MadLordJack
MadLordJack
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- MadLordJack
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Playing killer is way more frustrating. As a solo survivor its completely out of my hands so it's just the most chill and relaxing thing ever. I'd probably be a survivor main if the ques didn't take upwards of ten minutes, sometimes even half an hour.
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Pig. Mostly because I get unlucky with her RNG.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2134890#Comment_2134890
hmmm have you gone against a really good Wraith with the bone clapper before though? A good Wraith is always keeping his chases short and switching off target to target, this becomes very powerful with the bone clapper and can cause survivors to be paranoid, or have you just not experienced this before?
I have, I just don't fall to paranoia very much because of info perks, game awareness and the fact that there's no chance I'll be grabbed from a gen because there's a big warning to look around.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134890#Comment_2134890
Really you don't hop off that gen incase that wraith could either round that corner and pull you off or be halfway across the map chasing a survivor?
No, I don't, because I usually know the general area that the killer is in, because like any good survivor I use various info perks that I like to cycle between, and general map awareness, and those few times I don't I still get the warning to look around and so if the wraith is coming at me I won't get grabbed.
Whereas Coxcomb Clapper is just a free hit and/or even a grab.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2134874#Comment_2134874
But do you happen to know how useful survivors being paranoid is?
Not very. Not unless you're going against bad survivors. I find Bone Clapper to be a little annoying but it doesn't really stop me from doing anything.
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Bone Clapper makes people paranoid and eventually gets you free hits, Coxcombed Clapper just straight up gives you free hits.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2134808#Comment_2134808
Had a survivor do that to me once and just stood there after. The Killer was right there and saw her pull that stunt. He just shook his head and went after her instead. I had given up but he let me go for now. I died eventually but that was still nice of him.
Honestly, that sounds like something I'd do as a killer, especially if I'm winning.
I usually hit the unhooked survivor if the option is available because it wastes 12 seconds of their time mending, but sometimes that just doesn't happen because someone didn't equip BT before being an arsehole and so they die. Violently. Because its my little way of apologising for taking part in a farming incident and not a rushed unhook incident that I always assume it to be.
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I went against a team that all had No Mither/Soul Guard/Tenacity once. That was an unsluggable group of survivors.
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I had a survivor farm me twice and stealth away so I returned the favour, t-bagged her as the killer was going through his weapon wipe animation, and DC'd on her slugged body.
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It used to be a strategy, and to some extent it still is because predropping pallets is ridiculously effective.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2134399#Comment_2134399
Oh boy,this reminds me of that one game i played against a Sloppy Butcher + Knockout Doctor on Shelter Woods.
Spent the whole game trying to pick up my poor baby teammates that were constantly slugged on the edge/corners of the map.
Absolutely miserable and unnecessary
I went against a Nurse with IF and Third Seal/Undying. She was so proud and happy that she finally won a trial (even though she was an amazing Nurse). She really didn't like it when I explained the details of the situation and why her stratagey was effective. Or that she bled two people to death.
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@Altarf said:
There's a lot that goes into Plague, she requires a lot of strategy, mechanical skill and game sense to play. Probably why she isn't played much.
My short tips, as a Plague main, would be as follows:
-When rounding a corner and holding your puke, aim at the wall instead of the survivor when you turn. This will make your puke's momentum arc in such a way to hit the survivor with the vomit stream even while turning. Makes Corrupt Purge much stronger. Very useful at most loops and at shack.
-Don't be afraid to hit a partially infected survivor. If you can get just a drop of vomit on them and you don't think you can get much more (like if you're at a jungle gym) just hitting them and leaving to infect someone else is a good idea. This is most useful during the early game. You want to get as many people infected as soon as possible. Of course, vomiting until they're broken is ideal, but this is uncommon against good survivors and good tiles.
-Your vomit, both Vile Purge and Corrupt Purge, has a much further range than you'd think. As long as you're walking forwards (momentum makes the puke go a lot further) and aiming as high as you can, you can hit survivors from... I want to say 14 meters, or so? Extremely effective, and satisfying every time.
-Try to have 2 or 3 pools corrupted at a time - any more or less is bad. If you don't have a backup pool, using Corrupt Purge is a massive risk and can make you an M1 killer for the rest of the game if the survivors realise you have no more corrupted pools. If lots of pools are corrupted, you run the risk of overflowing, cleansing all the pools and essentially forcing you into using Corrupt without a backup. Yes, this means you may have to micro-manage who you infect if the survivor team or individual survivors like to cleanse. People say you want survivors to cleanse as Plague, but in my experience, it's the exact opposite - you want people to cleanse rarely, not often.
-Run Infectious Fright. It synergises so well with Corrupt Purge (and even normal Plague) that it's as mandatory as it is on Oni, in my opinion. Easily her best perk - Infectious with Corrupt Purge makes Plague one of the scariest killers in the game, as long as the Plague is good. Hex: Ruin is a great choice, also, as survivors will naturally be pushed off gens during Corrupt Purge, during the early game you can vomit on unfinished gens to force the survivors to either get themselves infected really early, or let the gen regress with ruin for 35 seconds. You can also infect the totem for bootleg Thrill of the Hunt. Corrupt Intervention has anti-synergy with Plague, think twice before you run it - you can't infect those far generators and most of your infections early game come from interrupting the first few gens, infecting them, and spreading the infection efficiently.
There's a lot more, but those are just some tips to using her power well. Would like to make a Plague guide someday.
I didn't even realise I did tip number 1 til you pointed it out! Just goes to show how much you don't realise you do and what you don't realise that you're doing helps.
I would also add that it's a good, if risky, idea to use corrupted pools to zone people into cleansing where you want them to. Ignoring the 4 corrupted pools out in the middle of nowhere forces the survivors to either stay infected at a time when you could potentially get your power or cleanse in places optimal for you to suck it up and snowball.
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That was weird. Forum glitched out massively and now I have no clue if my comment has gone through or not so I'll make a other one.
It depends. Based on what others think is low tier? Plague. Though everyone calling her low tier hasn't gone agaisnt a good Plague. Based on what I think is low tier? Trapper. Because Padded Jaws is life.
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That's not such a great idea. Diversity is one of the biggest reasons DbD has such good player retention, removing that would hurt it a lot. And yes, such a change would remove diversity, becaus wno matter what killers would always be forces to play on the map the survivors want to, so it's going to almost cut out Dead Dawg, Coal Tower, Torment Creek, Hawkins, and Azarovs whilst massively promoting Haddonfield, The Game, Fractured Cowshed, Lery's and Midwich.
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Wait, so Danny Devito would burst out of Scarlett Johansson's right...
I don't want to continue that thought.
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It depends entirely on how much you go against players that predrop pallets.
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MoM only activates if you are injured. If you get instadowned from the healthy state for any reason, it doesn't activate.
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Most killers, at base, only move .6m, or 15%, faster than survivors. This means if they have a 10m head start and just hold W in a straight line, as is the current meta, then it takes you around 16-17 seconds to catch up.
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My thoughts are that this is a way to bully Solo's and nothing else. There is no other purpose to these kinds of builds but to make absolutely sure your full solo-que opponents have one of the worst and most boring games of their lives.
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Yes. Even if it's just to practice game mechanics.
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This has been one of the best years for DbD. Just look at the state the game was in when Deathslinger was released and compare it to now.
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@Jerek said:
https://forum.deadbydaylight.com/en/discussion/comment/2132958#Comment_2132958
Yeah, but like I said it is a perk controlled entirely by the survivors. Cleanse totems or suffer the risks of not doing so.
It's better for the killer to waste time cleansing totems, because that's a free 4k agasint any team that isn't a co-ordinated swf.
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NOED is a bad, unfair perk because it's just a free kill perk and nothing else. That is it's purpose: get a pity kill. It's a perk that turns every killer into a facecamping Bubba.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2132704#Comment_2132704
He apparently mains nurse which if that’s true and he’s good his complaints about survivor being underpowered actually makes a lot of sense
Also seems to look at the game from a full solo team perspective
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OG John Constantine, or the Matt Ryan version. That slimy, treacherous, self-serving prick of a warlock would make a great addition.
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@IWasLeft2Die said:
Nooooooo.
You already get multiple BT use (which I personally think is too much) and to have multiple use DS is too much. Assuming each triggers each time and survivor gets a full heal after each hook and killer gets 3 hooks, a killer has to hit a single survivor 10 times to kill them (2 instances of Bt, 2 after DS, and 6 basic hits after full heal after hook). This would then mean that a killer easily have to do 40 hits each game. That's too much
In order to get DS'd you have to be hard tunneling.
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Now you should try No Mither/Mettle of Man. If you actually manage to proc that you just win by default.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2132456#Comment_2132456
I have a play style that doesn't involve forcing downs. Instead my builds almost always focus on spreading injuries across multiple Survivors and making the Survivors feel like they have to heal. LB + IW won't do anything to me because I was already probably planning on "losing" them after the injury.
At some point you have to commit to a down, or else you're giving up map pressure for a meme playstyle (hit-and-run) that hasn't worked since the Ruin nerf shifted the general playstyle into a more gen-slammy territory.
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At the very least they could give new players 1m BP worth of automatic-levelling on the free characters.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2132394#Comment_2132394
Or... Does play killer quite a bit and has a play style that Lucky Break won't hurt.
... you have a playstyle that doesn't involve hitting people?
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That's a nice idea, but to be perfectly honest it doesn't matter. 90 seconds of no tracking is 90 seconds of no tracking. The fact that it can be spread out across multiple instances more than overcompensates for the 16 seconds of healing.
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So, they have to get the most common occurrence?
And that's just for straight up losing a chase. Iron Will alone gives survivors an insane amount of distance thanks to the unreliability of blood and scratchmarks - and now both of those are going away. How much distance do you think survivors are going to be gaining when you stack up all those moments of hesitation brought on by a lack of tracking?
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Zarina and Plague.
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Yeah. They could also reduce her missed swing fatigue - no good Nurse is going to blink without both charges ready anyway. Not unless they are (over)confident.
Maker her slightly less punishing but also much slower at snowballing - aka, bring her down to most killers level.
Edit: it would also be nice if she had a small TR. She already has unique move speed, why not a 16-20m TR just to stop her IF combo?
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For a moment there I thought this was going to be one of those deadly serious threads where people genuinely ask for "Killer" to be removed from the menu screen and replaced with bots.
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Ahh, so when you say "survivor" you've actually been meaning "full solo lobby" this entire time!
That piece of contex answers so very many questions. Personally, even when I play survivor I don't get many full solo lobbies, which I suppose is the benefit of playing in the evening.
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Nurse.
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The counterplay to any Spirit is the same: slam gens while hoping she's bad. Stridor just lowers her skill floor.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2131820#Comment_2131820
That's not BM. That's someone who knows they're gonna die and is going to try and milk as much survival points as possible. The survivor couldn't care less about BM at that point.
It's only purpose is to annoy the crap out of the killer and get yourself bled out for some petty little personal victory. Seems like BM to me.
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Extremely frustrating and generally not very fun basekit, with add-ons that massively overbuff him
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@tippy2k2 said:
I'm...sorry as a survivor for trying to survive?
I think the OP is complaining about survivors that keep running to deadzones with no hope of escaping, just purely to BM.
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That's the risk of all digital content. It can and will go away.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2131334#Comment_2131334
I was searching for them and immediately after the first one was almost. I came to it and all of them were there. It was practically finished and I watched in disbelief that all four were there.
That is such a huge boon to you, why would you throw it away to tunnel someone?
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It would have been nice to have some more perk buffs. Not that they need to be evenly distributed, there's always going to be patches that change more content for one side or the other. That's just how balancing works.
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Wraith's and Deathslinger's are both just awful.
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As certain, unfortunately common SWF squads beat the mercy out of killers, it's the solo's that they end up hurting the most.
Not that they care. Some people really like to blur the line between having fun with friends and having a massive power trip.
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I don't really care. The only nerf that went too far was Billy, and it seems the Devs are pretty damn aware of it. And I especially don't care because a lot of killers actually do need things nerfed.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2130149#Comment_2130149
I'm curious - how can Doctor uncounterably facecamp? As long as you wait for the shock to expire and then run in immediately after, you can get the unhook off - 1 second ish to charge and then a full second to actually shock the survivor is longer than the 1 second to unhook, which automatically unhooks even if shocked when near the end.
Old Doctor was a different story, but unless I'm missing something I can't see how the new one can.
There's actually not enough time if the doctor has detonation add-ons. I also don't think there's enough time normally if the doctor is just standing there and spamming it.
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Mostly it's a bad play that's just BM and will lose you the trial unless survivors are potatoes. But sometimes it's not because you've got a lot of strategic things in one area that survivors are going to have to come to, so why leave?
Edit: Also, don't be childish with some binary, black-and-white, yes-or-no mentality. If you average out the games where camping someone loses Vs wins then the significant majority of the time it's going to be "loses."
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Yes, complain about the Devs finally reworking OoO into a significantly less abusable but still decently strong perk.