MadLordJack
MadLordJack
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@Phasmamain said:
Noed
Blood warden potentially
Spirit fury
Undying
Rancor
Haunted ground to an extent
Fire up
That’s all I would consider
Is Undying a second chance perk or a duplication perk? it's not like killers make a mistake that gets their Hex cleansed, for the most that's completely out of their hands
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Sort of, but the gens need a rework to be interactive in order to disable genrushing or else everyone will just start doing that, because that's what beats A tier killers.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2173041#Comment_2173041
No, they just have to be semi decent and time efficient.
"time efficient" being the operative word there. Anything less than a genrushing tournament squad is fair game for a good Plague.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2173008#Comment_2173008
Basically yeah.
Being fully infected/broken isn't enough of a downside. She's then just an m1 killer with no power, extremely tall, large TR, and super loopable. Even in solo queue we can have all the gens done before we even run out of pallets.
People don't realize how inefficient with time Plague is. They think her Corrupt purge is so amazingly strong which it is decent, but it's not hard to loop a corrupt purge plague. Especially since she is forced to respect every pallet. Also people just look at the time it takes to down survivors with corrupt, without factoring in the time you spent getting them infected in the first place and having to go pick it up. When you add in those time wasters her corrupt is actually extremely slow in downing.
Of course last she has no mobility or things really slowing down the game which gives her near zero map pressure.
Everything she can do there are other killers that do it significantly better.
The kind of survivors that wreck Plague are the kind of survivors that beat everyone but tournament killers, including casual Spirits and Nurses.
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Corrupt can and will help you get 4 kills if you're good enough and work for it. NOED will hand you 1 with little effort and won't really do much else because at that point survivors can and will just leave.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2172947#Comment_2172947
Fair enough, though I do agree she isn't weak, I don't think she is in a decent spot considering she suffers from the same problem Trapper does, which is that her power is basically spread out throughout the map which makes it considerably disadvantageous for her.
They aren't really comparable. Plague can keep using the same fountains over and over, forcing survivors to come to her to cleanse as they corrupt the outer ones. Trapper can't force survivors to bring him his traps.
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The only thing she needs is fixed robbed hits and her 1 fountain spawning in a centralised area.
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Padded Jaws Trapper with STBFL/IF/Sloppy/Surge and no bag.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2172889#Comment_2172889
So you say everyone can get to rank 1, but then said if there's 4 rank 1 survivors is a SWF. Which one is it?
Both. Just because everyone can get to rank 1 doesn't mean every single person will be, it requires time investment. It's theoretically possible for a full rank 1 team to all be solo's, but it's not very likely because most people don't care about rank once they've hit rank 1 for the first time. I know so many good players that sit at purple ranks just because the don't care.
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@SammiieK1991 said:
https://forum.deadbydaylight.com/en/discussion/comment/2172870#Comment_2172870
Oh i haven't noticed any difference on gens when I used it 🤔 odd it being a gen rush perk if I don't see the difference 😂
It saves you 16-32 seconds, as evidenced by all the swf teams that use it.
Adrenaline is a perk that rewards you for actual gen rushing. IE, not doing anything but gens. That's honestly it's only purpose is to make sure you get a free heal in time for the endgame. It's speed boost is a complete non-factor.
Edit: 16-32 seconds at bare minimum, assuming the killer didn't have a slowdown perk in play.
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Anyone can make it to rank 1. You don't have to be good at the game, you can cheese your way there quite easily.
The reason I don't like going against 4 rank 1 survibors is because that's definitely a co-ordinated swf team and I don't play Spirit, Nurse or Blight every game. And as much as I love Plague, that W key is just too much for her.
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@Zathardos said:
Isn't the point of the slightly / moderately / considerably / tremendously was because BHVR wanted their own unique way of describing effects without allowing the player to easily turn the game into a number crunch.
Yes, but datamining is a thing that exists.
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I love that they gave us the numbers for her flight speed add-ons. It allowed me to do the maths and come to the conclusions that flight speed add-ons, especially stacked, are ######### NUTS
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/247887/can-we-normalize-huntress-rose-root-addon
It's 20%. a fully charged hatchet moves at 1000 m/s. with this add-on, it moves 1200 m/s. Uncharged hatchet moves at 625%.... let's see 625%*0.20 is .... 750%. a uncharged hatchet will move at 750%. Moral of the story. Flower Babushka+Rose root is new best add-on for huntress. The rose root effectively allows you to mid charge hatchets at new "old" max charge speed and fully charged hatchet with... these huge hitbox might as well be hitscan <15 meters.
I like how these giant hatchets hitbox now move faster than deathslinger's tiny harpoon gun with like the smaller hitbox and than you have trickster who has knives that move 1350 m/s or so but only deal 1/7-8th damage with same hitboxs as harpoon guy. balance at its finest as they say.
Hatchets fly at 40m/s when fully charged. At minimum charge they move at 25 m/s. The time required for a minimum charge is approximately 1.25 seconds, a max charge is 3 seconds. The faster a hatchet moves, the flatter it's arc.
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Adrenaline is a genrush perk that prevents you from using Exhaustion perks in the endgame unless it drags on too long. Sprint Burst is an extremely powerful Exhaustion perk that gives you nearly free distance on the killer at the low cost of a little micromanaging. Both are very strong. Far more commonly I see Adrenaline/Dead Hard, but there's no reason you can't use SB.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248396/hawkins-lab
I rather like Hawkins both as a Killer and a Survivor. The trick to looping the Killer on Hawkins is to use the up and down stairs and catwalks inside the various rooms. There are are fewer safe pallets because there are so many long loops and vaults you can utilize effectively. However, many Survivors don't think about it in those terms and are used to just running on one floor at a time. Let me stress, Hawkins can work very well for Survivor, but ONLY if you maximize those loops and vaults. Think about is as the opposite of The Game which has very few vaults and effective loops but LOTS of pallets. Does that make sense?
This. This and some good old W holding (killers can't really risk cutting you off in a chase like they can on most maps).
The central room with two staircases leading up to the catwalk and the drop into each? You can run a killer there without using the windows at all. It's like having old Balanced Landing.
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That would just be a nerf. Good killers use the red stain for mindgames and moonwalk to hide it. Giving someone a status effect that replicates moonwalking but removes mindgames isn't the way to go.
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Just using base perks? If you're on console, I'd get Ruin and Devour from Hag and combine them with Haunted Grounds and Sloppy Butcher. If you're on PC with the far more limited selection I'd suggest Sloppy, Nurses, Stridor, and maybe Predator?
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Because out of the only two RE villains I even know, she's the best.
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To sound like the kind of person who thinks M&A is a trash perk with all that severe misunderstanding of stealth.
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@Artemisha said:
https://us.v-cdn.net/6030815/uploads/UHK6396NWZPJ/image.png
Another CLASSICAL SOLO QUEUE match!!!
And still 2 gens to repair. 85-90 % of the games like this. This game IS FAR TO BE BALANCED.
BUFF SOLO QUEUE survivor mode!
How do you know that was a solo trial? Unless they're all-or-mostly on PC then there's no way to tell
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The only use it has is as a totem counter that should be base kit. Which means I absolutely despise this stupid, moronic, lazy, solo-hating perk more than any other perk in the game except NOED, which this perk does not help to get rid of because at the point where all 5 dulls are gone all your teammates are dead.
Edit: Not quite true, I still hate Dead Hard the most.
Edit 2: *for me. The only use it has for me is as a totem counter.
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Pop/corrupt I get. Ruin/Pop is understandable. But Corrupt and any Hex perk? That's just begging for trouble.
Also, I'm jealous, I've been going against a lot of Ruin/Undying/Tinkerer and it's getting extremely frustrating to have to deal with Tinkerer in solo que even after Ruin's gone.
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Demogorgon looks pretty cool.
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I think the win rate they are aiming for is a 30-40% survival rate, given it was a survival horror game. Not that I agree with that, it's just that that's what it seems like.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2171218#Comment_2171218
clearly the survivor's skill does matter. If it didn't matter tru3 would went down. Its why Trickster is regarded as extremely bad and very low-tier. When the survivor is good, you won't down them regardless of your skill-level as killer. You'll see when MMR is implemented. When you face 4 Tru3-level survivors on one team, Trickster and a lot of other weak killers will often be an auto-lose. Currently Matchmaking has.... those Dwight level people at red ranks due to bad scoring/emblem system so it makes Trickster and a lot of other killers look a lot better than they're suppose to be.
Don't assume that because it's Otz he played well. By his own admission he doesn't understand Trickster.
I have gone agaisnt a lot of good survivors as trickter. They used to use me as a plaything. Then I realized (because I just switched my brain off to mindlessly practice his knives) how to play him and suddenly my chases have this 30-40 second cap and that's assuming the survivor was amazing. That is literally Tricksters strength - not being able to be ran around for very long. The only reason it's an auto-lose is because survivors always have the default victory of doing gens even agaisnt Nurse.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2170816#Comment_2170816
I have over 3,000 hours, I think I know my way around this game, I don't need your bad faith input.
You're the one taking this personally. I'm simply pointing out that hardcore tunnelling is, by very definition, extremely punishable, because any decent team will slam gens while the person you are senselessly trying to kill predrops every pallet because it's pretty damn obvious what you're doing since you were doing it from the start of the trial.
Which leaves babies and solo's as the only ones that that will ever work against.
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@ChunWooHan said:
https://forum.deadbydaylight.com/en/discussion/comment/2171199#Comment_2171199
like to the other guy read the pov of aimant +1
I've mostly been playing them as Survivor. The only really big change is more consistentcy - dead zones used to be a lot more common, as were insane pallet spawns. Now it's more in the middle.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2171100#Comment_2171100
No licensed chapters btw
Then a very specific brand of occult horror where the survivor is an irredeemable prick trying to do the right thing for extremely selfish reasons and the killer is a demon getting paid by the entity in used souls.
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That was a very good showcase of how not to play Trickster.
His power is deceptively simple. You hold W at survivors and they go down. Their skill doesn't matter. You don't mindgame, you don't go for fancy nonsense, you just walk at people with knives and the best they can do is loop a high wall. That House of Pain play was perfect from Tru3, but to be honest Otz was massively overthinking it.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2171187#Comment_2171187
Sorry but survivors aren't nearly as pressed for time as killers are. I've seen survivors have time to do all kinds of things(from doing totems, to searching chests, to nothing at all in some cases) while the killer literally can't stop moving if they want to keep up. In the endgame there's nothing else the killer can do but camp, since its not like they can defend gens at that point. While i agree its nice to take time to heal up and prepare for the save, more often than not you'll still have plenty of time with perks like BT, DS, Sprint Burst, Dead Hard, and good ol body blocking.
Survibors are still on a clock. It's a basic fact of DbD. The reason so many teams rush gens is because if they dont, they die.
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@ChunWooHan said:
https://forum.deadbydaylight.com/en/discussion/comment/2170972#Comment_2170972
i gona say one thing mcmillan state still have the essence of his old map :) coldwind no.
The new Coldwind maps are almost identical to the old ones.
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The only change he needs is the ability to bank his Main Event. And maybe an increase to its activation speed.
Edit: and maybe a very short heal action to remove knives, since a good Trickster won't let them start to decay in a chase anyway.
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Luck perks/offerrings only effect the chance to escape hooks, the chance to escape Trapper traps, and the chance to recieve an additional add-on from Ace In The Hole.
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Its a visual glitch. The backend system updates your rank but on your machine it doesn't. Rebooting the app fixes it.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2171106#Comment_2171106
Such a shame that 99'ing the doors, just to counter 1 perk, has become so common. Survivors on a time limit to get things done? The killer is fighting for time throughout the entire game but survivors can't be bothered to do the same...All for one perk the killer could not even have, and most wont run simply because it can be circumvented almost all the time.
Survivors are also on a time limit for the entire trial, it's not like the average killer is going to see gens going slowly and slow down themselves.
Add into that the ever-present endgame hook camp and it's pretty easy to see why people don't immediately open the gates. It's a nice breather and you have time to prepare to try and save the person that's inevitably being camped.
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I got them in 3 trials. Didn't really look, I just stumbled on them. But all 3 times I was using OoO and got the Blindness status, which was fun.
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It's not just killers. I've had survivors VPN from Japan, Korea and even Russia, and they are nearly impossible to chase.
Also, I somehow only get 120-140 ping when I jump across to NA east servers as a survivor (gotta love testing ping advantages) so I don't even know what kind of awful service they are using.
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Hellblazer.
That would be such a great lisence to get for DbD. I have no clue how they would get it, but it would be fantastic.
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@ChomboIie said:
https://forum.deadbydaylight.com/en/discussion/comment/2170980#Comment_2170980
Even if it kills your team? Other survivors who may have helped you during the match with heals, or taking aggro or gens or whatever? Interesting.
The EGC is far more dangerous than taking half a second to open the gate.
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@ChunWooHan said:
https://forum.deadbydaylight.com/en/discussion/comment/2170957#Comment_2170957
if we are talking about graphics yup its look cool... but if we are speaking about technically structures, pallets locations... old coldwind win... for alot! there is no comparison.
The new maps have buffed hay tiles (somehow), buffed main buildings, more consistent spawns, and the insanity that is Cowshed (shack seems to be permanently chained to 2 path pallets and 2 maze tiles, with it being extremely likely to spawn filler pallets that are almost as strong as path pallets to them chain it to the centre of the map and across to Cowshed itself, which was also buffed).
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@ChunWooHan said:
https://forum.deadbydaylight.com/en/discussion/comment/2170948#Comment_2170948
well i found like 2 or 3 dead zones cuz the maps can change by the algorith inside the game xD the objects, loops and pallets change every time just play it alot and you gona know what im talking about xD
I do play a lot, and on other realms I do see deadzones a fair bit, but Coldwind isn't really comparable. I could have just been getting lucky spawns, but overall, with the exception of Cowshed, it's a very nice rework.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2170942#Comment_2170942
I hit a Trapper with it on Groaning Storehouse. Guy only got too hooks on the entire team since he lost me each time.
I uh...got less lucky with a Ruin + Undying + Stridor Spirit player on Hawkins.
Lol, first time I tried LB/IW/OoO was against a Bubba with Tinkerer. Having Tinkerer and OoO pop at the same time... Wasted my half my LB in an instadown and under-the-hook heal.
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I got a Torment Creek that had nothing in the back corner behind the main building except a single pallet I was forced to prethrow. Only reason I got out was Lucky Break. Went back to the area just to see if I was blind AF, but nope - every single tile had hay and farm equipment, but there was only one pallet.
However, that is the only deadzone I have come across so far (and I mean at all), and it was still filled with LoS blockers that made LB shine as the insane perk it is.
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@[Deleted User] said:
You can use it twice depending on the situation.
Inner Strength + Lucky Break + Quick and Quiet + Iron Will. Cleanse a totem before you get injured, enter a locker to escape and heal.
Wow, that's even more evil than my OoO build that drags out the first chase to insane lengths
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2170865#Comment_2170865
Clown id say yes got buffed...but hardly. That's kinda more as a result of number changes and not so much the bottle (which is still technically a buff but hardly).
It guarantees hits at predropped jungle gyms if you're good enough. Everything but mid-hallway god pallets and shack pallets are playable. I'd call that a pretty substantial buff.
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Clown, Wraith, Demo and Legion got nothing but buffed.
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@tuffler555 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163588#Comment_2163588
you didnt see who this thread was posted by did you?
You mean Sluzzy, the person so unironically survivor sided that everyone thinks they're a troll but in reality they're a hardcore nurse main that only ever plays solo survivor (according to their stats page and behaviour in trials)
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2170767#Comment_2170767
You have no way of knowing how I played in that specific trial nor have you any way of knowing what survivors I went up against.
I don't have the patience for bad faith arguments, which this one is just as much as your sweeping statement about hardcore tunneling. You can take your one-trick pony elsewhere, I'm done discussing this any further with you.
Good for you. I happen to have a lot of experience in this game and know what works against what players
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2170755#Comment_2170755
Please take my games from me every single pig uses that add-on combination & they'll always throw the game just to tunnel the party trap and ensure they die & the 2 games they don't it's always the 5th box I'm begging you
Then the add-ons do nothing and the point is completely moot, so... Kinda just you getting tunneled. Hugs