MadLordJack
MadLordJack
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I do.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2179140#Comment_2179140
Midgame as one or two gens left and all pallets gone. So they have to repair the most difficult gens with next to no ressources remaining.
Of course you shouldn't over-commit to a pallet thrower, destroy a few and go back to your gens. If all the survivor predrop every available pallets, they should create dead zones around the gens in no time.
When all 4 people are doing the same thing, it's not possible to make a right play. That's the point I'm trying to make - your idea of the "midgame" in this extremely common scenario starts 90 seconds into the trial and last 90 seconds unless you're playing a killer that can actually move around the map. And yes, I'm factoring in ten seconds of survivors moving between gens into those estimations.
In those conditions, Wraith performs better than any other killer bar Spirit, Nurse or Blight. Or possibly Hillbilly, the survivors have a much harder time holding W against an instadown killer.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2178415#Comment_2178415
Sure, Bubba cannot prevent a predrop, but that actually works into his favor, since he can precharge his chainsaw and then destroy the dropped pallet instantly. And when a survivor does that repeatedly, they will have lost all their defences mid-game (except on busted maps like The Game, maybe). If the survivor tries to loop, that actually might hurt bubba more (if the surv knows what they are doing).
What midgame? That is the midgame. Early game: looking for a survivor. Midgame: Chase either one or various survivors who all play extremely safe and offer no chance to get an early down. Consequently, gens fly by. Endgame: You get your first hook 2 and a half minutes into the game, they finish off the last gens before you interrupt them.
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That build works because you're preying on solo players. Go against an average SWF team and you're screwed.
Personally, I like my aggressive Legion build. Dying Light, Thana, Enduring, Infectious Fright, and the mangled add-on. Works the same agasint solo's as SWF.
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So, "wah, I wanna suicide."
Well, there's a DC button. Use it and get the punishment you should be getting.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2178709#Comment_2178709
well that playstyle is pretty easy to counter by crouching like hags traps
plus if you want to slug people they need to be alone and not injured
It's not, actually, because Victor lights you up before you can hear Victor thanks to the stupid audio design in this game.
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Not really, to be honest. Most of their gameplay is camping hooks and playing m1 killer. Then when you're inevitably in a good position you just have to land 3-4 hits with Victor. Which, while not a breeze on console, isn't that hard on PC.
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Billy and Bubba. The chainsaw killers don't give the second chance of holding W away after taking a hit.
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@Brokenbones said:
Haven't read the whole thread so forgive me
But you could just play her addonless without stridor and while she's still powerful, she's not like crazily oppressive
Or you could use brown addons if you want to
I don't really ever use add-ons or Stridor. My main Spirit build is a Hex build. I'm not even that good a Spirit, at least compared to my Nurse or Blight gameplay. And I still think she's crazy oppressive.
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@DapperTrapper said:
- Guys I'm totally a Spirit main, i'm not just saying it to try and boost my opinion, I pinky swear it!
Are survivors really gonna resort to this kind of pathetic lies to try and get killers nerfed? Why instead of spending time crying on forums they don't git gud?
@TheGannMan and I used to get into arguments about Spirit and how strong she is. Now I'm a bigger Spirit apologist than they are.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2178652#Comment_2178652
The biggest problems vs Spirit is you're so easily down if you're injured. While she's pretty good to injured you with standing mind game, or players who can estimate 23m TR so they can slash you without you able to hear both TR & phasing sound.
Phasing bug sound is only good if you're healthy & not in chase, knowing where she is so you can go for opposite direction without being spotted. The bug was indeed a good clue for survivors, but actually not really needed.
That's not true at all. A good Spirit will just use your breathing. That's something even I can do, and I'm ironically not a good Spirit. The problem is that she doesn't give any information to survivors.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2178601#Comment_2178601
If FOV is increased, survivors would be forced to adjust their positioning in order to pull off their jukes... there’s nothing to disagree with, it’s just them having to change the method of execution. The aren’t going to be doing spins in the same way, so while it could be harder, it still would not be impossible.
https://forum.deadbydaylight.com/en/discussion/comment/2178602#Comment_2178602
Not sure I follow on the hardware part.
If there was an FOV slider in which the max was just current Shadowborn, I don’t see how the hardware part comes into play when everyone would have the same limit.
Also, the casual game part kinda directly contrasts with everyone else’s strict adherence to FOV being part of DBD’s balance argument, because if people truly saw it as just a casual game, then no one would have a problem with something as minuscule as the FOV.
Have you ever seen someone on console using Shadowborn? It's not pretty.
And no, it doesnt, casual games need to be balanced which is exactly why there is no FoV slider and you have to use a valuable perk slot to get an advantage.
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@Pulsar said:
It's only going to happen after SWF gets addressed. Either by nerfing them (how) or by buffing Solo's and Killers so that we can have an even playing field.
Also please don't nerf the one competitive Killer on Console. We don't have Blight or Nurse :(
There's plenty of ways they could address her without removing her power. Back when the breathing bug was a thing and people had info about her phasing she was still the number 2 killer even though she was far more pleasant to go against.
I miss that bug. I played so much Spirit. It was so fun.
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Don't bother trying to do dull totems in the first place, it's stronger for the killer than NOED. Doing dulls in solo que is suicide, they need to be well co-ordinated.
At best, just remember where the dulls are and check them when the gens are done.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2178399#Comment_2178399
Huh?
https://forum.deadbydaylight.com/en/discussion/comment/2178283#Comment_2178283
Don’t think you got the point of the topic.
https://forum.deadbydaylight.com/en/discussion/comment/2178272#Comment_2178272
Shadowborn base kit still wouldn’t kill jukes. It’d make the current way they’re pulled off harder, sure, but if it became base kit, players would just need to adjust their positioning in order to have a better chance to pull it off.
Meanwhile, requiring people to use a bandaid makes the game less enjoyable and gives less options for the poor FOV that can be fixed. Again, if survivors need to rely on the FOV of killers being bad, they’re probably doing something wrong.
If balance was 100% on a scale, changing killer FOV would make killers 1% more powerful. The difference between current killer FOV and Shadowborn is not as large of a change as you suggest.
This is a casual game for everyone to enjoy. Adding an FoV slider would make people automatically put it to the highest they can, limited only by their hardware, because FoV is one of the most important things in this game. Which would mean that you get the rich snobs lording it over everyone else and having an unfair advantage like they do in other games.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2178367#Comment_2178367
We're all Rank 1. Mostly solo until night time where we play a few games together. If we were solo que and managed to do it, people would still lose it on here, I guess. We didn't go out of way to make the killers' life hell. We played normally. It was just for fun compared to all the crap we deal with on a daily basis. Just something to spice the games up. Hell, they brought a ton of mori's but we never once complained. It's the nature of the beast. Most of the people who play killer on here got more angry than the people that we played against.
I'm simple trying to get you to see what your opponents were going through. As I said, no matter your intent, the end result is a team that was already extremely capable tricking their opponents into giving them an even easier time.
Now splice that in with back-to-back ridiculously difficult trials that are extremely stressful and require the killer to have a perfect build and play significantly better than their opponents just to do okay. Then you go against a full party that tricks you into wasting at least one perk slot because you didn't want to deal with the stress of flashlights.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2178415#Comment_2178415
So on the best survivor maps like Badham, The Game, Storehouse, or Gas Heaven. Wraith will be able to do fine?
Better than Huntress or Oni against the same team.
I actually play a lot of Huntress normally, I do like her, but she falls so hard to predrop-and-W.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2178430#Comment_2178430
I was more speaking about the comedic value of NOED.
Fair point.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2178209#Comment_2178209
All of those are pretty good.
Nah, NOED unironically needs a buff to be considered "good". Instadowns in endgame are mostly just used for one thing only.
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I don't use exhaustion perks. They're completely unnecessary and kind of a crutch, based on the number of people I see claiming they're totally necessary. I prefer other ways of extending chases.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2178380#Comment_2178380
How does Huntress suffer against pallets she just throws her hatchets above them. Oni does at first but then they're a breeze. While Wraith's power helps at simple loops. Once good windows show up were a survivor vaults before Wraith can even uncloak there's no chasing. Especially since he'll have to cloak then uncloak if he wants to lunge. And yes a Wraith with Sloppy and Pop on Badham I felt sorry for the poor Wraith.
Hold W, predrop pallets, no other strong killer at all can ever do anything. Huntress has to break most pallets in the game because they're at high walled loope and this gameplay is also the only reason Oni isn't taken seriously as a tournament killer. Plague, Hag, Billy, Bubba, none of them can do anything. Trust me, I've tried them all in my quest to escape the hell that is AU servers, where no-one is good and everyone predrops. Wraith and Billy are the only ones that stand much of a chance, but Wraith is significantly better than Billy because he loses much less distance coming out of his power.
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It's to prevent people from getting a hardware advantage. It's a casual game, the last thing it needs is that class of player.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2178355#Comment_2178355
Sadly it's just proven out since undying has gotten gutted. Regressing early with ruin and having pop for late game is extremely strong and better then current ruin undying. It has it's place in a fun hex build of Ruin, Undying, Devore, Haunted Grounds though. And hoping you get double haunted ground.
Ruin/Undying is still the strongest regression build out there unless you're using an extremely mobile killer. Say it's been "proven" all you want, it's also been proven that wasting time kicking generators instead of actually chasing people is idiotic.
And that's without mentioning all of the other perks you can use Undying with - one of my favourite builds at the moment is Ruin/Undying/Devour/Thrill Of The Hunt. Often I swap out Ruin for Retribution or Haunted Grounds, it's really not very necessary.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2178334#Comment_2178334
Nah I don't think so. Mobility while I agree is huge can't win on it's own a Blight can run around easily but without being able to get hits with lethal Rush It'll be a struggle since mobility on its own isn't everything. Billy and Oni come with an insta down. Blight being able to get hits that others won't catch up to. And Nurse obviously best power in the game. And Wraiths lunge gets him the first hit. But that's it a survivor with a healing build or Medkits will make Wraith's hit and run worthless if they're healed up when you find them again. Although his add-ons definitely boost him up.
Have you gone agasint a Wraith with a good build that uses their power in chases? A little regression, a little lethality? Like it or not, you cannot claim a killer is weak because they use m1 gameplay (because m1 gameplay is an even competition) unless you're talking about predropping pallets, in which case its more of a baseline gen speed issue that Huntress and Oni and all the other A-tier killers fall prey to it except for Wraith because he has very good mobility.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2178345#Comment_2178345
That is a bit different. You're going out of your way to make it hard for the killer to see you and when they do, blind them to run away and hide once more. THAT is toxic. Take off your flashlights isn't and I do play both sides. I didn't come up with the idea, it was done to me a few times and wanted to try it out. Was I mad? No but I thought it was well done. That example is a group doing it to make a killers' life hell.
My example was me, the Myers, having a lot of fun. I should have clarified that.
What you were doing, no matter how much you try to say otherwise, is a full, co-ordinated party tricking killers you definitely could have beaten easily anyway into wasting perk slots to give you an even easier time. That may not be your intention, but that is the end result.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2178319#Comment_2178319
Let's face it. Undying is pretty bad now 😂. Pop + Ruin is the stronger combo. Either way you're relegated to being a 3 perk andy. And at least you remain a 3 perk andy all game with a stronger perk over undying. Then once your undying + ruin is cleansed by the 3 minute mark
That's your opinion.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2178313#Comment_2178313
If it makes you feel any better, there were a ton of mori's. I remember a long time ago how using mori's, specially ebonies were considered toxic and unfair so it got nerfed into the ground. Toxic would literally be us bringing in keys/purple flashlights and doing our best to ruin the killers' day. It was just for fun.
I had a team say that last night after burning a Dead Dawg offerring and quick switching to blendies with flashlights.
Fun is subjective. Most people don't find it fun to be manipulated into giving their opponents an easier time. And you're here bragging about how your full, clearly co-ordinated party is tricking mediocre killers into wasting perk slots.
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If you're good, he is. It's hard bordering on impossible to overstate how important mobility is in this game. Playing Blight without knowing how to use Lethal Rush is still one of the strongest killers in the game. And Wraith has a very simple chase power that makes him very dangerous at filler tiles like rock loops. Add onto that some of his add-ons and he's actually way better than Huntress.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2178307#Comment_2178307
Exactly, that's what makes it bad, you have to run it with another perk
That's not an argument at all. That's like saying Undying is bad, or Open Handed is bad.
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That still sounds like you're being pretty toxic. Sorry, but you're "tricking" someone into using perks that prevent them from getting bullied in order to have an easier time for yourself.
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No, it's intended to be ran with Botany Knowledge.
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It's a good idea, so long as the decrease wouldn't stack. It would also be nice if every unhooker became the obsession, not just the person who unhooks the obsession.
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Spirit fills a necessary role as a very strong killer. However, I don't like that strong killers are needed, I'm just pointing out a fact.
Generally, her biggest problems are her ease of gameplay and that she basically makes people dumb. She's a killer that turns everyone into rank 20's, fresh off the bus and ready to see Pyramid Head in Haddonfield. That's the big reason she's so strong. You have no input from her as to what she's doing. Case and point, one of her most effect moves is for the killer to let go of theyr controls. Do that as literally anyone else and you get wrecked.
Her add-ons... I don't know. It's hard to say, what with her power being so busted. They're not the most game-changing set out there - Plague, Blight and Doc all have better sets. Doc especially. But because she's so damn strong all her add-ons seem even better than they are, and they're definitely a good set. For example - if they nerf her speed and make her visible, MDR/Yakuoke wouldn't be so strong. In fact, they'd be in line with the other killers I listed, if not a bit weaker. So nerfing them wouldn't make sense.
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Predrop pallets and play extremely safe until he gets his power. If he has his power, jungle gyms and shack are playable, as are 4-walls and larger junk tiles. You really want to use Windows rather than pallets, and if you're going to go down, jump in a locker to force him out of his power.
Actually, that locker thing is always good. Completely ruins any chance of snowball. Just, try and use a few resources first just to waste some time.
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Lol those spots filled up quick. Guess these are getting really popular.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2176441#Comment_2176441
You loop her like every other killer and when she starts standing still behind a pallet, you run to the next one and drop it.
That's... Certainly advice. In a similar vein to "run Iron Will".
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/2174112#Comment_2174112
OOGA BOOGA ME WANT SPRITE AND BOOBIES
See? Perfect example of one of the Meghead gang, a collection of misfits often catagorised by their love of strong french women and carbonated sugary lemon drink.
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@DapperTrapper said:
Never seen a single survivor who cared about what the killer finds frustrating or if he's having fun. Why again should the killer care about survivors having fun?
When I struggle with nurse I just get t-bagged, flashlight clicked and survivors ACTUALLY holding the game hostage by refusing to leave because they know I can't hit a single blink. But somehow the poor survivors not being able to be smart about the gens they do is boring to play again?
Gen rushers getting punished is always hilarious. Go find a key and leave through hatch like survivors love doing when the killer protects 3 gens.
You do know it's impossible to "be smart" about gens if the killer is camping them from the start, right? There's no fundemental difference between the killer defending, say, one side of Azarovs at the beginning of the trial as opposed at the end of it. The gameplay is identical. So it comes down to whether or not you want to deal with it at the beginning or the end.
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Just ignore them for the most part and hit them when they get too obnoxious. I can't tell you how little they expect it. I've had so many trials swing my way because I conditioned some little mosquito to come to me and beg to be downed.
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@oh_salutations said:
https://forum.deadbydaylight.com/en/discussion/comment/2176409#Comment_2176409
IDK if they changed it but putting people in cages disables hook perks like DS from working making it easier to tunnel, I don't run DS but it's still annoying to have hook-related perks not work by (In my Opinion) Flawed killer design. the cages should be a reward for the killers for putting barbed wire in good spots and a punishment for survivors for stepping on them but this is rewarding killers that don't know how to use their power not only by TPing survivors to cages or straight-up killing them but they also lose their ability to use some perks (DS, We're going to live forever, Well make it, I don't know if BT is still disabled but I know that one point it is so ill add that to the list but don't quote me on that)
It's extremely easy for survivors to avoid his trails, his basic counterplay does it for them as a nice little secondary bonus. It doesn't matter how good a PH is, you're not getting an average survivor to become tormented without resorting to these sorts of time-wasting, self-nerfing tactics.
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I think it's because the Devs know that op killers are needed, like her, Blight, Nurse, and to an extent Hag. I'm also willing to bet they have a skewed perception on what her issues are - most people hate that her power makes them make stupid plays because they are genuinely just guessing, but I honestly don't trust the Devs to increase the amount of info she gives.
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If you can get the unhook before the killer hits you, take the trade. Spreading out hook states is extremely important. A killer can get 8 hooks and not have someone dead.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2176132#Comment_2176132
it wouldn't because that's literally the worst way to do it.
they go into a state with a UI indication and the state comes with the exposed status. the state itself is its own thing on its own timer for ghostface, and for myers, it's based on his power. doing it any other way would be nonsense.
Yeah, no shite. Which is why it's probably the way they did it. This game is built on some of the worst possible code a successful game has ever had. Half of it has interactions that make no sense because changing one thing completely breaks another, completely unconnected thing.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2175802#Comment_2175802
You can tell though since you can see the status symbol on the right as a survivor. In the case of Ghost Face the exposed lasts as long as the marked timer is still up, same goes for Myers, only difference is instead of it being a timer the survivors can see, only Myers himself can see. This is not the case with perks that give exposed like Iron Maiden or Starstruck which are also on timers but are shown on the status effect it self.
Also with people being able to mod and stuff nowadays adding in their own game modes. The code is more than likely public, was it intentional? probably not
And what if the exposed status on those killers works by copying the power duration and applying it to the survivors with an alternate icon that doesn't show duration?
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Nope, don't want real people, even as a joke.
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Hopefully soon. It's never felt fair that survivors can have no audio clues in a chase. I abuse that so much I actually look like I know what I'm doing. Which, well, I guess I do if it works. And it works.
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Plague isn't weak, she's hard. Big difference.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2175916#Comment_2175916
I know, i can tell when it's absolutely not worth it to chase a survivors in certain tiles, sometimes i literally see a survivor 14 meters from me on a really safe tile and i am like no ######### this and go elsewhere, you need to play him smart
Oh no, it's often worth it to chase survivors. It's just that you don't need to get the to leave, say, a long-wall jungle gym. You can easily and relatively quickly down them just by walking at them and knowing how to perfectly time your knives. Every corner is another couple of hits.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2175905#Comment_2175905
you can still do some plays to mind game survivors to make them leave their high walls in hope to get them with your blades or fake movements to get 1-2 blades if you can, there's things that can be done
They waste time. Just because you can, doesn't mean you should.
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I don't think it should be in the game. I totally agree that BT should remove collision, potentially even just giving the unhooked survivor no collision and complete immunity instead of no collision and Endurance.