MadLordJack
MadLordJack
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2139929#Comment_2139929
Sorry but I really cannot see how blight is anywhere near a spirit in terms of counterplay.
Do you mean the J flick counterplay? That just comes down to a 50/50, similar to a TL wall or something like that. If you keep track of how many rushes he has it makes it even easier to predict based on the environment around you.
There is absolutely no tell as to whether or not a Blight is going to abuse an exploit. As with Spirit, this means that the counterplay to an exploiting Blight is the same as a phasing Spirit - you have to make a guess based on information you have gathered from previous chases with absolutely no in-chase tells whatsoever, a guess that is heavily in the killers favour for various reasons. Firstly, because the killer does this trial after trial and so has the more experience. Secondly, because the survivor has absolutely no control and if the killer guesses right the survivor gets hit, meaning that anything the killer does trumps anything the survivor does. If the survivor guesses right, it's actually the killer guessing wrong. Thirdly, because this pattern can repeat itself for as many times as necessary before the survivor inevitably loses. Fourth, because there is no tell whatsoever meaning that it is a pure guess. Fifth, beacuse the Blight knows what they are going to do and, because they are using the exploit and not playing properly, they pretty much have eyes on the survivor for most of the chase. Sixth, a Blight can adjust the angle of their Lethal Rush and has a wider hitbox, meaning that a good Blight knows they can hit you without hugging the wall like a curving Billy needs to.
All of this means that it is not, in fact, a 50/50 guess. It's not a matter of guessing right or wrong, it's a matter of the killer screwing up, because they have all the information they need not to in the form of being able to watch what you are doing and move faster than the engine allows you to react.
And the best part is that this whole argument is completely moot - the Devs have decided it's an exploit, and so it's getting removed. And as a Blight main who has experience using it and absolutely despised it due to the lack of skill required (you suddenly play everything the same way with little thought and it's very easy to learn even without instruction), all I can say is good riddance.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2139895#Comment_2139895
Well now you're getting to my point.
By definition, tractor tech was an exploit, it was an unintended mechanic.
You just don't think of it as bad because it's good for the game and adds a new dynamic to the tractor tile.
Think of the J flick in the same way, it has counterplay and makes playing as and against blight more fun.
I guess I just don't like playing against Spirit. And nor do most people. Which is why we dislike the exploit that turns Blight into her more aggressive knock-off.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2139817#Comment_2139817
As a non J-flicking Blight main, I feel insulted. In the right hands, he's powerful. Hell, Ascension actually said that non J-flick Blight has less counterplay than J-flicking Blight so that's ironic, and he also said that although he wants the J-flick to stay, he thought Blight would still be good without it.
I mean, they are right if they include Spirit-style guesses in their definition of "counterplay". Blight is... kinda nuts. Which is why I'm glad that junk tiles and such exist.
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I like the lore.
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@RbLen said:
https://forum.deadbydaylight.com/en/discussion/comment/2139774#Comment_2139774
Sorry, Im not sure what you mean?
As a Blight main who doesn't use the exploit, I can get anyone anywhere except at short, round loops. Not only does the exploit allow you to hit someone anywhere if they fail a Spirit-style guess, it makes it so that you don't have to learn to play tiles properly. Scott Jund had a good example with LT walls - normally a Blight would have to take 3 different angles to hit someone going for a window. It takes a lot of practice. A J-flicker just has to smack off the corner and jerk their mouse a bit.
Also, it negates two otherwise very strong add-ons.
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I don't think it's balanced to remove the only direct counterplay from a strong, balanced killer whilst simultaneously making him a fair bit easier to play.
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Nope, it's actually just a buff because your teammates can see when you're in a chase and killers with obsession perks will want to avoid you.
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Plague on Lery's, both as and against. I don't even know where her fountains spawn.
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It is an extremely forgettable perk that requires other perks, add-ons and a lot of luck to be even slightly useful.
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I've not had this issue. In fact, my experience has been the complete opposite: a vaulting survivor is many free knives as they are both locked in the animation and while they run away.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2139495#Comment_2139495
While I completely agree that keys need nerfing, I was going to say nerfing them based on this would be pointless if say, he had 1,000 hours and it's only occurred once especially with like broken chest rates.
Fair enough, though I disagree the logic is understandable and sound.
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@Seanzu said:
Out of curiosity, how many hours do you have in this game, if you know?
That seems like a completely irrelevant question and now I'm curious as to what prompted it?
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1) A rework of the gens that replaces holding m1 for 80 seconds with fetching fuel and/or parts to encourage interactions.
2) Reworking the sounds so they actually work and killers can maybe track in chases better.
3) Reworking the pip system so that it actually works, taking into account various advantages and disadvantages, and can be used as a universal win/lose system.
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Mmkay. You do realise that sweaty SWF teams that Huntress can't compete with are the ones that don't heal, right?
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So, you camped a basement with Trapper? Sorry, but that's not exactly impressive unless you were using Padded Jaws and no bags. And even then it's not that impressive.
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Basically, because combining it with Ruin was absolutely broken.
So they nerfed it's ability to respawn Hex totems and instead just made it so that no matter what, Undying is the first totem that will get cleansed (a special exception being Haunted Grounds). Which, amusingly enough, gave it a much greater chance to synergize with Hex perks that aren't Ruin, Haunted Grounds or Retribution.
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Yes. I suspect that one of the reasons the Twins, the midchapter, and parts of All Kill were broken was because they had already shifted some of the talent into working on the anniversary chapter in order to not screw it up and to make sure BHVR and Capcom are mentioned in the same sentence in a positive manner.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2139088#Comment_2139088
Sluzzy is out here playing 4-dimmensional DBD.
Oh dear gods, my brain just immediately went to a Nurse add-on that reversed time when she blinks so the killer can physically drag people out of cover and into the open if they're good enough...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2139079#Comment_2139079
I just nabbed those today, so they should be current, unless our gamer lord Sluzzy is still meme'ing on people with Nurse.
I last looked a month ago, and I don't think the blinks had crossed the 39k barrier.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2139051#Comment_2139051
https://us.v-cdn.net/6030815/uploads/AILQPPUOXNPF/20210424-191927.jpg
14K Billy hits is also ludicrously impressive.
I'm fairly certain those blink attacks have gone up a bit since I last checked. I wonder why Sluzzy thinks killer is OP...
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I used it for a while to prove how OP it is even in solo que, and I'm certainly not a toxic player. Though with that being said, it normally takes a certain amount of confidence to equip it, a state of being often confused by arrogance.
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@PlunderingPanda said:
Holy #########. Now this is quality bait posting.
I wish. They're a solo-only nurse main. No kidding the game seems killer sided to someone like that
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138150#Comment_2138150
The meta on the killer side is a free win and it needs nerfing. It's totally broken.
Against mindless solo's that like to suicide on first hook because they're "not having fun", maybe.
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Not to burst your bubble or anything, but it's not exactly like using strong perks is unique to killers.
In fact, I believe there's a term for it. If only I could remember... Wait, no, I do! It's "meta perks"! Wow, who would have thought there was a term for the perks that are strong an easy to use that crosses the boundary of Survivor and Killer!
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1) Ghostface (was likely a bit earlier but I don't remember the details).
2) David (briefly) then Kate and now Zarina.
3) Spirit (phasewalking characters are my jam), and now Blight/Plague.
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On average, weighing in killers like Blight, Nurse and Spirit as well as Trapper, Pig, etc.?
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Survivors shouldn't have to use comms and perks to deal with a killer running Knockout or Third Seal.
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Hop in a locker or pair off. Suddenly the twins only strength is camping hooks.
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Limit the effectiveness of saves. Right now they completely undo the killers hard work if they slip up even a little, and by that I mean usually if they guess wrong and don't actually make any real mistakes.
If the stun duration was shortened but blinds and stuns could happen mid-animation, it would makes saves much less effective but much easier to pull off.
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I get all of this all the time on PC. The only difference is a sweet baseline 60fps when things aren't randomly losing frames or seizing or whatever you want to call it.
It's not just a console issue. It's a DbD optimization issue. I have to play 4-5 trials before the assets are properly loaded and I don't lose frames because someone dead harded, vaulted a window, turned a little quickly or even clicked a flashlight. Woe be unto me if they miss a skillcheck as I'm approaching the gen, that's better than a smoke bomb.
DbD has some serious optimization issues. I don't get this nonsense with other games. I also know other PC players don't get it as much, which makes me think it's a hardware issue, and I don't mean that in a "time to upgrade" kind of way.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2137599#Comment_2137599
Then explain the lack of the same community outcry as Iri Head.
Why aren't people talking about it the same way?
Because it's rarer. Not that that justifies it's existence.
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@Pulsar said:
Well, Iri Head is being nerfed.
Redhead's Pinky Finger is fine imo, you have to actually aim and it's fairly hard to get a direct hit with Clown.
Walk up behind them, toss bottles til you get a direct hit, down. It's not really that hard, even if you somehow miss the first one the survivors are heavily slowed.
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DS wasn't gutted. It was made to do it's job and nothing else.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/245170/i-feel-offended
Well I hope you learned a valuable lesson. Demo and Adam are trash you shouldn't main them.
Please stop.
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I think I get robbed a lot because of the lovely mix that is 60 ping Vs 15-20 ping and hit validation. (In other words, everyone has vault build). Yay, hit validation, the thing that exists to screw over people that don't live right next to the servers but that doesn't stop people from VPNing because beautiful logic I guess.
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I'm just gonna point out that there is a big difference between someone with 500 hours and someone with 5000.
A game can be casual. In fact, I like that DbD is casual. But that doesn't mean it's fun to have all of your skill and effort disregard.
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Yes.
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I'd like to give her wraith shimmer and make her see everyone else as wraith shimmer. I have no idea if that would be an okay change, I just like the idea.
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@Salvonyua said:
https://forum.deadbydaylight.com/en/discussion/comment/2137128#Comment_2137128
When he use his powet I forget about this sorry
They massively buffed his speed when he uses his power. Now his slowest speed is his old fastest speed.
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That wouldn't change anything. Like Demogorgon, he gets free zoning by existing. Unlike Demogorgon, his projectile moves insanely quick and a good Slinger can hit you anywhere. Also stealth.
Making him reload at lockers wouldn't really change any of this.
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Huh? Trickster's base movement speed is 4.4m/s, or 110% speed. Same as Huntress. And it always has been.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2135046#Comment_2135046
We're not talking about the meme taxi build, correct?
No, we're talking about Starstruck/Agitation, the build that exposes half the people on the map
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Both Legion and Plague are heavily underrated by most.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2135478#Comment_2135478
? Please elaborate
No-one expects a Padded Jaws Trapper to win. Not even the most ignorant of survivors. And certainly not myself. So, playing without it kind of feels like taking training wheels off.
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Yes. The pressure of playing Trapper without Padded Jaws wrecks me. Which sounds like I'm being sarcastic, but I'm genuinely not.
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SWF in general is fine. It's a huge but necessary buff. People that like to abuse this fact, however, are not fine. No-one wants to see a team that's got no skill and only rushes gens. There is no competition, it's just two sides struggling to win by default. Same goes for killers spamming Nurse or Spirit.
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I hope everyone commenting on this remembers that this thread is from the time of no DC penalties.
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If it's a soft counter, as in it reveals auras or gives an action speed boost or something, sure. If it's a hard counter, as in negates the Exposed status or gives you a Haste effect, absolutely not.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2135030#Comment_2135030
wait who had Agitation in their best build?
Otz showed off how good Agitation/Starstruck is on killers with a chase power that still M1.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134689#Comment_2134689
I think I didnt made it clear enough. Only a max of 2 votes on 1 map by survivors, so they will never be able to "force" a map.
Then the precise opposite would be true, or there would be no point voting at all. Not that the Devs would ever impliment a system like that that didn't favour the survivors - after all, it is a 4v1. Better to please 4 than 1.