MadLordJack
MadLordJack
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- MadLordJack
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The most "B" killer I've ever seen and easily one of my new mains. I just wish infection wasn't so painful right now.
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It is the stupidest perk in the game that people are hardcore sleeping on, for which I'm grateful. Slap any chase-ending perk on a bad survivor and that's free gen time, let it go off twice and that's broken game design.
And letting a good survivor have no tracking? What the actual #########? Who the actual ######### thinks that a 60-second no-resource chase is fair? Gods, I'm so glad people are dumb in this game. It's like the people that say medkits are bad. It's not even opinion, this perk has been giving me massive chase extension and time-wastage and they buffed it??????
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It's not as simple as that. Hardcore camping and tunnelling are basically BM, anyone that thinks otherwise either has a very generous definition of "hardcore" or isn't going against the kind of survivors they think they are. But, there's also plenty of moments where tunneling or camping are the right play, mostly camping because I can't think of a single moment where tunneling someone out of the trial was time efficient except against potatoes, but they can pop up.
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Lethal Pursuer. It's the perk that lets Corrupt actually do something and also is just brilliant slowdown all on its own.
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Yes, this game babies killers so much that I quit playing last night because I spent 40 minutes in a survivor que.
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1 in 70 sounds like too much, unless 1 in 70 trials you're getting paired with a Sabo squad. Wiggling off the killers shoulder is not there to let you escape, it's there to prevent the killer from taking you wherever they want. If you're getting picked up and taken to the nearest hook only to wiggle off despite no interference, there's a massive flaw in the map that needs rectified.
And for everyone saying they're entitled to wiggle off because their bar reached maximum right at the hook... No. That's like saying the killer has the right to reset a generator to zero because they were across the map when it popped. You aren't supposed to escape by wiggling in any non-sabo scenario, just like killers don't have the right to undo a gen just because they couldn't get there quick enough.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285405#Comment_2285405
I hate that idea though because at some point you'll only be playing with 2 perks, and that just doesn't sit right with me.
Except that you don't actually get proper value from all 4 perks every trial. You think you do, because whatever perks you're using are still "available", but in reality you may as well have empty slots in every trial, depending on the flow of the trial.
So, you can either risk that, or run perks that are guaranteed to give you massive, genuinely consistent value but then go away.
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Lethal Pursuer tells you exactly where everyone is and what they are doing at the start of every single trial. No other perk in the game saves you that much time and gets even a basic m1 killer into a chase within 15 seconds every trial, it's basically the best slowdown perk there is.
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Shack is pretty much unmindgameable. There's no way to catch anyone with moonwalking or mindgames beyond a simple 50/50 at the pallet, not since survivors realised there's multiple spots they can stand that provide them with clear views and fast vaults.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285277#Comment_2285277
Then moris will back? And also old Undying lol
Only if they bring back infinites, old BL and remove entity blockers.
Dying Light was a scummy perk that reinforced a scummy playstyle, something only a killer main wouldn't remember. Perhaps you should try playing more of an even amount of killer and survivor so you truly understand what's balanced, what's unfair and what is plain, old lazy.
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Ah, yes, the perk that only killer mains thought was good. Perhaps we should revert the DS nerf and make Unbreakable basekit, too.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2285053#Comment_2285053
But with this argument many killer are problematic, too. Stealth killer for example are for solos a lot stronger. Nerfing something bc of solo makes no sense. They should solve the problem (buffing solos) instead of lessen the effect of this problem.
Which would be a direct nerf to solo-preying perks and tactics. That being said, there is no possible way to buff solo's against indefinite aura removal.
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There's plenty of unfair perks that deserve a nerf, mostly second chance perks or solo-preying perks. Other perks need buffed, yes, but free second chances are ######### stupid, as are perks that disproportionately affect solo survivors such as Tinkerer, Knockout and Third Seal. Also, just ######### NOED, that perk's effect is weaker than its "counter" and completely unearned.
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It's like using DH/DS/IW/UB on a full Blendette party, only considerably more common.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2283606#Comment_2283606
Perhaps we could go for an unlikely alternative solution: revert the maps back to their old versions. And not just the graphics, but the loops too.
Maybe giving players some of the old structures back will motivate them to return to a different mentality, as we've discussed before. That might be a fix for this problem.
Maybe for really casual players, but if we're being perfectly honest the damage has been done. You'd need to wipe people's pre-midwich memories (I think that was the map that made everyone go "Oh, sprinting forward is really strong!"). No team doing the old predrop-and-W strat cares about having fun chases, not when they're prethrowing Jungle Gyms and Shack, and now everyone also knows the importance of just doing the generators too.
I honestly feel that the only way is to completely rework how generators are repaired. Then we could potentially set every map to Cowshed levels of insanity because those kinds of chases would be way less impactful.
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This change was the most needed change. Who the ######### cares about carrying 2 traps if there's nowhere to hide them? Now, with the darker traps and broken outline, they're much harder to spot just sitting in the ground.
Still a lot of work to go, but this was a huge step second only to resetting traps.
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I mean, given that predropping pallets and holding W is such an effective strategy, I think that the gens really are the problem and really do need a rework for everyone's sakes.
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Killer: having a trial that lasts longer than 6 minutes and not containing unpleasant survivors.
Survivor: going ######### insane.
Edit: Goals - completely aimless. Play well, I guess.
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Except it really isn't fair once he's reached T3, because at that point he's getting punished for using his power.
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Every time someone says BBQ needs nerfed, I ask the same question: What would you rather killers use? Tinkerer? Thrilling Tremors? Distortion? Whispers? Please, name the far stronger, uncounterable or semi-uncounterable tracking perk you would prefer killers to use.
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On mobile killers, they're good perks. You can probably get away with one or the other if you don't want both, plus Eruption works as a tracking tool as well.
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I wouldn't compare a live-service game to a single player title, especially not anything from Bethesda, who get an unfair free pass from the gaming industry.
The Devs promised optimisation. They didn't deliver. In many cases people physically cannot use the content they paid for.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2280534#Comment_2280534
Okay so how is he better than Doctor, Freddy, GF, or the two i expanded upon in my post. You can say he is but you need to explain why.
https://forum.deadbydaylight.com/en/discussion/comment/2280527#Comment_2280527
His map pressure being zombies is laughable. Have you seen the Ai on those things? it walks up to you, you do a loop around it, and bam it's not starring at the wall. At best they are a minor nuisance. And yes the zombies and vaccine are map info but since you have no mobility you can't do much with that info a lot of the time.
Also how is he better than Phead? Because he can break loops with his power? Phead can hit multiple people through walls with a bigger hitbox. Demo can also break pallets with shred and has actual mobility with his portals. LF saws through them too.
Saying he is A tier is putting him with likes of Oni. Nemesis is an anti loop killer, his map info and map pressure are minimal at best and his map mobility is worthless. Yes he is strong at loops after you have already hit the survivor and let them speed boost away.
And yes Oni and Myers need to build up there powers too like Nemesis. But Oni injures survivor on a hit and they leave blood orbs that give him tracking. Myers is stealthed and has a way easier time earning his power because survivors again don't speed boost away. And what do those two get, they both get insta down attacks and can immediately end a game once they proc there power if it all lines up correctly.
Nemesis needs to build up his power by letting survivors sprint burst away from him when he lands it to get the ability to break pallets with it (good) and then 1 extra meter (bad) on his m2. Oni and Myers are 1 shotting everyone with insane dash speed, faster vaults, and an extended lunge. Nemesis gets punished for stacking his power while those two don't and they have a better pay off too. How in any world is Nemesis in the same tier as Oni? A weak start, inconsistent zombies providing minimal map pressure, sometimes info that you're lucky if you can use it, and an occasional zombie blocking a loop for you, and pay offs that are barley worth it. Do you think Tier 3 Nemesis is anywhere near as good as Tier 3 Myers? Or a Demon Dashing Oni?
Doctor takes longer to down survivors than Nemesis, despite having less counterplay, and though he has better tracking Nemesis still has a decent bit from his zombies and supply crates, and he has better slowdown. Nemesis also tears through pallets and has a built-in 4 stacks of STBFL.
And it's a similar problem with Ghostface. He was a lot stronger in a previous meta, but now he's just got too much setup for very little reward. It takes him minutes to get into a powerful position at the start of the trial, and then all of his setup is completely removed in one minor snowball. Instadown perks definitely mitigate this, but at the end of the day survivors can and will outplay or outperk you, even just by holding W like agaisnt Nemesis.
Edit: And once again, it's a similar problem with Freddy. Good survivors predrop every pallet amd all the slowdown in the world cannot overcome that. Having mobility is nice, sure, but now that his power requires more effort and survivor shave gotten that much more efficient his old, mindless playstyle just doesn't cut it
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Probably Halloween. I'm just not a fan of any of it.
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If you're on Steam and have a compatable card, you can force the game to use directx 12 by adding the "/dx12" command line to its general launch settings in Steam, which massively improves performance.
It's not a proper solution, but it fixed my performance issues. If you're on console, continue to hate on the Devs. There's nothing I can do for you.
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Nemesis is better than Legion, Ghostface, Myers, Trapper, Pig, Clown, Trickster and even Doctor and Freddy. He's a short-range Deathslinger that doesn't have to reel in for hits, breaks pallets quick, and has 4 stacks of STBFL built into his power.
Could he be better if the removed the speed boost? Absolutely, but he's by no means weak now. He's the most B-tier killer I think I've ever played.
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Honestly, it's the same as people BMing at the exit gates, some people are just toxic.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2276269#Comment_2276269
You literally just described a lunge attack....EVERY KILLER IN THE GAME HAS A LUNGE ATTACK. That doesn't make Nemesis special that makes him basic....
I wasn't aware that other killers had a lunge range of 6m, instant travel time, a 2.5 second cooldown, and the ability to hit over low obstacles.
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@RobynxGrayves said:
https://forum.deadbydaylight.com/en/discussion/comment/2277597#Comment_2277597
He's literally downing people and breaking pallets at the same time lol. Just had back to back matches with him and that's what's been happening. So don't get into chases with him, I just hide. Alot. The matches last really long because everyone else is doing the same thing there's really no getting around him once he's on you.
No, it hasn't, you really are mistaken or just exaggerating. I played him for 4 hours yesterday, I had plenty of moments where that could have potentially happened, and it never did. Perhaps you are confusing a pallet breaking with the current bug that makes pallets visually dissapear from certain angles.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2277716#Comment_2277716
With the addition of Small Game 2.0, I think that totem builds will likely die down a bit. The RNG of even having them in a good spot won't matter if a survivor can keep cleansing and finding out where the rest are.
How would running 2 perks that both have limited effects before being deactivated permanently become meta? You might make space for 1. But running 2 would cause half your build to be deleted after the timer runs out.
Because those two perks in conjunction get you insane amounts of unrecoverable map pressure that's far more valuable than having a perk that doesn't really do much but is active throughout the trial?
And I don't see totem builds dying down for any legitimate reason, Small Game and Detectives Hunch both exist and have done this entire time.
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It's certainly not meta on non-mobile killers, that's still Ruin/Undying.
Or, and this one excites me, Lethal Pursuer/Corrupt Intervention.
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It's such a good perk. Alongside IF it's an info perk that acts as a slowdown perk. Never, ever underestimate the power of a quick down.
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He's pretty good. Strong chase, free tracking from Zombies, inbuilt slowdown, overall a very nice killer that plays oddly similar to Plague with her Corrupt Purge mixed with Pyramid Head.
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@RobynxGrayves said:
Way too over powered. Not fair that he can break a pallet and hit you at the same time. Literally no way to escape him in a chase. Starting to feel very overly killer favoured. Getting tired of these killers who don't even have weaknesses to work against.
He can't hit more than one survivor/object at a time, meaning he either breaks the pallet or he hits you, not both. Stunning him with the pallet cancels his attack. He has a range of 5-6m, so if you're relatively close and he lifts his arm, start juking, it's very difficult for most people to hit. He can't hit window vaults if he's at an angle. Duck below objects to avoid getting hit. His cooldown is punishing if he misses, use the delay to gain distance. He can't zone for free and slows himself the moment he begins to ready his power, so keep that in mind. Don't throw pallets unless you have to or unless you think you'll get the stun, just like Huntress and PH.
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Yeah, I have light sensitivity and the blinding flash genuinely hurt my eyes the one time it happened to the point where I still have a bit of a headache like 5 hours later.
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His new traps have a broken outline and it makes them blend so well and I really like it.
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I have STBFL and it's honestly not that good on him. You really do be wanting to use his tentacle becuase it has a shorter cooldown than a base attack and you move slightly faster, plus you can tear through pallets and hit over objects.
Edit: Also, pop is shite on him, I've been using Pop/Eruption and Eruption has more value because it makes gens regress.
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I think he's a good killer, but his T3 could use a something extra. Personally, I'd like it if he now infected and injured in the same hit and had an additional +1m range, bringing it up to 7m.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/2276907#Comment_2276907
You almost got me hooked onto the idea, and for that you should be a salesman. Haha.
The only gripe I have is that it is useless after those 9 seconds. Like I said, I personally feel like it would be good on mobility killers like Nurse & Blight, but other than that, it doesn't seem that good to me especially since I find survivors really easily at the start.
Although.. pairing it with Corrupt sounds like an amazing idea. I'll have to try it someday.
It's not for everyone, I admit, but I much prefer being able to immediately pressure the survivors without any RNG factor over... Honestly, over anything else.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/2276866#Comment_2276866
Please inform me because every single time I play killer I always find survivors on the gen the farthest away from me.
If you're referring to survivors spawning on your sides, then I'd agree but I'm not going to take up an entire perk slot to see that.
Sometimes they spawn opposite you, sometimes they spawn somewhere else on the map, sometimes they spawn quite close to you, sometimes you spawn near the middle and don't know where to go. Sometimes they're all spread out, sometimes there's a cluster that will give you maximum pressure. You can see who's wasting time on totems or chests and focus on the ones doing gens. Usually, they don't actually go to any predicable spot. Without Lethal Pursuer, you can and probably do miss out on the right play for maximum effect. Sure, after 30-60 seconds you might stumble across a survivor, but with this perk it's borderline instant even as an m1 killer. 5-10 seconds of travel time and you're in a chase.
Lethal Pursuer doesn't just show you where they spawn, it's 9 seconds of aura reading. That means it tells you exactly what generator every single survivor is working on, information you can use later in the game. It tells you if they're sweaty or not based on whether or not they spread out. It shows you where the survivor is that spawns/runs into the middle and hides, because from what I've learned there's always one trying to knock out a middle generator.
It sounds like such a bad perk, but it's so ######### good. I can't wait to unlock Corrupt Intervention on Nemesis and hook someone before any gens even get to pop every single trial.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/2276178#Comment_2276178
Compared to the new survivor perks, Lethal Pursuer is garbage since any killer knows survivors usually spawn across the map from you anyways.
They don't, actually, which is something you would know if you used Lethal Pursuer.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2276031#Comment_2276031
no, you do not want survivors to cleanse because extra speed boost is just added chase time. The short-range ability is so short that its probably worse then a lunge attack at base distance-wise and the same as lunge attack at tier 3(have not tested this). Bards whole point is that he is explaining that nemesis entire kit is full unnecessary complications that are just drawbacks without any real tangible benefits.
Yeah, I really do want survivors to cleanse and to heal, because it means they're not doing generators and I can get to T3 faster.
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2276595#Comment_2276595
I'll move on but not before I'll give my 2 cents about how a killer can win the game by NPCS helping him, without doing something to actually provide that down.
Survivors can take away all their noise by equipping a perk and their entire meta is based around free second chances. Compared to that, a random series of accidents specific to a single killer doesn't sound too bad to me.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2276607#Comment_2276607
The DLC gives you all OG Survivors or all OG Killers. Like 30€ for all OG Killers.
Whaaaaaaaat the ######### is this dlc...? That's so expensive! I just bought all the DLC for $5NZD (about 3 USD or €2.50)
Edit: Admittedly on sale, but they go on sale so much so who even cares
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Sure, may as well. Hopefully around the same time they fix sounds and ridiculous ease of stealth in this game.
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Something in this game costs $30? The DLC is $15 NZD, so like $10 USD, isn't it?
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2276491#Comment_2276491
I forgot how killer main this forum is. killers will turn their back to an NPC doing the kills for them LOL pathetic.
This game is full of situations where you can do nothing by design, and unlike Zombies it's usually not rng-based. You really did just get unlucky and you really should just move on.
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@gendoss said:
Is there really a bloodpoint charm? That's what I heard in a different thread.
Yes, it's an uncommon (yellow) charm and it just looks like a bloodpoint.
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Nothing happens. You can purchase both (or all 3, in this case) characters through the in-game store, but the DLC (at full price), and have essentially payed double for the DLC.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2276052#Comment_2276052
How do keys prematurely end matches? You know you still have to repair all generators for everyone to escape with a key, right? And if all generators are repaired you have lost, even if the survivors have a key or not.
Survivors get 3 guaranteed, free generators. This is basic game design. That means that the killer can kill, at most, 2 people, and no further gens need done. They can also, as just happened to me, freely and deliberately 3-gen themselves in 2 minutes, wait for someone to die or sacrifice them, and then 3 people escape.
This game is designed to be played around the last 1-2 gens. Keys cut off those gens.