MadLordJack
MadLordJack
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- MadLordJack
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That's like complaining that a killer DC's after a quickswitch to key. Sure, it could be a green key with a reading add-on, or it could be a pink key with bloodamber and extra duration.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/181067/an-idea-for-a-myers-buff
Myers tier 3 is fine, the problem is tier 1 is so terrible, and tier 2 isn't great. What they should do is make each tier viable without leveling them up, so that you can make viable builds around each tier that aren't memes.
For example, increase the movement speed of tier 1 to 110%. That way it is viable, and he is able to use it to be a stealth killer if he wants.
Tier 2 should also have some sort of special effect rather than just being a basic killer.
Tier 3 can stay as is.
T2 has a very special effect: 16m terror radius. Even without M&A, that is insanely little warning to give.
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Mostly, "genrush" is more a way the game and out than an actual tactic. If the killer doesn't snowball map pressure in the very early game, then them gens be pretty much done before they've even began repairing. A lot of killers complain about getting "genrushed", and to an extent it's actually a solid complaint - 4 minute gens/6 minute match times isn't fun for anyone.
But actual "genrushing" is when you get teams coming in with toolboxes, BNP and Prove Thyself and absolute slamming gens like there's a $10,000 prize for quickest depip. Who needs 4 minute gens when 2.5 minutes is enough, right people?
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Yeah, Bubba is actually decent now. Still gets wrecked by good survivors that slam out gens, and he kinds gets forced into eating pallets alot of the time, but so long as survivors don't have a bunch of windows and they aren't absolutely slamming the gens, Bubba can be pretty amazing.
Personally, I like Infectious Fright/I'm All Ears/PGTW/BBQ. He can get into and defend 3/4 gens strats like no-one else. Lead me away form the gens? Fine, I'll just down you and drag you back super quick thanks to the fact that you already fed me every pallet in the area.
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When you work on a generator by yourself, you are repairing that gen at 100% efficiency. For each additional survivor, you all work at 15% less efficiency. So if there's 2, you are repairing it at 85% each, for 3 at 70% each, and 55% for 4. Prove Thyself makes it so that everyone is working at 100% efficiency so long as one person on the generator has the perk. Only 1 person needs Prove Thyself, and it only works for the specific generator that the Prove Thyself user is currently repairing. It does not stack with itself, so 2 people running prove Thyself would not work at 115% efficiency, they would both still work at 100%.
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Honestly, neither of those perks are fine, though for BT it's for different reasons (farming and bodyblocking). But the game is literally balanced around the exit gates being powered and open (aka the golden 2k), so it's not really okay that people get free escapes for equipping a perk. Call it "tunelling" all you want, I rarely see killers that only go after the unhooked. Usually it's down the unhooker, down the unhooked, eat the DS, free escape, hook the unhooker, rinse and repeat til it's my turn, except I don't run DS because I never get to use it without forcing it.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/180989/gen-tapping
you've basically described Overcharge...
Not quite: Overcharge lets you hit the skill check when you run away. For a perk that's supposed to fix gen tapping it's not really that fair about it.
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@AestheticCharms said:
https://forum.deadbydaylight.com/en/discussion/comment/1526355#Comment_1526355
Na too bad I'm too good.
Thought as much.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1526376#Comment_1526376
You know what would be even better for you then? If Discordance went off every half second. That's like 16 times as much information as T1.
If you honestly believe that T1 gives more information than T3, you might want to consider if it may have to do more with a short attention span that causes you to forget things after 8 seconds. There is no more information than T1 provides than T3 doesn't. T3 does however provide an extra 4 seconds of which gen was being worked on after they get off of it.
You just proved yourself wrong. An extra 4 second of active discordance gives you less info because it stays active for an extra 4 seconds after they stop working on it. That is less information.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1526346#Comment_1526346
Did you read my post I literally said I'm fine with it staying how it is
As long as they give people who want to keep tier-1 and option just to lock it like that so it doesn't keep polluting the bloodweb. This wouldn't affect anybody else except people who wanted to stay tier 1
Did you not read mine? Honestly, I'm genuinely asking. I already pointed out the massive flaw with that argument, I'm not doing so again.
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@AestheticCharms said:
https://forum.deadbydaylight.com/en/discussion/comment/1524424#Comment_1524424
Lol they cry about everything, Idk why tbh. I play killer mainly before they start attacking me, just gonna throw that out there.
It is a massive potential buff that brings solo que to the level of 4-person SWF, so... Yeah. Maybe if you played killer against decent survivors you would shed that "killers are crybabies" mentality.
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@Volfawott said:
Honestly I'm fine with it staying the way it is as long as people who have T1 have a way of stopping it's showing up in the blood web.
What about the people that don't have it at tier 1? Even It's, the postorchild for T1 discordance, was forced to purchase T2 and T3 on a lot of killers. Changing it after the fact isn't exactly fair.
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If survivors come in with the "gens before friends" mentality, I'm probably going to camp to force hook state advancement. Call me a scumbag a such as you want, I literally wouldn't be doing it if their teammate/s hadn't tried to get the best of both worlds. Objective advancement AND saving a teammate? Yeah, no, you only get one. Make your choice.
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Killers don't have a lot of perk synergy seemingly by design. Apparently the Devs didn't even want Ruin and Surveillance to interact, they just changed their minds after playtesting.
That's not to say there is none, though. And most perks rely on working with the killers power than with the killer. Sloppy/Nurses on stealth killers, Thana/Dying Light on juggling killers, BBQ/Pop on mobility killers, etc.
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Honestly, a lot of them aren't really that bad. Huntress is just a wild child (literally, not in the "part animal" sense), Demo is as well, Hag, Plague, Nurse, Spirit, Billy, Wraith and most of the Legion were kind of just victims of circumstance, and Trapper was slowly driven insane.
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Oni has lots of bugs. I still 180 if I'm holding forward during a demon strike. I randomly get aim dressing'd more than with any killer except Nurse. Sometimes blood orbs will come to me and just chill in my face instead of being absorbed. Other times my kanobo will clearly hit more than one survivor with each of the bam bams and I'll only get one down.
DBD is buggy as hell.
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Yeah, no, that's your fault. 3 minute chase? All right, there's no excuse: the gens should have been finished. If you did 1 or 2, then ######### at your other teammates, not the one that bought you all enough time to pop and escape.
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I think the Devs are intelligent people that make a lot of good decisions. However, they also nerfed Gearhead, the weakest of Deathslinger's weak perks, they worship their sainted stats, and completely ignore factors that cause them to be inaccurate, and take absolutely ages to fix problems because they are genuinely terrified of knee-jerking, an understandable stance but not a particularly good one. How many perks could receive the Tinkerer treatment in the time it takes them to... Okay, I have no comparison. It's changing a single number.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1525411#Comment_1525411
Also, correct me if I’m wrong, didn’t the devs say they were happy with how Legion is performing and the rate of success most players were having?
Yes, by looking at their extremely accurate statistics they decided that Legion is in a good place right now. I cannot say whether or not Legion needs a change, but I certainly don't think that using the stats to determine things is very... Sensible.
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Survivors always have the option of just doing the generators, which is the tactic that beats every single killer. The only reason killers even stand a chance is due to bad tactics, I.E doing literally anything other than the generators. Everything else is just window dressing, and is not the root of the problem. The root is the maths behind gen speed and chase time. It can take about 3 minutes to complete all the generators, and that's assuming a bad map. Killers cannot achieve the equivalent without an extreme amount of luck and, yes, good decision making and mechanical skill.
However, it's also kind of necessary to let survivors win by holding m1. Imagine if they couldn't. For every whiner that goes against Nurse or Spirit, there's 2 smart survivors that realise that they can escape if everyone does the generators instead of messing around. Now let's take away that option: killers always win if they are playing Nurse or Spirit, no matter how quick the survivors rush the generators. As unfair as the gen speeds are, DBD as a concept cannot really be that fair, given that the objectives are intrinsically linked but also completely different. Better to be unfair in favour of the 4 people as opposed to the 1, I suppose.
And don't bother trying to use dev-given stats, they don't take into account the skews they themselves created. For example, the fact it doesn't point out the prevalence of absolutely boosted potato survivors.
And, one last final point, the golden 2k is unfair. In that scenario, all 4 survivor could easily pip, and even if you don't care about pips (the in-game win condition), that's still 2 people "winning" a "draw" scenario. That is unfair by any definition.
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Uh, maybe don't? This sounds like you're going to piss off your teammates more than the killer. You're basically sandbagging everyone by proxy.
But if you're really commited to it, MoM, Breakout, Botany, Self Care, Sabo toolbox. Or MoM, Breakout, Sabotage, Bond, super medkit.
Edit: Plus a swamp offering if you want to commit a war crime
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1525208#Comment_1525208
Michael don't care he says "screw it why would i hook ya when i can just grab you and stab you with the knife like i do in the movies" lol. At least he makes the most sense.
Everything you just said was completely unfiltered and lacks any form of thought. The same statement could be applied to literally any killer that's simply burning a Mori offering, up to and including the opinion at the end.
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I mean, tombstone piece is basically a Mori offering. It kinda does need nerfed. The time and effort into murdering a survivor is about the same as a normal Mori offering.
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Mostly, the only problem I have with high-ping survivors is "missed" ranged attacks and janky movement that makes it even more frustrating that the harpoon/hatchet/vomit projectile phases through their hitbox.
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1525121#Comment_1525121
What in god's name are you on
This argument works with litterally anything
Spirit with busted addons has no counterplay: DONT GET FOUND
Iri head huntress is broken: DONT GET FOUND
Hag with iri mint rag basement camping: JUST DONT GET FOUND
Ah. I see you have never gone against actually stealthy survivors on Hawkins.
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DS is one of them as well. So many people forget it even has a "skill" check. Every time I pull someone out of a locker and they DC before I hook them, I know exactly what happened.
Also, the dev team actually NERFED Gearhead. That alone should tell you what they think of skillchecks.
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Because you screwed up and get a free pass. That's the long and short, really. It just straight up unfair to your opponent. DBD is a game about punishing mistakes, but the game has perks that remove mistkaes. That's fine for a single player game where your opponent is a computer, but not for a PvP game where your opponent worked hard and you outperked them.
Edit: I should also clarify, I don't really think there's any second chance killer perks. NOED and Enduring are probably the closest, but Enduring is more a QoL chase perk and NOED is the facecamping of perks: It only really gets you 1 kill.
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STBFL is a lethality perk. It makes m1 killers actually kind of dangerous, prevents hook bombing and bodyblocking, and generally reduces the distance survivors get when you hit someone by a significant margin.
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Everyone loves to complain about how big her hatchets hitboxes are, yet not a single survivor complaining about this seems to realise that it's their size that holds Huntress back.
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Not a songle individual hatchet, but I did get 3 people from healthy to down in about 20 seconds in a jungle gym/killer shack setup. I managed to nail every single hatchet (infantry belt), and they just kept trying to play the tile. I got 2 of them through the same long-wall window.
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Bond, Kindred, Open Handed, Sprint Burst. I know all, see all, and can panic slam my face into a wall at 6m a second.
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Unfortunately, the difference between quick gens and quick snowballing is that one of these is consistent and the other is reliant on a while bunch of things outside of your control.
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OoO is the strongest info perk in the game even for solo survivors. It is insane the info it gives you and you can be super careful about revealing yourself. The only downside is possible getting tunelled, but even then you have a huge warning if the killer comes for you, even a stealth killer. And, just a hint: if they burn a Midwich offering with OoO, go make yourself a snack.
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My two favourites were a Feng that was doing the classic clicky clicky baggy baggy toxic thing and didn't realise that I had 99'd her as Ghostface about 3 minutes before. She tried to take a hit for a teammate and suicided on her first hook.
The second I was Myers against a Nancy/Bill combo that were trying to abuse the hook tech when it first came out. Thing is, you actually could hit survivors doing it by going behind the hook yourself. We were in the basement. Nancy go hooked, Bill did the tech, I sucked him dry, faked a swing, he got Nancy off, I bodyblocked and popped EW3 from her, downed Bill, hooked him, she did the tech and I just stabbed her and hooked her. They both died in basement and called me a hacker.
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Both the cooldown and basic attack requirement make literally no sense. Individually, not just together. There is no killer power that would make it an unfair perk: Crossmap hatchets? Nurse, Spirit and Hag want to say hello. The killer is snowballing? Good, there's a huge chance that the survivors are just going to use one of their UB's anyway, at least now you actually get proper value.
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There's even less point in making a "noed is bad" post than any other perk. I hate to say it, but the Devs seem extremely pleased with NOED because of the fake counterplay that is "do bones". It is their way of bandaiding the gen speeds: Force survivors to take a precautionary measure that will probably lose them the game because of the nature of totems spawns. I've seen them use that excuse in posts and in livestreams, and to be fair it sounds reasonable til you look at a wider range of scenario's than genrushing deathsquads.
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@Boss said:
Not toxic, but i do view it as a second chance.
If you ask me, the community has overly tainted the term "second chance", i don't mind facing an Adrenaline much.
Although, my motivation to try and win does get thrown into a deep pit if i see multiple insta-heals on the HUD.
Or worse, multiple pickups.
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Yeah, it literally gives you a free healthstate and speed boost. It can easily turn a winning situation into a losing one, which is where the term "adrenaline play" comes from. I cannot tell you the number of matches I have won that would have been lost if one or two people had adrenaline. It is a second chance perk. In fact, it used to be part of the old version of the second-chance meta, til the ruin nerf forced everyone into slugging and Adrenaline was replaced with Unbreakable.
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1522331#Comment_1522331
It would be like if I said BNP needs to be gotten rid of completely, or any number of other survivor items/perks without something to counterbalance the suggestion simply because I felt like it was OP. That's entitlement.
There's a reason why some players use certain builds. I'm not saying it's fair in every scenario but if, for example, you take away huntress iri hatchets and infantry belt then you just buffed higher MMR survivors who play against her indirectly and that's not fair to players who play her at high MMR without something to counterbalance the nerf.
I'm sure she's just fine without it on PC but console players don't have the benefit of a mouse.
There's more to consider than just your feelings and you should try to be more constructive.
Any argument to keep broken shite in the game is inherently deconstructive. Don't try to take the high road - you are arguing to keep the most busted add-on combo in the game. Get perspective.
And yeah, BNP's are stupid as hell. Same as styptics, same as blood amber, same as instaheals, same as busted medkit charge stacking, same as DS/UB. There is no excuse to run something that strong in a game where you really have no idea if your opponents will be.
I honestly cannot believe that you, the person wanting Iri Head and old charge add-ons, are trying to accuse me of being entiled. It is mind blowing. I just don't get it. It's like you completely lack perspective.
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When I'm feeling chill and lazy, sure. I never run Blendette or Blendadam, though. There's wanting to not be super visible, and then there's trying to justify being able to crouch in a bush and turn every map into Dead Dawg Saloon.
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1521934#Comment_1521934
You sound like the one who's entitled
How? Please explain. I'm not the one wanting Huntress to revert to old Machine Gun Huntress and keep 3 instadown hatchet build.
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@pwncxkes said:
https://forum.deadbydaylight.com/en/discussion/comment/1513754#Comment_1513754
Smart killer won’t let you leave when you throw the pallet early, they will just mindgame you, even worse is it is PH or Freddy , Huntress , Doctor, Demo, or basically any killer with a ranged ability, and if you Throw pallets down early as much as you can to live, you are just screwing you team over in late game or endgame
Smart killers don't have a choice, most pallets are easily chainable to another tile in most maps regardless of whether or not you got the stun. And if you really think that throwing pallets early is a bad play, you haven't gone agaisnt a team that can actually hold m1 on the generators.
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@monster89 said:
https://forum.deadbydaylight.com/en/discussion/comment/1521938#Comment_1521938
Yes i knew he can stalk through cracks i also knew about deathslinger too. My question was is it part of his ability that he can stalk u through holes but I cant expose him even tho I'm directly looking at him?
No, and nor is is a part of his ability that survivors can expose him through solid walls. His actual reveal mechanic is extremely bugged.
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Yes, all killers camp and tunnel and slug and hook survivors and juggle and m1. And sometimes they even have the audacity to M2. What a bunch of toxic wankers. They're all the same. They don't touch survivor, killer and survivor are mutually exclusive. You have to repurchase the game on an alt account to try the other side.
Do people ever take a step back and think about how worthless the whole camp/tunnel argument is? Seriously, if your team doesn't suck and actually does gens, they're escaping, the killer gets punished for not preventing it, and the behaviour goes away thanks to negative reinforcement. Not super-abusable perks needed.
But no, of course your teammate farming you is actually the killer facecamping. The killer snowballing and/or you abusing DS is actually just the killer tunelling. It's totally fair to equip a perk that lets you pick yourself up whenever you need it the most with no actual effort. Because every single killer with no exceptions is a toxic prick, and anything they do that you perceive as unfair is them not playing by your personal rulebook.
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Yeah, it's part of his ability that he can stalk through gaps in props/buildings, same as it's a part of Deathslinger's ability that he can shoot through them (and Plague, to an extent). However, I'm fairly certain that most of the gaps in shack aren't supposed to be stalked through.
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1521869#Comment_1521869
So you'd just nerf her to the ground like they did with half the other killers so no one wants to play as her?
At some point there won't be enough people interested in playing killer and the devs will have to replace killers with bots.
Sounds like fun 😑
Not
The entitlement is strong with this one. Literally no introspection or consideration. Just easy 4k's and zero skill.
If nerfing Iri head destoryed Huntress, you absolute genius, then why do so many killer players consider her one of the best killers in the game addonless? Also, name 1 nerfed killer that actually dropped in strength to the point of becoming worthless. It certainly wasn't Nurse (who's still insanely strong), Spirit (most people forget she even got nerfed) or Legion (was it a nerf? It's hard to tell at this point.)
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1520100#Comment_1520100
Actually, the counterplay is looking behind you and dodging, all BHVR needs to do is make them not stack with extra hatchets and Iri Heads will be balanced
I agree. But they do stack, and that's why juking isn't counterplay, it is delaying, and bad huntresses can go for close-up hatchets. Not only do survivors not have a speed burst to get to a safe area, 3 of them could go down to a good huntress in the space of a few seconds.
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1520095#Comment_1520095
If they're going to nerf iri head and infantry belt then they also need to buff her hatchet wind up time
1: Iri head/infantry belt is the most crutchy add-on combo killers have, easily the equal of DS/UB if not even stronger.
2: Her windup time was nerfed for a very good reason.
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Coats, capes, shirt/waist pants, dresses, robes, kilts if any of them are 2-5th generation Scottish...
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1520100#Comment_1520100
Can you guess how reliable bbq is? Or how hard whispers is to use 100 percent accurately? Sorry but if you see the kill and urban evade you can hide whether they have whispers or not just don't stay in one place
Except they have Iri head so they can afford to take the time to find you since you won't get a chase at the end of it. How is it that everyone misses that? ITS IRI HEAD BUILD. NOT INDIVIDUAL PERK ANALASYS.