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MadLordJack

MadLordJack

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MadLordJack
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  • Yes, and before. You have to be extremely careful when going for even the smallest of lunges, or you might just do a 180 into the wall because they tapped A or S very slightly. It doesn't seem to happen against survivors with low ping, although that's not to say they cannot spin you like normal. And I also don't think anyone is doing it deliberately, I think it's just a minor issue with latency and aim dressing.

    It doesn't help that they changed the way vaults work. I cannot count the number of times I have swing at a medium vault and somehow, magically hit the wall beside the window because of the way the hitbox is tracked inside your hit cone.

  • @Aven_Fallen said:

    Genspeed isnt a problem. Killers who think they deserve to win every game are a problem. Also people who focus on the early game so much are a problem, it does not matter if the first Gens are done fast. This is the usual case, the first one or two Gens are fast, afterwards, the Killer should have some Pressure by having a Hook or two.

    And those "Depip-Squads"-People...Yeah, whatever. Those are edge cases. Those dont really deserve much attention for 99,99% of the game most people play. Because the Majority of players on both sides are not that good, you dont need to be an exceptionally skilled Killer to win against Red Ranks and you dont need to be an exceptionally skilled Survivor to win against Red Rank Killers. DBD is an easy game, overall.

    And well, regarding "Penalty for multiple people on a Gen"... It is already slower. Reducing the numbers even more will just result in Survivors definitely splitting up, which results in even faster Gens. If 2 Survivors on a Gen would take 65 seconds, there is no reason to be on a Gen with 2 people. So there would be more Survivors who do Gens alone, meaning that instead of 1 Gen being completed in 65 seconds there will be 2 Gens completed in around 80 Seconds.

    if gen speeds aren't a problem, why can they be done in under 4 minutes even when the killer doesn't make a mistake?

    Edit: I should clarify, gens can be done in under 3 minutes, I was just assuming decent, uncoordinated solo que players.

  • Deathslinger is definitely one of the least fun killers to go against, because he really can just shoot you and reel you in. Any Deathslinger that gets juked is a Deathslinger that made a mistake, which sounds a lot stupider than it is in reality. He's not a killer you can get a read on, and he's not a killer that needs to read the survivor. Just close the gap and shoot them if they get too close to a pallet or vault a window. It takes a lot more skill than I make it sound, but at the end of the day so does Nurse, and everyone hates a good Nurse as well.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560209#Comment_1560209

    Antother, similar offence is farming, and our favourite streamers and content creators don't get punished for that despite literally broadcasting it.

    That's because you don't get punished for farming unless you screw over someone who doesn't want to farm just so you can farm with the people who want to farm.

    Generally speaking, that Kate wasn't really "working with the killer." That would imply out-of-game communication.

    To my understanding, working with the Killer does not require out-of-game communication (if I am wrong, please correct me). All it requires is a Survivor working with the Killer to locate and/or take down another Survivor. If the Killer deliberately allows a Survivor to live, then the Survivor deliberately shows the Killer another Survivor, and then the Killer deliberately takes down that other Survivor instead, that is the Killer and the Survivor working in tandem against another Survivor.

    What was described was a pretty annoying situation all around, which could have also come under the definition of holding the game hostage.

    Not particularly, based on what the devs consider holding the game hostage. Zarina was not holding the game hostage because she was not doing anything to prevent the game from reaching a conclusion (going by OP's description of the events). The Killer wasn't really holding the game hostage because the Killer wasn't keeping the downed Survivor in a perpetual cycle of downing + picking up + wiggling out + downing + picking up + etc. etc. to keep Kate stuck. And obviously, Kate was not doing anything to hold the game hostage.

    You are wrong, about pretty much everything. According to the Devs the last time something like this came up, working with the killer is pretty much fine unless you either deliberately sandbag form the very beginning or are working together via outside communication. Almost every time the killer farms, they are screwing over someone that doesn't want to. And yes, stealthing around the map and not completing objectives is considered "holding the game hostage" about as much as pointing out the arsehole in the very end of the game is considered "working with the killer."

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560068#Comment_1560068

    That's how the balance is supposed to work. The killer is the power role. In a situation where the killer and survivor are of equal skill, the killer should ALWAYS get the upper hand simply because he's outnumbered 4 to 1.

    And that mentality is why generators are as quick as they are.

  • @TAG said:

    Why exactly wouldn't this qualify as working with the Killer, which is a punishable offense?

    That offence relies on context. Antother, similar offence is farming, and our favourite streamers and content creators don't get punished for that despite literally broadcasting it.

    Generally speaking, that Kate wasn't really "working with the killer." That would imply out-of-game communication. What was described was a pretty annoying situation all around, which could have also come under the definition of holding the game hostage.

  • Surge without Surveillance is borderline worthless. Go with the first - it's a classic, and it's predictable, but even if they want to counterplay it, the journey to a safe healing area will waste a lot of time.

  • You arrogantly claim to juke close-range shots. Those are two streamers that constantly have people attempting to juke their close-range shots. Tofu's still getting back into the swing of the character, but Zubat is consistently making lives miserable. They are where I learned how little counterplay he has and how quick you can make chases. And it works. Because it's on you to miss, not on the survivors to successfully juke.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560137#Comment_1560137

    @MadLordJack

    Well I am glad your playstyle works out for you, doesn't mean there aren't very good Deathslingers who can read your movement from a far.

    Pointless long shot? I had nothing to work with, except for those mini z walls that would have given him a guaranteed M1.

    I can juke a deathslinger even at close range. It's not that hard.

    OhTofu and ZubatEL.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560113#Comment_1560113

    The Pinebrook series combines a bit of both with just a hint Lovecraftian and the intimidation sort of feel. Also a little Teaser is in the post

    I also realised I didn't clarify this point: The protagonist can be the terrifying character that keep the audience up at night.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560068#Comment_1560068

    @MadLordJack

    Actually, he wasn't that bad. That's my point with the post. I was only able to juke him twice, and after that he was able to read my moves.

    So are you saying that if he was skilled he wouldn't deserve those hits? I don't understand.

    Of course you can juke any killer. The point is that people love to bring up scenarios without any evidence. So to support my opinion I thought I would post the actual way you CAN juke him.

    He's Deathslinger - he doesn't have to guess. I never do, I react. That's how you play him. And that first clip? He had no reason to use his power there. None. He was simply going for a fancy shot. If he was a good slinger, he would've waited til you got closer to a loop, thereby making distance and increasing the effective size of your hitbox and altering your desire to juke. I've never been dodged since I started playing that way, I've only ever missed a shot. You can claim I'm just not giving credit to the survivor, but in reality I have people juke me all the time and they don't make me miss because of it, because I don't go for pointless long shots that are actually dodgable thanks to projectile travel speed.

  • It depends entirely on your target audience. Horror villains don't have to be the scary characters in the story - menacing, sure, but they don't need to be what makes your audience check their closet at night. I dont write horror novels, per se, but all my short stories tend to be. And very few of them have a clear bad guy. Mostly they deal with either supernatural phenomena, genuinely terrible situations and choices, or cruelty from groups of otherwise normal people. Supposedly, that's what makes them scary.

    But, if you want your villain to be the icon... Make them relatable. Human emotions, human reactions, but a completely alien perspective and goal. Having them commit unexpected cruelties and/or be driven by unknowable motives is a good way to get people to question things and create their own terrifying scenarios through fear of the unknowable.

    Or you could just go full lovecraftian. That also works, and the gatekeepers of taste seem to prefer it over gore and body horror.

  • And if he had hit you, like any skilled Deathslinger would? Sure, you can juke a bad one... But you can juke any bad killer. At the end of the day, you played a guessing game against an impatient killer with terrible aim.

  • I find it's not that useful when I really need a perk to be useful. It is an amazing tracking tool for the start of the game... And that's the only time you really get it to shine. The moment you find someone, it becomes worthless in almost every situation bar a small, select few. Stealthing survivors? Whispers doesn't actually help, since they're usually so spread out you can't use your radar. Need a chase? Whispers doesn't actually help, since the person on the hook is taken into consideration and that's usually the time you need a chase the most barring stealthing survivors.

  • @Customapple0 said:

    What’s the issue with the last survivor escaping? Does it hurt your ego or something?

    3k is as good as a 4K in terms of winning, you miss out on what, 1.5k points?

    To escape as last survivor with exit gates you either need Hawkins or good RNG on your side, otherwise it’s pretty much in the killers favour.

    What's your issue with the killer getting their last kill? Does it hurt your ego to know they beat you? Do you hate that the survivor doesn't get their 5k BP? Did you know that it's a massive amount of emblem score to get a 4k?

    You should maybe realise that the killer doesn't get rewarded for the last survivor escaping. They get rewarded for killing them. And it sucks that the last survivor gets to "win" and often BM the shite out of you for reasons known only to toxic people. The whole 1-person endgame scenario isn't even killer sided, it's just RNG. If the gates are far enough apart, the survivor survives. If they aren't, the killer kills. It's not a huge problem except in that it encourages killers to slug for the 4k and/or encourages toxic people to BM because they are safe.

  • First, it sounds like you have bad internet. Second, I rarely come across deadzones. Actual, useful deadzones, with a gen in the middle and/or some actual reason to be there. Third, the RNG in this game favours survivors more than killers. When tiles spawn, it's more commonly a maze tile than a deadzone, which sounds fair til you remember that sounds are broken and it is somehow easier than ever to chain tiles, even though they were spaced out on many maps. That is literally my playstyle: I usually get at least one good, long chase by dropping only a pallet or two. It's pretty silly. Fourth, killers can grab you on pallet vaults. Fifth, most of my team escapes most of my trials, and I'm a solo player and not a very good one at that. It just comes back to gen speeds: We can get absolutely destroyed, but the gens go too quick, and I often see my teammates taking the easy route with DS/UB or Locker DS.

  • Yeah, it's cheating. It's like using Nvidia filters, but ×5, because it increases your FoV to the point you can clearly see over loops instead of barely glimpsing over them. A lot of people like to use the argument of "YoU cAn SeE oVeR aNyWaY", but to that I ask: Is it cheating if the killer disables Fog?

  • Ah, yes - The offering that basically guarantees to give you a bad early game, no exceptions. Admittedly, that's because the meta has shifted from "actually play DBD" to "hold m1 real good".

  • Stacking slowdown really isn't as good as most people seem to think. Thana absolutely SUCKS, no matter the killer, it just sucks slightly less on certain killers. Ruin and Pop don't work together. Surge is awful and only exists to be paired with Surveillance. Dying Light is somehow worse than Thana. Sloppy is good, but it doesn't work well with other slowdown perks, since it only injures you and you can easily play while injured, and even with Thana/Dying Light it's pretty bad for 3 perk slots. Corrupt Intervention is okay, and I guess you could call it a regression perk, but I'm never worried when I see a blocked gen at the start of a match. It's super easy to stealth out and/or sneak behind the killer. And it also works poorly with Ruin. Overcharge honestly doesn't even count as a slowdown perk: It's tied with Huntress Lullaby as one of the worst perks in the game.

  • Actually, I don't think I've ever caught a survivor cleansing a totem because of the grunts. It's always the clickity clacks of breaking bones. I know I make sounds when I'm charging Inner Strength, I just never hear it as a killer.

  • Stealth Billy comes into my room and stares at me while I sleep. He's that level of terrifying.

    Seriously, as a solo player it's genuinely painful. Easily the most powerful stealth killer in the game, and it's HILLBILLY. He can get wrecked by super visible maps, but otherwise there's nothing you can do to avoid him appearing right next to you. Even the apex muffler alone makes your warning way smaller.

  • It would be insanely OP on maps like Mother's Dwelling if it wasn't a Hex.

  • I'm always shocked when people say things like this. It always just seems an excuse to run meta perks. I've been in a lot of situations where my team tells me I'm getting facecamped and tunelled when in reality I'm mostly just getting farmed while my teammate stealths away.

    It's like if the killer procs kindred, they are a facecamping tunnelling moron.

  • Both Hex perks are a huge gamble. Plus, reading aura's isn't the same as a noise notification. Plus plus, the third perk just exposes you, it doesn't hurt you. Unless you/your team (stupidly) made a deadzone around a generator, you're still pretty safe for the most part.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557756#Comment_1557756

    I don't know for sure, but I think that they would just get a cut out of every sale rather than millions up front.

    The way it usually works is an up-front payment and a large percentage of every sale, often around 30-40%. The up-front payment is to make sure the seller gets the sweeter end of the deal, so it's usually huge. Dunno if that's how BHVR and their deals have been going, but that is the norm when it comes to liscencing/publishing stuff.

    Edit: I should also clarify, Coralline is held by a huge, rich studio that would need a lot of cash to be flashed to get off their arse.

  • Sure, pay studio executives millions of dollars for a license that will make a couple hundred thousand.

  • They shouldn't have abused a heavily abusable skin, and I wouldn't have abused an almost as abusable offering.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556188#Comment_1556188

    I'm sure itt was intended to counter tunneling, but that doesn't mean that's all it needs to do and nothing more.

    And yes, DS does it's job as an anti tunnel perk. The perk isn't made to make the killer just stop tunneling, but to punish the tunneling killer and giving the survivor a chance to escape to some places where he can at least defend him/herself. Nothing will ever be able to make killers stop tunneling, but making the strategy weaker is possible, and that's exactly what DS does. The argument that the killer will still tunnel you is beside the point. The point is to make the killer waste precious time when he decides to tunnel a survivor.

    If the killer is a really tunelling you, they will just wait out the 60 seconds.

  • @DarkBarbarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556188#Comment_1556188

    "So it just gets used aggressively" - No, I don't think so. Even if the killer is aggressively tunneling you, DS can make the difference if you get to a(nother) strong loop and your mates can do gens while the killer is tunneling. It can make a difference between a game where 2 or 3 survs die by tunneling without DS and a game where just 1 survs dies by tunneling with DS.

    I personally can say that I don't play aggressively at all and still get to use this perk in 75% of my games.

    When playing as killer and someone is dancing in front of me, begging me to catch them, I simply smack them and leave them on the floor. It's quite irritating that chargernick85 says they get 'always' burnt by DS. Sometimes - yeah - you just forget that the person was on the hook half a minute ago. But that does not happen all the time to me.

    Then you are likely using the perk aggressively and don't even realise it, because I certainly do not get tunelled in 75% of games. In fact, I rarely ever get tunelled.

  • The grind is absolutely ridiculous. There's no question about it. It is the single biggest thing that turns new players off of the game.

  • Gearhead shouldn't revolve around skillchecks, it should be ALL attacks, and it should stop when someone leaves a generator. That would make it a genuinely decent perk, not quite on par with Discordance, but at least the (current) Surveillance.

    Also, RIP Surveillance. You were a decent perk, but if the Devs get their way you shall suck once more.

  • DS is an annoying perk, because its job is... Well, pretty much impossible to do, since a killer ACTUALLY tunelling you isn't going to be put off by DS. So it just gets used aggressively and, for the most part, killers just get punished for touching someone within 60 seconds instead.

    I'm all for a "that's what you get for tunelling" perk, but... DS just doesn't do its job. It has a different niche and/or vocation. It submitted it's resume to a different company. It has a new lease on life.

    And, by the way, it is actually an anti-tunnel perk. They mentioned it after the rework when taking about why they gave it a 60 second window. Also, it only activates after you are unhooked AND the killer tries to hook you again, soooo......

  • Latency. And no, it will likely not be solved unless the Devs want to create an in-depth bot to replace killers, because no-one wants to play a game where you hit the survivor and nothing happens because on their screen you ever-so-slightly missed.

    VPNing, on the other hand (creating so much latency the killer isn't even near you and you get hit) is going to supposedly be solved shortly.

  • These all sound decent. Only problems - Distortion still needs some way to regain tokens, and the generator repair sounds might end up being quieter overall if the PTB is anything to go by.

  • Not only is it going to be awful for stealth, it's going to be awful for chases. No footsteps, no scratchmarks, no blood... If they don't do something about in-chase tracking, I might have to stop playing killer or just eat the ban and DC. It has genuinely become damaging to me to chase survivors in grassy maps. I cannot imagine doing so on new Yamaoka without the PTB sound issues that make footsteps actually hearable.

  • Billy's cooldown barely comes into effect and Nurse was the most spammable killer AND broke the game by being able to blink onto you regardless of what you do. Just saying.

    Also, they've already said that the killer in the PTB isn't even the killer they are working with internally. On top of that, every PTB-to-live release since Deathslinger has been fine, and even Oni got rebuffed so he was closer to PTB Oni. The only unfair thing I can remember is The Tragedy Of Gearhead, RIP.

  • 10-15 minutes. Any less and it's just awful and frantic. Anything more and it stretches on way too long. Plus, with m1 killers you kind of need deadzones, and you aren't going to create any in less than 10 minutes.

  • Trapper and Hag are literally the scariest killers in the game entirely because of jumpscares and paranoia. How many other killers can say they make survivors terrified to go to a loop?

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555797#Comment_1555797

    That's a matter of opinion.

    I've gotten every killer adept (which isn't something you stumble into by luck)

    I've reached rank 1 as killer (before I stopped playing for months and deranked)

    And I've done these things with little to no slugging in most matches. At most, I'll slug if I down someone and there's literally another survivor RIGHT THERE.

    It's not opinion, it's maths. 12 hooks are significantly slower than 5 gens. Assuming a very generous 1-down-per-minute, that's 12 minutes Vs 4.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555784#Comment_1555784

    If someone can hack to see one side, I'm sure they could hack to see the other as well. Also many people can make adjustments just by the number and type of items they see.

    Oh a key? Let me bring an Ebony Mori (people in the forums say this all the time)

    Oh 4 toolboxes? Easy Franklins and maybe an Ivory Mori (probably an Ebony though, let's be honest)

    The hack was very well publicised, I'm surprised you missed it. It just made it so that survivors were looking form the killer lobby camera instead of their own.

    And congrats, you've proved my point. Franklins still sucks and Keys and Mori's have gotta go. Anything to say about the other scenario, survivor skins?

  • Mori them and play the rest of the game like normal.

  • Because slugging is a forced part of gameplay and if the killer isn't snowballing then they ain't winning so you didn't need any perks in the first place.

  • It's almost as if people that want so many advantages they even run a specific skin aren't very nice.

    Edit: Not gonna lie, I'm starting to adopt the OhTofu approach to blendies.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554305#Comment_1554305

    The game needs to reward people when their opponent is bringing in stronger items/perks/killers/add ons/offerings AND are allowed to see their opponents and adjust before the match. The only thing worse than a Freddy/Jump Rope/Swing Chains/Thana/Dying Light/PGTW/Surveillance/Mori on literally any map is both the game and the killer pretending they earned their victory and didn't have every advantage under the sun.

    I appreciate your attempt, but in truth there's not a whole lot that the killer can do just by looking at the survivors, as opposed to the survivors looking at the killers, because all killers can see are basic items and skins. On the flip side, the hack that lets survivors see their opponents let's them equip whatever specific perks that will destroy their opponent.

    Still, the principle is the same. I was simply using the most broken and one-sided example that came to mind.

  • What exactly happened in the match? How long did it last? What perks got activated and/or played around? What exactly did the Freddy say?

  • Uh... What? How many rocks have you been hiding under?

  • Getting a team of survivors that don't immediately pop 3 gens.

  • Sorry, "of" got autocorrected to "or". What I mean is that good stealth players arent really affected by Spine Chill, so nerfing it wouldnt really effect them. However, this would be yet another nerf in the pile of survivor nerfs, and the vocal minority who refuse to accept their extant advantages would use it as fuel for their pointless fire. So, it is easier to play around Spine Chill in the long run.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554772#Comment_1554772

    then why does it matter if sc doesnt proc when stalking?

    Perception or nerfs.

  • Neither killer is hard countered by Spine Chill. Myers is super obvious when he's stalking (so any non-braindead survivor doesnt even need spine chill) and Ghostface's stalk will 99 before the survivor can react. And you can most certainly play around the perk - I never look directly at generators myself and I do fine.

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