MadLordJack
MadLordJack
About
- Username
- MadLordJack
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Killers don't really have blanket meta perks. Even the strongest perks in the game (corrupt, pop, infectious, BBQ, etc) are killer dependant. That's why so many people ask for the best builds for individual killers: they play so differently, require different aspects to compliment their powers...
Well, just because Infectious/Monitor is good on Myers and Plague doesn't mean it's good on Ghostface and Huntress.
-
In fairness, Head On has one of the most potentially powerful abilities in the game (stun benefits everyone nearby, speed burst benefits only you). Any Means Necessary is borderline worthless because killers break strong pallets. Why waste your exhaustion perk on THAT?
-
What? No, that would be giving the killer too much information. Survivors are allowed to see every status effect under the sun, whether or not they are being effected by a hex, they have the most powerful aura reading in the game, they can hear the killers footsteps 10 times better than the reverse for some reason...
The killer shouldn't even have a DS indicator during the stun. Too much info. All killers like playing blindfolded with earbuds. If you cannot 4k without looking at the screen, git gud.
-
Well, your complaints started out in a good place and then took a dive. Scratch marks are borderline useless on Ormond, frame rate drops are still an issue, but you mentioned SHACK being unmindgameable? Yeah, no.
Ormond had a lot of its balanced issues addressed with 1 change: Its maze tiles are now spaced out to allow for some actual gameplay. It's not the best map in the game, but it is far from being the worst these days, and given that it is half maze-tile it is totally mindgameable.
-
I enjoy killer against logical, decent players. You know, the ones that try to win but don't get toxic when you also do the same. Sure, bodyblock me with BT, just don't complain in the post game when I switch targets to you because... Well, why not. And when you go against a good team that understands that both sides get to play dirty, it's damn fun. Some of my absolute filthiest matches have been the ones all 5 of us laugh about in the post-game.
But there are a ton of people out there that completely ruin it by expecting to get away with dirty plays with no repercussion, and they ruin it for me bug time. Bragging about a locker-DS and complaining about the following tunnel is like bragging about Insidious Facecamp Bubba and complaining that the gens got done in 5 minutes.
-
There are free software macros that you can use if you're on PC. The one I use was a hassle to set up but at least I dont have to let myself die on my second hook any more.
Mouse wheel, clicking, button mashing. It all made me feel like I was running a knife through my hand after 1 match. I know at least some of the Devs must have similar issues, but apparently "immersion" (not a factor after your first few hours) is far more important. And given the fact that it's the only aspect of the game that has such an issue even without medical problems I genuinely cannot fathom why it still exists.
Yesterday, Claudette suicided, admitted she cramped in the post-game and literally couldn't keep mashing. Today, a Jane died right as I was about to pull her off, same thing. About a week ago I was in a match where someone died because their key stopped working. It was apparently the second key they had bound to "struggle" that was now broken. These are just the examples I can remember somewhat clearly. Maybe I'm just getting unlucky teammates, it's a possibility. I know for a fact that in the last week I've had at least half a dozen teammates die halfway through their struggle phase (practically every other match), but I don't know if they actually gave up or not. Maybe I'll start asking in the post game.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1274664#Comment_1274664
Thing is endfury needs you to break 2 pallets, and good loopers can extend that. Yes it rewards you for failing, but atleast you have to do something that wastes your time to activate it.
As for BT, DS and DH, you don't need to do anything to activate them except using them in the right scenario.
Regardless, none of them need a nerf imo.
I feel like you have touched upon the difference between killer and survivor second-chance perks: survivor perks aren't earned, they activate. (There are exceptions - Deliverence, for example, but people consider Deliverence to be an extremely weak perk compared to other second chance perks - almost like the Lithe of 1-use perks. Coincidence?)
Killer second chance perks, however, tend to be less powerful and/or more active in their activation requirements (with NOED being the clear exception). And on top of that, they don't work so well together even if someone was to consider all endgame perks to be second-chance perks as well. That is the gist of what I have learned in this discussion, at least.
Also, people REALLY don't like it when you don't clarify what you consider a second chance perk even though you asked for THEIR opinions, but that's neither here nor there I guess.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1279359#Comment_1279359
It's easy to say that when you're not the one being punished.
I've been openly using a macro for nearly a year. This is the advice I give everyone that asks that question.
-
Just use a macro. If you get punished for it, just report it and we'll bring out the torches and pitchforks.
Seriously, no-one likes this forced struggle mechanic. It wears down equiptment and inflames pre-existing medical problems that are extremely common among gamers, not to mention the professions that most gamers come from. If anything can get this community united, it will be getting rid of the forced button-mash.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1279067#Comment_1279067
So how is Dead hard, a perk that might help you recover from a fck up, not similar to unrelenting...a perk that might help you recover from a fck up
Because of Unrelenting Tech: the most skillful and op technique in the game that works every time and always gets a hit!
-
@Swiftblade131 said:
Both sides have their variances of second chance perks, you have to change the definition for both roles though.
That being said, there is a power gap between one sides second chances compared to the other. I think that's pretty self explanatory.
You really can't compare them so easily. It would get very nit picky.
Who said anything about comparing them? (Yeah, I know, half the comments here are trying, but I just wanted to know people's opinions, not communally-agreed facts and catagories)
-
Ranking unfortunately cannot explain why survivor que times have been steadily getting worse (and by extension killer times getting better) since around the dedicated servers released.
There are a number of factors that contribute to the que times. The most major factor is the lack of killers: my killer ques got significantly longer after Deathslingers release and after the Midchapter, and they got significantly shorter after the ruin rework. Another major factor is the current matchmaking system: as you said, it is easier than ever to rank up as a survivor and at peak times there are a hell of a lot of SWF teams that take up the high-rank killers, which extends matchmaking times. However, matchmaking (and ranking, which is a part of matchmaking) cannot explain the que time swap that happened between dedicated servers and this current Midchapter.
Don't get me wrong, I don't think a lack of killers is the only problem with skewed ratios either: given the swelling peak-time numbers, it does seem like there are more SWF teams and likely more survivors in general. It really does seem like a combination of more survivors, less killers and broken matchmaking that have contributed to the current reversed wait-times.
-
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1277114#Comment_1277114
This is your best argument for why people shouldn't be considerate in game?
Sports have rule sets around decency between players and penalties for a lack of. Dbd does not. It's left up to the players to decide to either care about the other human beings also trying to enjoy the game or not.
A person getting tunneled didn't make a mistake by being offhooked outside of their control, and there is a misunderstanding about the game being a team game, like a sports team. Unless you are a SWF, dbd matches are comprised of individuals who have to work together toward a common goal. But they are not a team. They did not select each other. So it is ridiculous to hold an incapacitated person accountable for the neglegent actions of someone else. Assuming they are neglegent because a lot of the time its less a wreckless decision and more the only decision because killers seem to gravitate to the hook.
Just don't be a dick. It's not rocket science and there is no reason to be, unless someone else is being a dick.
If someone gets tunneled out, it's not just the killer being a dick. There are 3 other people in that match that could have taken the heat. People that were FARMING their teammate, in that scenario you presented. Blame them too, not just the killer doing their job. In fact, if someone gets farmed, that's more on the teammate than the killer unless the Undetectable status was involved.
It is absolutely not ridiculous to punish bad plays. Does it suck being that survivor? YES. Is it the killers fault? NO. Why give an entire team free outs because someone wanted to be arrogant, go for ultra unsafe unhooks, and ######### at you for not letting them get away with it? That's like saying it's toxic to break the killers 3-gen while they are distracted. That is incredibly inconsiderate, they were just distracted, there's no need to punish them for that! What do you mean you picked up the slug, ######### is wrong with you baby survivors? That's so mean, git gud. You're supposed to wait til they are on the hook. What, you got a pallet save? What a disgusting shite.
-
Let's put it this way: both of these perks are on a timer. For that time, they are untouchable. So they abuse it for a purpose it was not intended for because there is no punishment, only reward.
And a hefty contributor to this is the fact that, should your BT run out without you entering the Deep Wounds state (a laughably worthless status effect/health state) then you "wasted" your teammates perk/your status effect. If you never got to use your DS then there was no point equipping it. Clearly this isn't ACTUALLY logical, but whenever I confront people about why they play like arseholes because they have multi-layer protection that essentially translates into temporary immortality, I usually get something along the lines of "otherwise I wasted it".
Or "GG ez baby killer, git gud, DS/BT/DH/Unbreakable is weak, you need skill to use it"
I'm not kidding. I really, really wish I was.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1277301#Comment_1277301
SLUG them. And 12 hooks isn't impossible. Playing nice isn't impossible.
I manage it somehow. Well, maybe 10 hooks because I scare people with stealth.
Slugging only has value if you can chain a chase. That's the problem with the whole stealthy-unhooker thing: you don't know where they are. Maybe if you're at 4-5 gens then sure, play nice, it's a dick move to kill someone off before the ball gets rolling although it's still understandable given the state of the game. My cuttoff is usually 2-3 gens, after that the kiddy gloves are off and I'm going to punish mistakes as best I can. If someone gets hooked twice in a minute then that sucks, but momentum is momentum and there's 3 people out there that could have been a team player and taken the heat. I do it all the time as survivor, but admitedly I also end up as the martyr half the time so I guess I understand why people dont trust their fellow solo's.
And I just have to say, if you are getting 10 hooks as anything but the strongest killers and strongest builds against decent survivors, you are extremely lucky. It's just basic maths at that point: assuming a very generous hook per minute, that's still a lot of gen time.
-
@PigMainClaudette said:
I disagree with the "I only saw you" part, because 9/10 times a killer says that, they didn't look hard enough and you were probably that close to that hook for a reason. Unless you are out to ruin someone's game then, just slug them and move on. It applies just as much pressure and is nowhere near as infuriating.
I can also understand it as a strategy to delete an OoO/Key user because that's just begging for it. But against a normal survivor, especially one who didn't bring an item? Didn't show any signs of toxicity such as teabagging? Any of that?
The person being tunnelled also payed for this game, and they should be given more than the first 30 seconds of a match to play the game they paid for too. That statement works BOTH ways. Neither side is a free game, and if I get camped/tunnelled enough, then I'm going to leave and let the devs know that it is entirely the reason.
If the killer runs back to the unhook and sees the person just unhooked running away... You are of the opinion they should leave them and go search for the stealthing survivor? Because that is what happens in most of these cases: the unhookee runs away while the unhooker stealths away because they aren't moaning in pain and actually have that option. Or, they run in the opposite direction to the unhookee and you still don't see them first.
If the killer has to look for the unhooker, then they may as well not. It's a time-sink. Better for the unhooker to actively take the heat instead of attempting to stealth, because otherwise why even risk not finding someone when you have a chase right there? That's not even tunelling: there is no other option but give them a free escape. That applies to following scratch marks as well: there's no way of seeing who left what. Often you follow them and start seeing pools of blood, but the only options are to give them a free escape or take the chase.
And the game-ruining thing goes both ways: 12 hooks is impossible. Playing nice is impossible. You have to pressure people, and while it's nice to see someone take the heat for the teammate it's not the killers job to seek that teammate out. That's what we call a five-minute match.
-
@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1274543#Comment_1274543
Again only if the survivor is stupid and plays like a bot. Anyone who has an iQ over 20 realizes that the killer has the combo and drops pallets early. That’s why it’s so rarely used. Nemesis with play with your food is better.
Except Nemesis/PWYF requires skill and practice to use on most killers, whereas Spirit Fury/Enduring is the definition of brute-forcing a hit, which is usually heavily punished by getting repeatedly pallet stunned
-
We have had some very different experiences. To clarify, I usually just drop a GG, and so do most people that talk. But if someone feels the need to say anything else? There's 3 scenarios.
I play extremely nice and give them every chance live? Coin toss as to whether it's a toxic piece of ######### that thought they were better than me and has to rub it in or a nice person that recognised how much breathing room I was giving.
I get a bit of sweat? Honestly, it's almost the same, but leaning a bit more to the arsehole side.
I play as dirty as the survivors and it's just a wall of text describing exactly where in my lineage a dog impregnated someone and how that has affected me as an individual. Not even GG's half the time, I ACTUALLY apply pressure and force them into situations where they get snowballed and suddenly I am the foulest individual to play DBD. (I would like to clarify that this isn't always the case, there's a few people that appreciate the challenge, but it is an extremely small portion).
And the strangest part of all of this is that it only got this bad after Deathslinger/Chapter 16 mid-chaper update. Around the doctor rework/ruin rework everyone was like "hey, ggs, you played well, this is what you did wrong, let's all get better at the game, got any criticism for me?"
-
There is no way to counter SWF. In fact, it's a borderline cheating counter to a lot of killer perks and abilities, such as Knockout or the Undetectable status.
Basically, if a SWF team wants to win, they will because the game is massively stacked in their favour. It's so stacked in their favour that they can "waste" perks like DS/Unbreakable and play super dumb and still all escape unless you are the best nurse/spirit in the game. But gen speeds counter these killers as well so against "I HATE LOSING!!!!!!!!!!!" teams you will only get 1 kill in a 4 minute match if you're lucky.
But the game is massively stacked in their favour, so losing to a sweaty swf is like not winning the lottery. Of course, most of those teams don't see it that way because they want to pretend they actually accomplished something, but if you've ever talked to a tournament player they fully acknowledge the BS that is SWF. Well, most do.
-
@Traslogan said:
Myers is extremely weak and outdated.
His entire power is built around minimizing score in chases and injuries, making him a hassle to rank up. His power is also finite, despite many other killers having infinite insta-down options. To top this off, his ultra-rares are the same, they are just meme goodies to give him a really messed-up game where he definitely can't rank up.
The entire game is extremely fast now due to survivor efficiency, and Myers is forced to just severely prolong his chases and typically gains almost no score for chasing whilst stalking. myers was also crippled further by the hex ruin nerf.
Myers is also banned from getting bloodlust at T1 of Evil Within, and many maps have effectively-infinite loops where T1 myers cannot stalk you nor can he catch you, because map design is just horrendous here. To top that off, Stalking is one of the buggiest systems in the game, not hard to find youtubers and streamers looking at a survivor 5 meters away and stalking just isn't working today.
On top of this, the actual buffs of T3 outside of exposed are weak. He gives people extreme amounts of space between them and him to get to T3 and then ends up not being particularly better at chases. Pallets are every 10m on all maps at this point and it's realistic to keep myers locked behind pallets for a full minute at a time if needed unless he specifically brings spirit fury and enduring.
Ah, but you have forgotten the increased lunge! This alone makes Myers the best m1 killer in the...
Nope. I can't do it. It's so bad. And extra metre on your lunge? YOU ARENT SUPPOSED TO LUNGE IN DBD! The only time it was useful was catching people vaulting, but the new vault makes it borderline impossible!
That alone makes him outdated, but including everything you mentioned it's like... Wow. This guy was NOT designed for this patch of DBD. He's still serviceable, especially since they've mostly fixed his stalking, but they didn't even customise his emblem gains when the system came out. Plague has the same issue, but at least that's because the Devs thought people would cleanse against her. What's the reason for Myers?
-
Infinite T3 isn't that good, if you want instadowns go play Plague, she gets them quicker than Myers. Neither is the tombstone, it drastically slows you down in every possible way and is super avoidable because the Devs like "counterplay". Like jumping into a locker.
And they have an achievement tied to using both of these, TOGETHER. How smart. What an intelligent decision. Make an achievement based around 2 ultra-rare add-ons that you cannot get because some prick will fast-vault into a locker every time you get close.
Now, the tombstone piece? THATS an OP add-on, you just pop your T3 and murder someone. A 3v1 against an m1 killer is still a bloody 3v1, AND you can do it again, AND you don't get slowed down.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1275060#Comment_1275060
Hag can work on those because her traps are hard to see, Trapper traps dont work on Crane & bus because there are no grass to pre-trap those.
Trapper absolutely works, he's just far more situational and reactive. Best-case scenario you have dark traps, but even running no add-ons? You may use the window once if you get lucky, but you will not be running that loop.
-
@SeeYoureWrong said:
https://forum.deadbydaylight.com/en/discussion/comment/1274724#Comment_1274724
I know thats what they said on stream but it doesn't explain why so many lunges end early for me. Try hitting a survivor being sacrificed, it will aim upwards but it doesn't actually hit them.
https://forum.deadbydaylight.com/en/discussion/comment/1274732#Comment_1274732
and I don't know if this is true but I hope it is because it's so infuriating when they get extra distance because of it.
Because if they move out of the way of your cone as the scan registers, you don't hit them. The camera flick registers before the hit, which has been a thing since at least a year ago, which is why you have to manually keep survivors in you FOV instead of relying on terrible hit detection. Which is not nearly as much of a problem as the fact that literally any pixel inside your hit cone will force you to smack the wall that WASN'T in your FOV and give the survivor a free escape.
-
@FabsRinas said:
https://forum.deadbydaylight.com/en/discussion/comment/1275225#Comment_1275225
All these techs you mentioned are a hitbox abuse, which is the point OP is trying to make.
Window tech isn't, it's more camera abuse, but none of the things I mentioned were ever actually useful unless the killer literally never saw it before.
-
Are you talking about the old "hide in the killer post-hit with Iron will" play, because that's mostly just annoying because people think it's skillful, not because it actually works well. It's not Window Tech, its not Hook Tech, it's just... Well, I was gonna say dumb and mildly confusing, but let's be honest nothing was dumber or more confusing than Hook Tech. I mean, why? Just... why? Why was that ever a thing?
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1275126#Comment_1275126
If you were to read the story (or even the TL;DR version), you'd see I mention I couldn't hook them. I don't like to slug, takes too long and is boring.
I did read the story, I don't know why you would assume I didn't. I specifically mentioned the precise scenario... Right after an ellipsis.
-
Everything about Jumpscare Myers is tilting. Playing as him is tilting, playing against him is tilting, that one time I was drinking soda and he ripped me off a gen 15 seconds into the game was tilting...
But mostly it's probably just that it's a rare and expensive add-on, plus a very rare and practically required map offering. I love Jumpscare Myers, but I never get to play him and I never get to go against him. Which mostly means I always get sacrificed to him on a Jumpscare map. But that's a lack of experience, not something being "uncounterable".
-
Forcing survivors to bleed out is never okay... Unless you cannot hook them. Or they were being genuinely toxic shitheads after you were extremely nice to them, I'd also accept that reason.
I once had a match with a David that reported me (so he claimed) for not letting him escape. He died to EGC because there were no hooks beside the door he kept running to after wriggling out of my grasp. He did it twice and his entire team stayed in the post-game to flame me for being terrible at the game. They genuinely claimed that in that situation I should have let him escape because I couldn't get to a hook. One of their big reasons was so that the game would be over quicker.
They did not like my suggestion that maybe they weren't as good as they thought they were since the lost to Legion on old Ironworks after abusing the absolute shite out if the window and triggering all 4 DS's, the 2 possible Adrenalines (others were sacrificed) and 3 Unbreakables. And they REALLY didn't like it when I suggested that maybe David shouldn't have wriggled. Apparently I was an "entitled killer main".
-
I definitely think it's to do with the absolute ease that a full SWF party with decent perks and an okay map can win a trial. That's not to say that this is what SWF is (though it often can be), it's just the fact that people like to have their merits acknowledged and this general idea of SWF = EZ takes away from someones personal victory and feeling of accomplishment, whether it should or not.
I often get accused of being in a SWF as a solo player matched with 3 other solo's, and I can definitely say that it really does feel like the killer is trying to detract from our victory by accusing us of using a "crutch". But, if we're being honest here, it was just 4 solo players that did gens and safe saves because we all had Kindred or Bond. Should our victory be detracted from?
Well, maybe. The difficulty of solo que IS bad teammates.
-
Yep, it is entity-blocker time the moment you get the central window. Or, you know, just don't even try.
Fun Bus and Crane Pallet (specifically the pallet) are extremely annoying. But mid-window Fun Bus is just awful, there is no way to mindgame it unless you are Huntress/Deathslinger/Demogorgon. And it is an extremely powerful tool for Hag and Trapper, but they kind of shine at strong tiles because of their powers so it doesn't really count.
Seriously, they could just remove the mid-window variant and it would still be a strong tile. Easy fix. The only ones complaining would be all the same people that complain about infinite removal.
Edit: ohh, remember Crane Tech? That was so fun! It actually made crane pallet unsafe! I miss it so much.
-
@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1274759#Comment_1274759
Doesnt matter if its minor progress or part of the "neutral zone". It is still progress on your objective in your favour that you spent time doing. Am I a bad Survivor for doing a gen all the way to 90%, the Killer hooking someone and PGTWing my gen? No. I was still contributing to my objective.
I get that you are saying that you only make progress in your objective if you reach "milestones" from which progress cant be erased (hook states, generators completed, etc), however thats not true. Progress is still progress even if you dont reach them. Those perks reward you for making said progress, therefore they arent second chances. They are just regular perks like other normal ones.
Following your logic, just because progress can be erased by the other side, then Devour Hope is a second chance for failing to protect hooked Survivors. Or Sloppy Butcher is a second chance because they have to heal back up but slower. Or Autodidact is a second chance because your teammate shouldnt have been hit in the first place. Maybe healing as a whole is a second chance perk but without perk slots. (/s)
As for your comparison with DS, getting downed and hitting that skillcheck isnt directly contributing to the objective, so your example isnt good.
https://forum.deadbydaylight.com/en/discussion/comment/1274836#Comment_1274836
Injuring is part of applying pressure, thats the point. Legion has tons of problems, but Legion isnt a second chance perk, its a character with a power and therefore a completely different can of worms.
Injuring is not a "part" of applying pressure, pressuring survivors means they are forced off gens. Injuring survivors doesn't really do that. In fact, injuring survivors doesn't get you anything unless you also down them. A survivor who is injured cannot tank a hit, but... Well, they don't need to in the first place. The only time an injure is pressure is if the survivor goes and self-cares in a corner, but that's not you pressuring the survivor team, that's the survivor team having a terrible teammate. And I don't really get these survivors except as teammates, they seem to be replaced as opponents by Iron Will/Resilience users.
I was using the Legion as an example of why injures are not, in fact, the same as pressuring the survivors. Being 1-shot is scary, yes... Unless you are an okay player.
-
@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1274676#Comment_1274676
By emblem definition and community standards, injuring Survivors is applying pressure AND succeeding chases, and thats part of your main objective, even though just part of it, just like hooking. Hitting a survivor or injuring several is literally doing good.
No-one actually thinks injuring people is pressure, otherwise Legion would be the best killer in the game
-
There isn't any auto aim. There's just a hit cone. The killers weapon doesn't have a hitbox, when someone presses M1 the game scans a cone in front of them and makes them hit the first thing in the cone. It also makes the camera immediately centre on the thing that just got hit.
-
@brokedownpalace said:
NOED, Blood Warden, Remember Me. Anything that prevents or hinders survivors escaping after they have completed gens or opened the exit gate.
Also I don't think second chance perks are inherently a bad thing. But a lot of people use the phrase as an insult.
Perhaps, but it's easy to understand why given that killers have to capitalise on survivors mistakes. If a perk undoes a mistake, someone got a second chance after screwing up. That's... not a good feeling. That's why I wanted to see if there were second-chance killer perks that I overlooked, and as it turns out there are a lot
-
@Keezo said:
https://forum.deadbydaylight.com/en/discussion/comment/1274543#Comment_1274543
While i too dislike Endfury, i wouldnt call it a second chance. Its just a free hit, doesnt really bring you back from a loss.
I can sort of see it: you got stunned three times and were forced to break the pallet twice. If it's all in one chase then it's kinda a second chance combo because that is what I would otherwise call a massive loss
-
It depends on the loop. Some can be bloodlusted (low walls), but usually you just have to force a pallet drop and break the pallet. Junk tiles, most car tiles, all path tiles, all maze tiles, shack, house of pain, cow loop, crane pallet, fun bus, central buildings... You have to break the pallet once it's dropped unless your opponent is brain-dead (or you want to bloodlust the pallet, which is ill-advised)
However, you can get some unreasonably good mindgames going pre-drop. At junk tiles/long car tiles you can fake out to gain distance and force an early drop, for example. This is, however, your only course of action and the sole reason that m1 killer is extremely weak: most pallets are reasonable safe, and there are a lot of pallets. Maybe if brutal strength had a measurable effect if could be meta on basic chasers, but that's a risky number to mess with.
(Also, Ghostface isn't supposed to be played like an m1 killer - sometimes it's unavoidable, but generally speaking the 2 Ghostface strats are the 99 or Hit-And-Run.)
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1272972#Comment_1272972
How would they abuse it? Do gens like normal or take unnecessary risks and get pressured?
Run into your face and bodyblock/save/pickup. Maybe don't assume someone is 'pressured' just because they get hit, there's no pressure if there's no consequence. I cannot tell you the number of times a team has gotten a completely free, no-skill-required save by running at the hooked/slugged person with DS/BT.
The thing about "risks", by the way, is that there is RISK involved. DS takes away a lot of risk, and all it's combo's remove risk completely. That's why it's such an unhealthy perk: it's so damn easy to abuse.
And yeah, if someone heals or sits on a gen and still hits that skillcheck, they abused DS. They clearly didn't need it, they weren't getting tunelled, and they should not have gotten a free escape and a 5 second ahead start. Talk about counterplay all you want, the killer has no idea whether or not you have DS or are bluffing. The best "counterplay" is to call them and potentially eat the damn perk... which isn't counterplay by any definition.
-
@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1272929#Comment_1272929
Since when did the devs consider being the obsession a negative? unless someone is the target of rancor or journal Myers being the obsession is a net positive 90% of the time
Go read the DS rework post, they specifically talk about the risk/reward of getting free BUT becoming the obsession
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1272929#Comment_1272929
Jumping into lockers isn't a strategy, any good killer knows to immediately grab the survivor. Multi-layer protection for 60 seconds is as easily avoidable as just DS in most ways. If you play killer using actual strategy, it's easy to make most survivor perks a waste.
Multilayer protection is only avoidable if the survivors don't abuse it, and... Well, by definition there's no reason not to abuse it except generally being a nice person.
And I'm not sure what you mean with the whole locker-DS thing, please clarify?
-
First: it's a 5 second stun, and the biggest distance creator in the game.
Second: the problem with DS is that it is at the core of every multi-layer protection combo. DS/Unbreakable, DS/BT, DS/Adrenaline, DS/Deliverence (questionable, I admit), DS/Inner Strength... The list goes on. These perks are powerful on their own, but you put them together and it's like chocolate and peanut butter. Or, if you are the killer in that situation, shite and vomit. I'm all for perk combo's, but DS is a huge, huge issue simply because you have to play around it's combo's.
Third: it is yet another straw on the metaphorical camel's back, and a very big one at that. Almost a haybale, tbh. You may be of the opinion that killer isn't stressful, but maybe the rest of us don't like playing Dark Souls blindfolded. Confuse 2 survivors and suddenly everyone gets away. Miscount the timer and everyone gets away. Forget who used what perk when and they get away. Play around a DS that's not in the match and they get away. Because of this, a team doesn't even need a single DS to get the benefit. It is an ACTUAL technique to jump in a locker when the killer comes your way WITHOUT HAVING DS. And that's not a red flag? I've gone against teams that run other perks that give an obsession, play super obnoxiously, and still get the benefit because you had no way of knowing that that 1 Claudette had For The People instead of all 4 having DS/Unbreakable.
Lastly: the 60-second slug. The counter that isn't even a counter. The only time slugging the DS works is when they don't jump into a locker AND they don't have a perk to pick themselves up. I'm all for slugging, but a forced 60 seconds where you aren't allowed to hook someone is a bit dumb, especially if the team screwed up. Killer is all about the snowball: a perk to disrupt that for free is bad enough, but a potential 16? Including 1 that works in every situation because it forces another perk to trigger? I just LOVE getting outperked. Boy howdy, it's so fun.
Edit: lastly lastly, the Devs consider being the Obsession to be a downside and so hitting the skillcheck is a risk/reward scenario, yet even against Rancor being the obsession is a mixed buff/debuff, and that is literally the worst-case scenario.
-
Ah... no...?
Am I missing something here? You charge the killer, somehow 360 them... And get called toxic?
Please try that against me. I swear it'll work. Pinky promise. Totally gonna rob me of my power, 100%.
Though I would like to clarify that legion is oddly difficult to hit 360's with on dedicated servers (I've been told it's easier with 120 FPS) because of their FF lensing effect and general survivor jankyness post-servers, so maybe it's just people getting angry that their already weak killer is also ridiculously hard to get their weak power to work in very specific situations.
-
@PigMainClaudette said:
What's the problem with the Magic School Bus? It's my FAVOURITE loop to see on a map.
I also love the Fun Bus.
As Hag.
-
Nurse is easily the strongest killer in the game. Just because you suck with her post-nerf doesn't mean you should give up. I didn't.
She was one of the easiest killers in the game because she could just spam blinks, now you have to be smart. And yes, I did play her, and yes, she had a high skill floor... But once you reached that floor (in 5 games) she was way easy and OP. Now her floor is way higher and she is unintuitive, but her power is still there and still unbeatable.
Edit: I will say, though, that her bugs are borderline game breaking and all-too-common.
-
It used to mean "killer's nearby, do gens", but new players just assume it means the exact opposite and I now assume that any and all hook gymnasts are simply trying to get in some upper-boddy workout for that sweet 4% Kobe next match.
-
Not really endgame salt, but if I get the old Bubba Facecamp after a long, multi-gen chase, then I have fulfilled my goal in DBD.
Bonus points if he's revving the saw.
-
@alullabyfortheclarks said:
https://forum.deadbydaylight.com/en/discussion/comment/1247632#Comment_1247632
sure but what about the legion? i mean the survivors could gang up and easily take him/her/them down. in the mori you can clearly see that the legion is weak at martial arts, he/she/they only get the kill because the survivor is trying to escape.
You missed the 'super soldier' part. Somehow.
Good luck ganging up on something faster, stronger and more durable than you, regardless of its fighting experience. Just because the Legion are teens doesn't change the fact they are just as enhanced as any other killer, at least according to the lore surrounding what the entity does to killers.
-
Ah, what? Have you ever played doc? EVER?
Edit: or killer in general? His power is similar to Infectius, not BBQ
-
Legion simply has no ability to down survivors, only injure them. They're just a basic, m1 killer. And on top of that, their power is EXTREMELY punishing. Miss an attack? Gone. Get stunned? Gone. Exit FF? 4-second stun. Hit a survivor with a basic attack? Half your power-gauge drained. Run a few add-ons? Effect is borderline imperceptible.
And on top of all that, FF has 1 simple trick that counters it's usefulness almost completely: just scatter. It's really only good for a single quick injure at a time, which gets you nothing. Even Deep Wounds is borderline worthless: it has no urgency. I've actually had games against legion where I've popped the last gen, rescued a teammate or two and gotten out the gate that they opened for me because I was dancing around behind them at perma-1/4 bleed-out.
Don't get me wrong, I like playing legion, but their only redeeming quality is that they are a short m1 killer. Wow.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1265548#Comment_1265548
I can confirm he has 6k hours. And he's not even the highest time played on Xbox either, he's like 5th or lower.
Everyone you listed is not actually as good at the game as you think.
Everyone listed was one do the best players out there, who sink massive amounts of time into the game to be as good as they can, and still have massive, massive issues with how easily abused DS is. If something so easily and commonly used is only ignored by the top 0.01%, it's a problem. If someone sinks more than 8 hours a day into DBD as a way of earning their bread and butter and cannot figure out a way to justify the existence of DS in its current state... It's a problem.
And Tru3 is of the philosophy that there's no real point in NOT running it. It's super, insanely powerful with no downsides. Which makes sense: the perk would be fixed way quicker if every streamer ran, combo'd and abused it every game. He literally goes on rants about how insanely strong it is and how it really needs a nerf since, in his opinion, it's as easy and powerful now as it ever was. And yeah, he does this after mindlessly stabbing the killer. And pointing out he didn't deserve to but got to all the same.
-
Never forget:
Pop :(