MadLordJack
MadLordJack
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Tru3ta1ent used to go on and on about power roles, I don't know if he started it but he certainly helped spread it. I'd never heard of the notion in DbD.
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Because OoO exists and Alert is mostly good against weaker killers or bad players.
It used to be nice, but then Ruin came back into fashion, Surge got buffed, Wraith got popular, and so on and so forth.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250161#Comment_2250161
You wrote trash wrong.
Undying is currently one of the worst perks we have.
Hmm, funny, looks like no-one here agrees with you.
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Ruin/Undying is still the best and most consistent slowdown there is, because whether people admit it or no perk combo is even remotely consistent. Undying now even combines with all other Hex perks instead of just Ruin, Haunted Grounds and Retribution. Clearly Undying is fine.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2249561#Comment_2249561
It depends on the short loop, though. There are definitely some short loops that you can use your Rush in.
Even then, you said, "Forced to run a lot of tiles..." When you say that, I think of EVERYTHING, not just filler pallets which he's typically weaker at (until the pallet is dropped)
that's what every single bit of meaningful, reliable counterplay in DbD
If I'm understanding what you're getting at, I wouldn't entirely agree, personally.
You initially said the developers DESIGNED Blight to be an M1 killer in the majority of tiles, which is what gives him counterplay. I don't think this is true. The counterplay to Blight is the different moves that you can make to potentially throw him off in his power and make him waste his power usage. As I said, LOS breaks, obstructions, predicting his rush pathing, double vaulting, etc. HE can counter this if he makes the correct read on you (and you can counter this if you make the correct read on him, so on, so forth until one of you is put in a situation where you've lost the 50/50s and are forced to eat a pallet/take a hit), and that's why Blighted Rush is a great example of a power that has a very balanced amount of counterplay. I wouldn't ever say that the aspect of Blight that gives him counterplay is that he's an M1 killer, as M1 killers don't have counters to smart survivors at stronger loops, like jungle gyms. That wouldn't be counterplay, that'd be guaranteed safety. At junk tiles or something though, sure. Then I can sorta get what you mean.
Okay, first of all there is a ######### ginormous distinction between the terms "majority" and "a lot", so don't put words in my mouth and pretend I said that Blight can't play the majority of tiles. Second, counterplay isn't guessing. There's no skill to a guess, that's why it's called a guess and not "Knowledge". Counterplay is doing something meaningful to prevent the killer from hitting you, it's not hoping the killer ######### up. All this BS about 50/50's is exactly the same nonsense people scream about with Spirit, it's not ######### counterplay, it's the Blight sucking dick.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2247514#Comment_2247514
huh? you don't need any type of exploit to run tiles with blighted rush. that's not true at all.
on top of that, implying that a killer being a basic M1 killer gives them actual counterplay is odd. there's a reason killers have anti-loop. basic M1 killers aren't made to run the majority of tiles in game.
The only way to play short loops with Lethal Rush against good survivors is by exploiting.
And yes, counterplay is turning the killer into a basic m1 killer. That's what Oni counterplay is, that's what Billy counterplay is, that's what Blight counterplay is, that's what Huntress counterplay is, that's what every single bit of meaningful, reliable counterplay in DbD - forcing them to not be able to effectively use their power in certain situations.
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It's not 50% louder than 0, it's 50% louder than 100. Iron Will takes away 100 points of volume, Stridor adds 50 points, No Mither takes away 100 points, and so on and so forth.
Edit: Hang on, No Mither takes away 50 points, not 100, what the hells am I on about
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/2248284#Comment_2248284
That's not the problem, everyone have a different taste, just because you don't see him in that way it doesn't mean other don't. I wasn't talking about that, i was talking about the fear factor, which is subjective aswell.
Chucky is not as small as you think, he has his own unique power, devs always bring new animations, which they will do with Chucky aswell.
You might want to think that, but the fact remains it's a little doll that isn't even remotely scary with the camera angles and logic of DbD. The only people that would find it threatening are people with genuine doll phobias.
And therein lies the problem, the hardcore fans that have never even heard of DbD would hate it, the studio would hate it, even if the Devs got permission to release it the soured relations would potentially damage the company... You can't just mock a liscenced character lile that. I personally don't give two shites about Chucky, I'm just well aware that the developers have to treat liscenced properties with reverence or risk damaging the company.
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Wrong kind of horror. Hannibal Lecter is the kind of villain that you don't see doing much physical stuff, that's the reason he's so terrifying. If they had constantly shown Mads Mikkelson running around stabbing and carving up people instead of holding back and hinting at it for dramatic shock effect, the whole atmosphere would have fallen apart and the show would have felt like a lame police procedural with gore.
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@GoodBoyKaru said:
I do it because it's funny :/
My friends list is public. If I stream, it's very evident in about 2 seconds I'm with friends. If you're going to check my stream out anyway, why bother asking? Just search it, or look at the friends list.
If you can be that hurt by someone saying they're solo when they're in a SWF for a laugh then you really, really need to lay on some grass. It really doesn't matter.
It kind of does, because people do that when they're not live and have hidden friends lists (it gets pretty obvious they're together when they play like they are and you get matched together multiple times). It's just another way those... I don't even know what to call them, unironic swf-deniers? It's just another way of spreading misinformation that ######### over solo que like a spiked pole dipped in battery acid and wrapped in rusty barbed wire.
I don't know why people do it, I really don't. There's a world of difference between making a claim that half a second of investigation disproves, and going out of your way to make sure that everyone you're with appears to be solo.
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Representation? Representing what, the console you play on? Does it even really matter? The console wars are over, no-one cares, now we're all just trying to get developers to remember that not everyone has a top-of-the-range PC.
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Prove Thyself isn't the issue, it's the gens themselves. 2 people without Prove Thyself takes 48 seconds, with Prove Thyself it's about 41. Either way, good luck interrupting them without Ruin.
Gens need reworked. There's no way to make mindlessly sitting on them balanced, and it's easily the worst part about survivor. In fact, I'm starting to think that's the reason survivor feels so chill - you sit there and do nothing in order to escape.
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Do gens and leave. They probably have NOED to get in a second completely undeserved kill.
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/2248185#Comment_2248185
We have kpop star, gang of teenagers with bunny suit, elephant skin.. I think that factor is out of the window. Not to mention that Chucky is slasher horror movie icon and one of the most requested killers
The fact that Chucky is an actual icon is the problem. Everything you listed is original content that can be mocked, you can't do that with franchises that take themselves as ridiculously seriously as so many slasher fans do. It would be like them putting Myers in a chicken suit instead of Clown, not only would the rights holders not allow it due to potential image damage the hardcore purist fans would hate it.
Chucky would have to be more of a side-piece of his own power, sitting on shelves and creepily watching people until it's Mori time.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2248201#Comment_2248201
I think he's fine honestly. I haven't gone against this playstyle since they nerfed him.
Homestly, neither have I, but I myself was doing it a few days ago just to prove it was still possible. I really do think it's one of the few examples of something being so boring people actually stopped it.
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Hag isn't very fun to go against unless you're in a full party of good survivors and someone immediately spots that it's a Hag so you can harass her all trial and not let her ever get a web set up around a 3-gen.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2248182#Comment_2248182
I respect Stridorless Spirit. Those are really fun games since I run IW, and it's an actual mindgame.
I hate Slinger, but I also don't think he takes no skill, I just think he's boring to go against.
Since when does anyone have an issue with PH?
Because PH's mindless, cheap, easy playstyle still exists and is still very strong (only going for animation locked hits and otherwise faking your power and m1ing). Lots of PH players actually try and use skill in their trials because that gets boring very quickly, so it's very rare to encounter these days.
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Victor isn't even remotely scary, I don't see how Chucky would fit.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2248155#Comment_2248155
Still though. How does that make her unbalanced? Are we just going to cater to bad survivors? If they have issues with heating Nurse then they need to get good.
The same way Freddy and Spirit are, her effort isn't equal to her reward, except Nurse players are heaped with u fair and undue respect because most of them are just bullying bad players that can't do anything about it because there's always a weak link and then getting praise heaped on them.
Either the attitude towards Nurse has to change, or the attitude towards Deathslinger, Stridorless Spirit and Pyramid Head has to.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2247883#Comment_2247883
So what? You can win with any other killer easily against these teams as well.
No, actually, it's a lot more challenging than as Nurse. She's a killer that requires basic practice and then completely levels out for most opponent skill levels, then ramps back up for the best survivors.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2248019#Comment_2248019
The cooldown gives you LESS out of it because you can only use it ONCE every forty seconds and get nothing out of it if you down someone with even one second less on the clock rather than being allowed to get multiple uses out of it by going around the map as quickly as possible.
https://forum.deadbydaylight.com/en/discussion/comment/2248045#Comment_2248045
I'm saying Surge shouldn't synergize with Ruin because that creates the "cooldown problem" in the first place. I've noticed a healthy number of times where Surge didn't go off because I was a few seconds too fast, and I had to go through all that effort all over again for not waiting.
Surge, by itself with no cooldown but no ability to affect regressing gens, is still weaker than surge affecting all gens and not just ones that aren't regressing. You're not getting multiple downs within 40 seconds unless you're snowballing in one area, in which case it's still pointless because you're not moving and not hitting any gens that you haven't already, and because you already hit them they're not going to be affected a second time. And if you are snowballing in one area and the perk has the cooldown, at least one of the downs is going to activate it and it's going to hit all the gens again, even if it was still on cooldown at the start of the snowball.
The cooldown really isn't a problem, it's just there to make sure the ability to hit multiple regressing gens isn't abusable, and the fact that you can then also pair Surge in its current state with other perks makes it even better.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2247998#Comment_2247998
If you make it so Surge can't hit the same gen multiple times in quick succession (without it being tapped first), what exactly does the cooldown do to make it not crazy on certain Killers?
Okay, I should probably clarify so I'm not such a #########:
What you're saying, if I'm not mistaken, is for Surge to regress the closest non-regressing gen every time you down someone. That's... Not great. Right now it goes really well with every other regression perk, especially Ruin, because it effects all gens in your TR but has a cooldown. That cooldown isn't that bad, to be perfectly honest, I rarely even notice it because if I'm snowballing I don't really need the extra help.
If it has a cooldown and effects all worked-on gens, it has more perk synergy and potential for regression because it also synergises with itself. If it has no cooldown and only effects the closest non-regressing gen, it has less synergy and you won't even notice the lack of cooldown most of the time. It just won't be that good, basically, because it's low will still be low but it's high won't be nearly as high.
If you take the perk as-is but remove the cooldown, suddenly it gets really oppressive, but I think we both know that already because we've both basically said so.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2247998#Comment_2247998
If you make it so Surge can't hit the same gen multiple times in quick succession (without it being tapped first), what exactly does the cooldown do to make it not crazy on certain Killers?
Because that's boring and weak and you won't get any really good, fun use out of it even without the cooldown.
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"The Blight" refers to the serum he's pumped full of, turning him into a classic jekyll-and-hyde monster that sprints at people. It's also a reference to the Halloween events he came from.
Trickter performs knife tricks. His Mori is literally him performing knife tricks. He is a trickster by definition, because there is more than one definition of "trick".
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Survivors: Stop camping hooks!
Also survivors: Goes down in the middle of a bunch of worked-on gens.
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The basic attack requirement needs to go, but other than that the perk is fine as-is, the cooldown prevents it from being absolutely insane on killers like Spirit, Blight or Nurse. Showing the affected gens would be a nice QoL change but it wouldn't be a huge deal.
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Don't do totems, you're killing your team. Killer mains and swf-only players want you to do totems but it's a waste of time, trying to cleanse them all is literally stronger than the actual effect of NOED, which is just a single free kill, and that's assuming the killer even has NOED and isn't using a proper 4th perk to murder you all.
Even if you have a full totem hunting build, it's a complete waste of time. The only way you'll ever escape after wasting 2 minutes of your time and who knows how much of someone else's as they search for totems that aren't there and you do the same is if the killer is terrible.
Edit: If you really want to cleanse NOED, just take note of where the dull totems you've seen actually are and check them when the gens are done. One free hook won't kill your team and you won't have to abandon the teammate if you get the NOED totem.
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Maybe, it would help increase variety by allowing perks to be buffed, but to be perfectly honest if the perk is a problem on one killer it's clearly the killer that's the real issue. Nurse or Blight with IF, for example.
Another example of a perk being genuinely nonsensically held back is Surge. The big reason they won't buff Surge by removing the pointless m1-only effect is because they don't want it to work with bleed-out or Trappers one add-on. However, that's clearly ######### stupid in every possible way as any logical, rational thought will tell you just how extremely uncommon a non-issue that would be. However, the Devs are terrified of what might happen in the future with future ways to down people (because they can't change a perk more than once, it's against the SurKillIvEr Rulebook for The Devs), they won't buff the stupid ######### perk. So maybe, if they banned Surge from Trapper, Deathslinger and Legion, we could get a proper competitor to Ruin on every single other killer instead of just killers that injure with technical m1's.
As you can tell, specifically Surge has been bugging me ever since it was released. Come on. This is madness.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2247883#Comment_2247883
Not at all what i experience as solo survivor.
Because you're confusing "terrible" with "mediocre".
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People excuse Nurse because they're arrogant and convinced she's harder than she really is. In reality, you don't need to be a god Nurse to steamroll nearly every team you go against, because on NA and EU servers most teams are shite even on peak hours and will be caught by basic knowledge of blinking and reasonable accuracy.
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Survivor perks? More than can possibly be listed, but here's the big ones:
I would like Exhaustion to be completely reworked instead of being a bunch of free distance perks. That's the biggest issue I have with any perks right now, Exhaustion is genuinely addictive but not even as remotely necessary as info or slowdown like what people claim it is. At the very least they could make something like Sprint Nurse be base kit and rebalance chases around that, with Exhaustion perks changing how it works or delaying the activation.
DS needs an infinite timer, double activation and a few more deactivation conditions (flashlight stuns, pallet saves, being fully healed, etc).
BT should make survivors intangible instead of giving the endurance effect. Maybe even an increased timer.
Lucky Break is insane and should really just be permanent blood removal, not the free escape it currently is or the massive, free chase extension I use it for.
Iron Will should give breathing sounds.
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Except Blight is forced to run a lot of tiles as a basic m1 killer due to the intentional limitations on his power, thereby giving him actual counterplay that is voided only by exploitation that the developers themselves are trying to remove.
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Yeah, a lot is players, survivors especially, are massive hypocrites that want to have their cake and eat it too. At least killers stick to camping, tunneling and slugging.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2246016#Comment_2246016
didn't say his basekit was bloated. i specifically mentioned throwing in add-ons. then throw in perks, whether it be regression or anti-pallet perks. suddenly you have a killer that is not only invisible at a distance & can move at lightning speeds, you have a killer that can chew threw pallets like butter or see your through walls or always be right on top of your gen w/ruin undying after smacking someone (windstorm add-ons).
also @MadLordJack i think there's a problem when the main & basically only counterplay to a killer is to pre-drop pallets. especially when said strategy can be mitigated w/perks & add-ons. it's not terribly engaging gameplay.
but what the hell do i know about engaging gameplay, i main nurse these days.
If it's predropping less than half the pallets, I'm not so sure there's an issue. Otherwise we should be unironically nerfing Pig.
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2240145#Comment_2240145
Gen rushing does not exist. The survivors only have 1 objective - to do gens. Unless the killer provides other incentives for them (like hooking/downing someone or running a hex perk) then survivors literally have nothing else to do. It is not the fault of the survivors when they complete their objective because a killer did not pressure gens enough or provide another task for them to do.
It is entirely possible for the survivors to finish the gens in under 3 minutes. No killer, no matter how good or what character they are playing, can stop these kinds of unpleasant players.
And that's not even the fastest gens can get done if they bring in perks and items as well.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2245277#Comment_2245277
What slowdown perks you recommend on Pig instead of Pop&corrupt?
Ruin/Undying, actually. Pigs traps are a very effective deterrent from doing totems or gens, so if you have a good early game then you're effectively passively forcing people off of gens. Surge is a good one if you don't want to use two perk slots, or even Ruin/Surge (Surge hits regressing gens as well as non-regressing gens).
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So does that mean I can post pictures of Haddonfield, Cowshed, The Game and the other half of that particular map that you got that all have resource density so high it's blatantly unfair, and go on about the game being mega survivor sided whilst pretending that's all I get?
Edit: Also, you're complaining about not having resources against a killer that is defeated by the W key. Perhaps we should spread the memo that you don't loop a Doctor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2244816#Comment_2244816
a big part of the issue i think is that you can still use shadowdance, swift hunt, windstorm, etc, except now you have purple windstorm speed basekit. those add-ons were already decent on their own but now you can be zooming with them, on top of the invisibility buff he got.
he really is like freddy in the sense that his kit is super bloated, and i don't find the argument that he's unfun to face now to be unreasonable. he certainly feels like he'd be unfun to face whenever i decide to play him.
Then by that reasoning Plague, Oni, Demogorgon, Ghostface, Pig, Pyramid Head, Twins, Clown and Legion are all bloated because they have multiple aspects to their kit that help them down survivors.
Wraith has speed, stealth and a lunge. Freddy still has an uncounterable chase power, teleportation, dreamworld, and passive slowdown from waking up either through clocks or the wake up action, and he also used to counter BT. None of that is comparable to Wraith, who has some strong add-ons that are, nevertheless, addons. And on top of that he requires a shiteload more skill and effort than even current Freddy because he can't mindlessly run at survivors and instantly teleport to gens that they're on, and furthermore unlike other killers with strong add-ons such as Demogorgon, Oni and Plague, Wraiths game-changers are all purples and therefore not even remotely present in every trial like Barbs Glasses and Black Heart are with Demo, they're more like Pigs head pop build.
I've yet to go agasint a Wraith that felt genuinely unfair. Predrop the weak pallets and he's as harmless as Pig, who coincidentally has the same counterplay. The only reason to lose is shite teammates, which I'm fortunate to not have to deal with all that often.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2245452#Comment_2245452
Stridor is pretty good against healthy survivors. They already breath more heavily when running at base and keep panting for a few seconds when stopping. Add Stridor to the mix and you could track them even they try to juke the phase by walking away with Fixated.
You can do that very easily without Stridor.
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@Orion said:
Just give me the bloodpoints that I would get for sacrificing them since they realistically would not escape otherwise.
I highly doubt you always get a 4k despite the hatch. Anyway, giving people points for things they didn't do is not the way to fix the hatch mechanic.
The killer can very, very easily slug for the 4k, and the survivor is getting rewarded for failure.
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Because it's a really good perk and it's borderline unheard-of for Tinkerer to hurt Legions tracking because of the nature of the power.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2245447#Comment_2245447
That's a safe pallet.
I was going by the standard def of an unsafe pallet that if doesn't stun a killer, the killer can get the hit on you while you're locked in animation.
I haven't seen the term used like that in years, normally a safe pallet is one that has to be broken, a god pallet is one that can just be camped once it's thrown, and an unsafe pallet is one that can actually be played or else it's not and never has been a "safe pallet", a la car loops and most junk tiles.
Of course, most loops are safe pallets with the bloody reworks. You don't need to throw Hay tiles to counter Wraiths lunge any more, for example, because they're so stupidly big.
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@Superyoshiegg said:
Don't feel bad. Winning with that build doesn't take any effort or skill. You didn't get outplayed, you got screwed by unbalanced BS.
Except that it's just MYC at that point, Stridor doesn't really do much against healthy survivors.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2244812#Comment_2244812
You're gonna get hit though if you don't stun on an unsafe pallet.
"Unsafe pallet" usually being "pallets that killers can play after they are thrown", not just pallets where the killer respects it and gets a free hit.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/2245141#Comment_2245141
Out of curiosity, which gen protection perks would you recommend on slow M1 killers?
Sloppy Butcher (I know it's healing slowdown, but that's extremely valuable as well), Surge, Corrupt Intervention, Ruin (even by itself), and lots and lots of slugging. If you down someone and there's someone else there, take the chase. My current Trapper build is actually Surge/Sloppy/Infectious Fright.
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Welcome to the forums! I live in New Zealand so there's a good chance we might run into each other, hopefully I'm not a complete and utter #########.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2245286#Comment_2245286
With the way his power is designed, isn’t the design intention supposed to be that PH tries to force a survivor though a trench, so that he can then track them with Killer Instinct behind obstructions, and get accurate PoTD hits?
I think you're probably right, but there's a hefty gap between the developers intentions and what's realistically possible in the scenario of an average trial.
Also, it's bloody hard. Had a trial doing that last night, couldn't figure out what was going on on the other side of the hay bale. Killer instinct is a wonderful tool but precise it most certainly isnt.
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Yes, the perk that gives you Wallhacks is very good on the killer that can hit through walls.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2245277#Comment_2245277
https://forum.deadbydaylight.com/en/discussion/comment/2245141#Comment_2245141
Actually encountered some patient teams. If remember correctly the team against my Clown was one of them. (Image above)
They did like 3 Gens in three minutes so what I did was camp someone inside a 3 gen with 8 stack of STBFL.
I forced the survivors to choose to do the Generator or see their friend die. Knowing that they are in SWF, of course they'll save their friend but 8 stack did their work. Got 2 downs from camping and snowballed like crazy. Surge and Pop did wonders regressing the 3 gen by 33%.
I got 3 "Camping Killer" comments on my steam profile but got the 4K in the end.
TL;DR : If its a patient team, play dirty. Camp, slug or tunnel. In late game dead zones should be common so it should be easy.
How did PGTW give you any real value? You said yourself they could have finished the gen while you were camping the hook, and 25% (it is 25%, don't add Surge to that, it's its own perk and does its own thing completely seperately) is only about 10 seconds of work for 2 people. It takes you longer to go there, kick it and come back, and if it's close enough to the hook then you still get no value because you can camp the hook and the gen.
I'm gonna be honest, because I literally had this happen to me multiple times the other night while I was playing some Oni, what should have gone down is exactly what I said above plus the 4th survivor going for a save with BT the moment you leave the hook. Either way, no real Pop value.
Surge, on the other hand, makes snowballs that much sweeter. You're adding them together, but Surge is, by itself, 8% and counting because of the regression it applies. Pop is only 25% and you have to go out of your way to use it as a 4.4/4.6 killer.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2245141#Comment_2245141
Is Pop not good on M1 killers? I use it all the time with corrupt because Ruin gets cleansed super fast lately
You're forced to choose between chasing survivors or kicking gens, so against a good, patient team it's honestly not worth it. Agression and passive slowdown perks are better on killers who lack mobility.
That's not to say it's a genuinely bad perk, it's just that in a normal trial agaisnt a good team you probably won't get more than one or two uses out of it.