MadLordJack
MadLordJack
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- MadLordJack
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I honestly don't care if the killer has BBQ or not. I just pay attention to the TR to get a rough idea of whether or not I might get chased by a killer who isn't camping my teammate and is in fact spreading out hooks.
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Nurse - I think most people know how much I hate Nurse at this point.
Doctor - I like to occasionally employ stealth and also for my opponents to not have the ability to uncounterably facecamp.
Lery's - I'm a Blight/Plague main. And I dabble in Oni, Huntress and Demogorgon.
Haddonfield - Even as a survivor I will lose automatically. Something about the guilt of playing on such a dumb map makes me play very poorly.
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And yet when I point out that a good Trickster can and will land nearly every knife at every loop and relatively quickly and extremely consistently downs people even when they are counterplaying him I get told I'm an idiot and that I don't know what I'm talking about and probably also something about how I'm cheating?
Punctuation is nice. In extreme moderation.
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Nope, they cannot, which is kind of completely broken when you're going against solo que and kind of worthless when you're not.
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Yes, let's build a wall! That sounds like a great idea! I see absolutely nothing wrong with dividing people!
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2129559#Comment_2129559
I hate to break it to you, but that is not how RNG works. You're just as likely to have the trap come off at the first cage as is the last.
Unfortunately for me, its usually the last.
Why would you voluntarily cripple your team?
The moment you pop that generator you are taking your teammate out of the game. They cannot go for an unhook, cannot heal an injured teammate, progress another gen, cleanse a totem, etc.
Reverse Bear Traps are (completely avoidable) ticking time bombs.
We're talking about a 30s headstart after the survivor was unhooked or picked up off the ground. You can cleanse nearby totems, loot chests, or start another generator in that time. If the killer comes around, just go tap your 99'd gen so it doesn't need to regress.
https://forum.deadbydaylight.com/en/discussion/comment/2129565#Comment_2129565
Yes ...and, no. The timer doesn't go down if the game recognizes a chase, but there are plenty of situations in which the killer can be chasing you, and you're not technically "in a chase." In this particular game, the Cheryl looped the Pig around fun-bus. I watched as Cheryl vaulted the window three times, and the timer ticked down the whole way thru. That loop was too big, and the pig was too far behind, for the game to recognize it as a chase.
The rare circumstances in which someone dies to an RBT does not merit deliberately stalling the game for the killer, who is the only person that actually benefits from you not doing gens.
As you said, the survivor is as likely to have their trap off on the first as they are the last box. Which means there's a 75% chance they will have to put in no effort at all.
Edit: also, survivors sole focus when they have an INactive RBT should be no different. Get. It. Off. ASAP.
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I agree. I also think the duration should be severely nerfed so that survivors can get to safety but not take a hit.
Or just have a magical piece of code that detects people bodyblocking to punish a killer that isn't even tunneling and punishes them even worse.
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No, you should pop gens. Leaving it 99'd opens it up to regression and time-wasting, and the RNG nature of Pig means you're probably going to get the RBT off relatively quickly regardless of whether or not it's active. It's just safer to finish gens.
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Dead Hard. It does too much and boils down to Push E To Outplay.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2129453#Comment_2129453
Smash Hit just do both ^^
No, it only helps you avoid it. If a killer is going to throw the game like that, then you could have gone in in a shiny new outfit with no perks.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2129441#Comment_2129441
Thats my point, Smash Hit saved me many times, because the killer dont follow you after that.
You can run to another loop so easy.
Yeah, that's not a chase perk. A chase perk is something that helps you to extend the chase, not avoid it.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2129402#Comment_2129402
I dont agree at all. Smash It is one of the best perk in a chase, I cant count how many times it saved me in a loop.
Better than Dead Hard and Sprint Burst.
This perk is amazing.
Any killer going against someone using Smash Hit is going to throw the game by continuing the chase unless the survivor wastes the speed boost.
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Smash Hit feels more like a stealth perk than a chase perk. Camp the pallet, take a hit and the stun to combine speed boost, chase is completely and utterly over unless the killer wants to throw the game.
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Camo traps, basekit trapper sack, 8 traps per map, you get trapped for at least 5-10 seconds, and they all spawn in a cluster near the centre.
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It does not. If a killer is Undetectable, you will never see their aura. At best, someone will see the wraith going into cloak whilst standing still and staring at you and will understand that you're getting facecamped by an extremely skilled player.
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Make the BP multiplier form BBQ and WGLF basekit. And add more ways to get WGLF stacks.
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Okay
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I don't see how guilds could be a good addition to anything that isn't an mmo.
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2128330#Comment_2128330
I didn't say it was strong - just boring seeing it in every game. I suppose the same as it's boring for killers seeing the same perks for survivors every game too.
Once you've had trials spiced up by Discordance, Tinkerer or Thrilling Tremors, to name but a few, you very quickly come to realise just how much you appreciate killers always running BBQ.
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He has a hard limit on potential chase time. Every time you turn a corner you should be getting a couple more knives into the survivor you're chasing.
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No killers are faster than Dead Hard, plus it gives you I-frames. The only way you'll get hit is latency or if you used it very badly, which is barely even worth mentioning. So, it was most likely just a latency issue.
That, or the killer got lucky with their Lunge.
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@Crypticghoul said:
https://forum.deadbydaylight.com/en/discussion/comment/2127397#Comment_2127397
While I do agree there are a lot of strong perks, nothing compares to tunnel/camp protection from BT/DS and the chase extension of Dead Hard/Sprint Burst. The survivor meta patches up fundamental game design flaws that killers can abuse and other slots tend to go to chase extension or anti-slug. Same goes for killer meta being slowdown due to the fast gen speeds and limited pallets.
Denying the killer the ability to go for the injured person off hook and progress their hook timer more rapidly as a result is more powerful than any other perk in the game because there's nothing in the game to deter them otherwise should they choose to do so.
To shift the survivor meta one of three things need to happen. Either BHVR release more tunnel protection perks, they implement base kit mechanics that prevent tunneling/camping, or they release perks that are so broken that the killer never hooks you in the first place (Lucky Break PTB buff).
The survivor meta patches fundemental game design flaws by creating fundemental perk design flaws. Punishing killers for not tunneling. Push E To Outplay. Hold That W. Get Up For Free. Never Make Noise.
As opposed to perks like Kindred, Bond, WGLF, We'll Make It, Q&Q, Botany Knowledge, Prove Thyself, all of which are much scarier to go against because in the right hands they screw killers over worse than the mindless survivor meta.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2127010#Comment_2127010
No let me give you an example the other day on dead dawg saloon. I went up against red ranks, and I everyone was competent to very good. And there was this Feng who when I would get near her, I think she had spine chill. She would run up the stairs and jump over the window, and go down the stairs, and wait on the side. So I would throw some knifes on her, when she was running up the stairs and jump over the window and go down the stairs. But whenever I would try to sneak up one her. She would run across the building. She knew that the only way to get her was by chasing her at that point, since the knife laceration would go away by the time I would around. So I knew were to throw the knifes, it's just she knew all she had to do what run and hide. And there was nothing I could do about it. And was everyone else was decent at looping, so it took me while in those loops. And I of course lost.
I think what I got from that story is that you were either going against someone crouching in bushes on the map that lets everyone crouch in bushes, or you had a very unlucky tile, or you just weren't playing the tile that well.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2127448#Comment_2127448
When someone goes afk, it doesnt say on top of your head the reason, you should know that. I've had people who go afk for non serious reasons.
Maybe if he told them it was bc his dog was choking, they wouldnt have had a problem with it.
So again, there's also others context, not just OPs
You didn't read the post.
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Some people are just completely stupid. Hope you're dog's doing well!
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@Marigoria said:
Another post about "TTV bad".
I would also be annoyed by having someone afk in my team, it's a 4v1 for a reason, not a 3v1 + dead weight.
Ever heard the phrase "context is key"?
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People do overlook a lot of extremely strong perks because there's others with more overt, immediate, and easy to use effects. This is true of killer as well, to an extent.
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I once heard all Zarina mains are lesbians. I'm not the best person to refute that.
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Do I think the breathtakingly significant majority of the playerbase is ruining the game?
No. Honestly, I think it's the people that play random trials like they're for money and only find fun in winning that are ruining the experience. I wanna play Dead By Daylight, not Genrush Central or Spirit Fun Time.
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@[Deleted User] said:
Most Ormond pallets are pretty unsafe and fair for mindgames right now. You probably got really unlucky with RNG.
What breakable walls do you consider a "must" break? The only one I break is the one next to the bar because it makes the window less strong. I don't even recall ever breaking another one.
Yeah, the only time the filler pallets get crazy is when they chain together, because you try and play them only to have the survivor peel off and drop another pallet from out of nowhere. Then you break that one to break the crazy loop it just created and they're already at the next one, and behind that is... I dunno, let's say the big truck thing. Or a maze tile.
It can definitely happen. Its rare, but it can happen.
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He can be blinded? That's dumb, in that case he should get benefited by things as well.
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Rework gens. Remove the holding m1 and replace it with item fetching to force potential interactions.
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I was about to come in and say that's not true but then I saw "unless you have 1000's of hours as killer" and I kind of went "fair enough."
Edit: Well, actually, maybe not. His gameplay is fairly simple and effective, you just mindlessly walk at survivors and throw knives. Once you know where and when to ready up knives and have really good aim, he's pretty strong.
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It's more about nerfing gen speeds so that those two aren't two of the three killers actually able to win against efficient teams.
However, the way to do this would not be by increasing gen speeds. That's just a bad idea. It would be better if survivors were forced to collect machine parts or fuel or something, anything, just to force potential interactions with the killer and thereby organically lowering gen speeds whilst nerfing hold-W and predrop, aka "playing safe."
It would also make survivor a while lot more fun and make evading the killer via stealth means a lot more useful and interactive.
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Trapper, Huntress, Hag, Deathslinger, Pyramid Head.
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They increased the number of pallets without decreasing safety.
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Spirit, Deathslinger, Nurse and Trapper, Myers, Pig are all in need of some serious reworking. As is Trickster.
Blight, PH, Legion, Plague, Huntress, Ghostface, Doctor and Billy need some tweaks.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2124552#Comment_2124552
Yes, because the only way it would annihilate a killer is: survivors having selfcare, survivors running medkits, survivors having near perfect communication.
Essentially, the only reason it would annihilate a killer is if you're in a tournament in the first place. But DBD isnt a tournament game. It never has been, and it never will be.
I refer you to my original comment.
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My view on SWF is that it's highly abusable and I don't often get teams that just play DbD normally. The ability to coordinate gens and saves enables people to split up and leave teammates to hang while they so gens. Couple that with holding W and playing safe and it's just a collection of stratagies that would backfire if it was a group of solo's but instead become nearly unbeatable unless either they massively screw up and/or you are playing a select handful of killers with a select handful of perks.
I especially hate SWF teams when I'm the survivor, because I don't like being left to hang on the hook so they can do gens and I don't like watchi ghow they play on Kindred, Aftercare or Bond. It's the exact same way only they're trying to make me part of the problem. I hate it. I'm so glad this has been easing off recently.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2124277#Comment_2124277
I did that about when GhostFace came out.
Wow,that's impressive. They're much stronger these days
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@Malum_Midnight said:
Screw it then, no second chances on both sides
Nothing to fix a survivors’ mistakes like DH, Unbreakable, BT, etc.
Same with killer: NOED, etc.
I want this so damn bad
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124793#Comment_2124793
You realize there's 3 other players right...? You're not doing 5 of anything on your own. And if your complaint is you can't rely on your partners. You should probably find some folks to run with instead of relying on randoms. Because that's a group problem. Not a design problem
Actually, there's only 2 other survivors. The 4th person is getting facecamped.
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I'm borderline psychopathic and have full control over my empathy and conscience. I don't think the Entity will care too much that I try my best to be a good person.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2124541#Comment_2124541
uhh yeah good luck defending totems by standing still and doing nothign.......bro imagine survivors not doing totems when the killer is just standing there....and then calling the killer bad....yikez man
The "yikes" part is that it's even possible in the first place. That would be like an afk survivor becoming completely invulnerable because the killer didn't hook someone else on a specific hook that was identical in every way to all the other hooks.
And also that survivor getting a key and knowing where hatch is.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2124774#Comment_2124774
https://forum.deadbydaylight.com/en/discussion/comment/2124793#Comment_2124793
You have two choices....
You can accept that your team will let you down sometimes, or you can carry harder. It's up to you. But it's not NOED's fault randoms are going to random.
Me personally? I can't deal with teammates that don't pull their weight and I got tired of trying to carry harder, so I just play killer.
You can't "carry" in DbD, it's not that kind of game. There's hard, physical limitations and timeframes that need to be met by multiple people.
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Honestly, solo kind of needs a full contextual callout system before it can even be considered on a level with SWF.
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@TheClownIsKing said:
I find it odd as well.
I agreed with every other change they intend to implement, but touching pallets shocked the hell out of me.
I kind of see it like the Soul Guard nerf - it won't really impact most people except in certain situations where it wasn't even necessary, just overkill.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/2124618#Comment_2124618
If you are so worried about NOED then yes.
Also just for clarification, last time i used NOED i want up against a rank 1 swf as a rank 13 huntress. They did all the gens and broke all the totems and i got 1 hook. I play mostly survivor now and break every totem i find. Can't wait for small game changes to go live.
I can. Players have been asking for a totem counter since forever, so what does BHVR do? Bandaids the problem by tying a counter to a perk and forever screwing over solo que. The people that need good perks in order to stand half of a chance.
And when this is coming from someone whose favourite build is No Mither/Mettle of Man, it's definitely got some merit to it. Seriously, I've procced Mettle of Mither more than I've successfully "countered" noed.
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Honestly, it could just be that you're stuck going against extremely efficient teams. It's unlikely, but it could be happenning. Personally I find Blight to be more fun and effective, but then again I go against a lot of hold W players that kind of... Die.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2124677#Comment_2124677
NOED only hits survivors that are to lazy to search all totems or equip a perk that helps them with that. While i understand, that some people have a hard time switching their usual loadout of BT, DS, DH, IW to something else. It sure shows that people like to priorize some things over others and then complain, when they chose the wrong perk/priorities.
If survivors don´t like to get hit by NOED, then the only other option is to wait out if a killer insta downs after all gens have been completed. Not being particuarly cocky during the endgame really helps with that.
Its funny how you think a solo team is "lazy".