusion it sows is palpable. No-one ever expects it on a 32m killer, and it shows. Throw on Sloppy/Nurses and you've pretty much got my standard build.
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Not really a tier list, but I just want to say that the best killers in the game are the ones that don't have to play pallets or windows. Nurse and Spirit are easily the top, followed (in no particular order) by Deathslinger, Pyramid Head, Hag, and even Huntress.
Every other killer, at some point, has to play tiles and cannot get you between them. That is the downfall of killers, just as much as mobility. I can and have turned Billy's and Oni's to cheese just because I'm in a broken area, and not because I'm good but because it's easy to chain tiles and drop pallets. What's mobility worth when you don't get a chance to use it?
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It's still one of the best addons. You literally get a free heal for doing absolutely nothing. They only made it so it doesn't work in a chase unless you're in a loop-heavy area.
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Yeah, the syringe is one of the best addons in the game even after the nerf for that exact reason, but BNP is better for pure gen repairs just because of PGTW and Ruin. It's the same idea as stacking on gens: the quicker you repair it, the less time the killer has to interrupt you and actually reverse your progress.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585330#Comment_1585330
My mistake. You can't outplay a SENTIENT spirit.
Lol, yeah thats actually what I was going for. Bad spirits are so bad and so common, at least for me.
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Legion has the only completely unavoidable power in the game. Every other killer at least had SOME circumstance in which the survivor can avoid a hit, but an FF Legion will always get you if the killer doesn't suck. That's probably why they cannot see scratchmarks: An attempt to make FF harder to use.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1584838#Comment_1584838
You can't outplay a spirit. It isn't possible, because you're guessing. Other than that, you are right.
It becomes "outplaying" when you're consistent at it. Call it guessing all you want, when someone literally never changes a poor tactic it's super easy to avoid them. No "guessing" involved.
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Forever Freddy is honestly not that bad - it's the it's one of the easiest of the easy modes for the killer, but if you have an okay team that knows to stack on gens then it's fine.
Stridor Spirit is wierd, just hold W and heal all the time and if your team does the same you should put up a decent fight.
Iri Head is awful on a good Huntress, laughable on a bad one. I cannot tell you the number of times I've stomped on an Iri Head build, mori included. So many people just slap it together and whiff constantly, then claim the game is survivor sided. Dude, you just have to go for melee hatchets and the survivors are done for. Not my problem if you don't.
basement bubba doesn't even deserve the capital letters. It's just denying 4 people of the semblance of a match.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1584791#Comment_1584791
You do realize that if you do t have a runner you can't do gens? Like I get what youre saying but a good survivor can loop and do gens. If you cant loop well you're not very good. If I played against a killer as a 4 man swf and we don't try and loop we would lose guaranteed. Of we just waste pallets and are coordinated and do gens maybe. But no matter what if you can not extend a chase past 20 seconds you wont win
All you have to do is drop pallets and the killer is screwed. No-one on the team has to be any good at looping. In fact, you can just run in a straight line and waste enough time, something proved by Midwich.
Skill ≠ survival. That's a common misconception. All you need are gens. The only exception to this is if you are going against Huntress or one of the three extreme antiloop killers - Nurse, Deathslinger and Pyramid Head. Even Spirit cannot counter the hold W stratagey.
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Yeah, no, that's a lose-in-lobby situation. Just try to have fun, I guess.
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@Toastyy said:
The whole point of Spirit is predicting what she does, she’s a mind game killer. You also can already tell she’s phasing because her animation replays which isn’t even supposed to happen.
Actually, there's a video showcasing every phasing "tell" that the community has come up with, and all of them are either false or worthless. The only one that had any merit was her hair freaking out for 1 frame, and that was a bug.
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If I down you and t-bag, it means I'm trying to bait a save and it's not actually a gesture in any way.
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I like Plague, Deathslinger and Huntress. One is about the semi-arrogant decent into madness and decay, the next an intelligent psychopath with a cruel, creative streak, and the last a little girl that had higher thought stripped from her by circumstance.
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It's a common misconception perpetuated by lazy killers and fed-up survivors, but in reality she doesn't really need sound. A good spirit will demolish just because she worms her way in your head and screws with your confidence. A good spirit will make you question whether or no she is actually good at spirit right before she gets you.
Read your opponents. It's okay if they outplay you at first - your a goddamn Spirit, adapt to it. Predict what they're going to do, use your power in short bursts to position yourself in the area you think they'll run/vault to. Stridor makes it so you react, not predict, but unlike Nurse, Spirit doesn't get hurt by playing the prediction game, since she can immediately try again.
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What are those builds? We're all five of you playing perk roulette? Where's the smol pp? Where's the regression? Double Iri on Doc Vs flashlights?
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That just looks like a bug. If they were hacking, it was a pretty poor, and extremely worthless, example. Why no use speedhacks or Instaheals? Why prevent you from hooking one single person?
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Midwich is, unfortunately, pretty balanced.
Pale rose is actually a bit killer-sided til you take into account the stealth potential, as is Rotten Fields. But that's the problem with most of these maps: they're either extremely stingy with loops but extremely generous with the skillful crouch-in-bush stratagies and hold-W potential, or they're extremely generous with pallets and windows. Or, in the case of Haddonfield and Ormond, both.
And that's not mentioning the fact that it's borderline impossible to see scratchmarks in grass.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/187276/survivors-taking-game-hostage-to-exploit-hatch
How is that taking the game hostage? It's clearly a strategy for Survivors, just like camping, tunneling and slugging are strategies for Killers.
Taking you two hours to finish a game just means you're bad at Killer, no offense.
No, stealth is super easy and super effective in DBD, with the only counterplay being a perk that's otherwise pretty useless. It's not hard to hide from the killer, especially if you aren't in any way attempting to progress the game. Fun for the whole family.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1583456#Comment_1583456
Could you elaborate please
Skillful survivors can run you around the same tile for several minutes. Good survivors know that they don't need to, because generators are a thing that should get finished so that they can escape.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583656#Comment_1583656
First of all hint and run is easy to learn but hard to master. You need to properly fake leaving the survivors, mix your paths, know on which tiles chase and when to force a pallet drop or even get a second hit quick enough.
But number one rule... DONT USE THE FECKING SLOPPY, ITS NOT WORTH IT! If you are using it then you are bad at hit and run and you have a long way to master it, so it will work against weak but it won't work against good teams.
When it comes to plague, if they hug the wall, then they don't gain distance, so you should get hit or a proper range to puke soon. Her problem isnt chasing but that she is typical 115% killer who slowly walk towards gens.
Ive could really say more specific info about certain wall tiles, like what to do on LT wall, what to do on LI with pallet... but im not interested in arguing with someone, who holds their puke... which is number one on what NOT to do.
My random internet person, you clearly have no idea how to play Plague. Perhaps you should consider putting in a few hundred hours to learn her ins and outs instead of relying on lazy and ineffective tactics. And... Oh, wait, hugging walls is the way people normally run tiles and it actually makes them more distance die to hitbox sizes? Who would have thought? Golly gosh gee.
"Number one thing not to do..." Yeah, sure bud. You know better than me, mister Spray'N'Pray.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1583727#Comment_1583727
Yes. When the initial grab failed, she had to start over at the unhook. That is why I think was a lag switch to throw off my grab. Otherwise she would have successfully unhooked him. So the second time I hit her directly. I hadn't hit her before in the game. There is no Perk to prevent her from getting that injured. She completed the unhook and started running away with him. I didn't hit him by accident. I could see from the graphics and scream I hit HER. As we ran I hit her two more times (nobody else was near her) and she still never went to injured state.
That's not lag switching, thats just normal servers. She baits you and just taps the button and waits a second before fully committing, on your screen it looks like she only commited, you are forced into the grab animation when it finally updates on your screen it looks like she only just started even though she already got it.
The wierd hit immunity is what concerns me. That might have been lag, but if it registered on your screen that you hit her then it's either a genuine bit of cheating (possibly a lag switch, as you said, although she should have still taken the hit even if her ping was at 999 because of killer-sided hit detection) or a classic bit of DBD failure.
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Grabs are notoriously broken and don't really work, lagswitch not needed, but the fact that you kept hitting her and nothing happened is a bit... Yeah, that seems more like a hack than a lag switch. Are you sure she was the one screaming after each hit?
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583618#Comment_1583618
When used correctly it does...
Also... did you just said that hit & run as stealth killers is only a noob stomper... It's like... one of the best strategies, if people heal then they get hit via nurses, if they dont they get hit on gens... You only need to avoid the trap of overfocusing on hit and run and never focusing on a single chase, its hard because you have to know all the tiles well.
Okay, you need to go against more good teams. Both of those tactics only work against bad survivors. Against a Plague with corrupt purge, good survivors hug the walls and you cannot hit them over, because even if to get a perfect angle they can move out of the way. It may seem like a skillful stratagey from the Plagues end... But it's not effective.
And Hit-And-Run is only good IF the survivors decide to heal. When good survivors see Sloppy on a stealth killer, they are just going to do gens and you're done for. Injured against a stealth killer? That's not as scary as people think, given that you can see all of them coming and/or they waste far too much time getting a good angle (or, more likely, trying and failing too due to no fault of the killers) and you and your team get that much more gen time. Spread out, do gens, play safe, killer is screwed. Not so effective.
Plague, Ghostface. Two of my absolute favourite killers. I know their tricks, their weaknesses, their bugs and their tactics. I know tiles, I know how to play them as those two. I know the stalking angles, the purge angles, the delightfully sneaky hits you can get, and above all else I know how to avoid them thanks to people doing it to me.
Oh, and by the way, hit and run is considered one of the easiest tactics there is, and for good reason. No mechanical skill, limited tactical skill ceiling. It's why I started playing Stalky Ghostface in the first place.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583616#Comment_1583616
The effects stack and maybe even multiplicatively, so you won't waste them.
Yeah, that's still a waste. You only need one - and the system is extremely bugged, so most of the time it doesn't even work like that. In fact, I don't even know if it's supposed to.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583613#Comment_1583613
Wait... she is a 115% killer... Also because of how her projectile arc works you can often hit survivors that are behind walls...
Were you trying to hit survivors while looking at them and not at the sky?
Also, when you hold her purge at max you move at about 110 speed
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583613#Comment_1583613
Wait... she is a 115% killer... Also because of how her projectile arc works you can often hit survivors that are behind walls...
Were you trying to hit survivors while looking at them and not at the sky?
Because carpet bombing tiles doesn't work against good survivors. It's a noobstomp technique, like Hit-And-Run stealth killers
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But... But you'll either be wasting SG or SB...
If you need SG, that means that the killer hit you and you get a free SB. If you have SB, then either the killer hits you anyway and you wasted it becaus enow you have a free SB, or you avoid the killer and waste SG.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583409#Comment_1583409
Spray and pray, just spray and pray and it works most of the time.
First, no it doesn't. Not even in the open. Secondly, the fact that her power, no matter what you do or how you play, only works "most of the time" is her core issue. Even ignoring the robs, survivors really do have the option to just avoid her purge, all they need is a maze tile and, for the most, you're an m1 killer just because you're only options are looping it as a 110 killer with very slow projectiles or as a 115 killer with a hefty windup and slow projectiles.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583532#Comment_1583532
Me using enduring spirit fury on a nurse for memes.
Lol fair 'nuff
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The worst part is the survivors just giving up. Almost every Spirit I go against is absolutely AWFUL. They use their power all at once, they just go for stand-still mindgames, and the last one even had Spirit Fury/Enduring. ON A SPIRIT.
Come on. Just play the game. Whatever happened to not judging books by their covers?
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Good, consistent survivors aren't necessarily skillful survivors. It just sucks that people confuse the two, especially when it comes to themselves.
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She needs some minor tweaks. Her purge travels a little too slow to be any good outside of very, very short range, and her guaranteed fountain needs to be centralised instead of in the corner of the map. If the hit validation fixes her robbed purges, she'll be one of the better killers.
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A good Nurse is a Nurse that knows how to play her. Rarely misses blinks, doesn't play the prediction game, doesn't try to spam all over the place. Calm, methodical, floating death
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Uh, sure. Where are you getting this idea?
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I just wish more survivors would recover before going to find a pallet (unless they're at a tile with one). It's just so frustrating watching a teammate that just got downed immediately try crawling to Shack halfway across the map, like someone's going to rush over for a pallet save in 2 minutes.
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It's a PVP game. People want to win. That dopamine fix is better to them than the one they get for chilling and laughing. There's nothing wrong with that so long as they acknowledge that they are super stacking the deck and not everyone does it... But almost everyone does it at the time of day I mostly get to play :(
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I don't think it matters one way or another. The killer isnt really getting any useful info, and the chances of you accurately determining the 8m at the very end of your range in which you can see the killer and the killer cannot see you (if it works like that, which from my experience running dull aura builds it doesn't) is both extremely unlikely and, in all honesty, pretty worthless.
That being said, I am fairly certain that you revealing your aura to the killer is entirely determined by whether or not you can see their aura. If you can see them, they can see you. The only exception to this is the Undetectable status effect, which is calculated last (in other words, according to the game you CAN see the aura, it's just that on your screen it is invisible)
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No. I will continue unhooking in front of the killer and bitching at them for 'tunneling' whilst taking zero responsibility because I want my own way. 8hook0kill4life.
Also, I'm gonna hang around constantly and always put myself in vulnerable positions and complain about getting tunneled after the killer literally ran away from me because they felt bad about my sheer potato levels.
(Sarcasm aside, I wish survivors had the base ability to cancel an unhook so they don't get farmed by a sandbagging teammate)
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It's when people have the free time to play with their friends and there's no potato teammate or lack of coordination to exploit. It's a pretty huge flaw in DBD, but it's just how the game works.
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I would be taken so hard out of what little immersion is left in this game that I'd honestly probably stop playing, at least for quite a while.
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I mean... Why are console players so tryhard?
Oh, right, because everyone is and the ecosystem doesnt really have much of an impact - aka, you are probably experiencing confirmation bias.
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Probably OhTofu. Gotta love them rambles and tangents and general ability to talk about nothing and still be entertaining.
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@Tricks said:
https://forum.deadbydaylight.com/en/discussion/comment/1582190#Comment_1582190
Nurse was nerfed? I only just started playing her and she rocks lol. What was nerfed?
Her base kit used to be ultra spammable - no blink cooldown whatsoever, so even if the Nurse messed up she was back in the chase at full potential after her fatigue.
On top of that, she had insanely powerful add-ons, the most famous of which was Omega Blink. People could just slap on both range add-ons and traverse the map in seconds, no downside. It also had the nasty side effect of making her blinks super fast, because it extended the range but not the time she stayed in the blink, so if she short-blinked it was practically instant traversal.
And that wasn't even the first time she was nerfed.
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Sloppy, Nurses, Ruin and either Deathbound or M&A.
He is a killer that, unlike hit-and-run stealth killers, you cannot be injured around. Making it as difficult as possible to heal can absolutely destroy even a coordinated team, and Ruin is just a good perk for him when it actually stays up for a bit.
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Yeah, the counter to PH is holding W. It's effective, but boring and basic and honestly the counter to almost every killer.
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Midwich is an overall balanced map - in the worst possible way. In fact, I might even say it's a little survivor sided if the killer cannot instadown you. The power of holding W is immense. I have quicker chases in Haddonfield.