MadLordJack
MadLordJack
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@Tsulan said:
Good job. It takes 2 minutes for a single survivor to cleanse all 5 totems.
Imagine the time it would take if the other 3 teammates wouldn't be allergic to dull totems.
Quite a bit longer, because everyone would be searching what's already been searched and generally wasting more time than you could ever think possible even from a team of genuinely good survivors.
Of course, there's the argument of "just run perks", but the three counters to that argument are that solo's ready, really, really need good builds, it doesn't change the fact that people would waste time searching what's been searched, and the only reason to cleanse all totems is to avoid NOED and running a perk to counter a perk is just the epitome of bad, bandaided design.
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Also, I just want to point out that I know some people aren't... Unpleasant with NOED, it's just that for as long as the perk is just given to the killer there's always going to be a majority of people that kind of... let's just say they can't take it off their builds.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124615#Comment_2124615
Seriously...Because that's the survivor entitlement. You play like ######### as a survivor and get rewarded..But lord forebid killers get ONE perk that awards playing like ######### as you put it. And you want it EARNED. When it is earned because YOU as a survivor didn't cleanse the totems. Or run DH + map and just wait until it's active and find it in 30 seconds.
Still waiting for the details on where I said I support the things I wholeheartedly disagree with.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/2124541#Comment_2124541
And if the killer is doing nothing all game, break the totems. You get the added bonus if possibly upsetting the killer by ruining his strategy.
So the survivors have to go out of their way to prevent something that the killer doesn't even earn.
Seems fair.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124582#Comment_2124582
And.......? Go ahead and tell me what survivors earn......? They gain dead hard by literally playing poorly and getting hit. They gain BT by literally unhooking safely. They gain unbreakable if I leave you on the ground which means you messed up and got hit..You gain decisive strike for getting caught. Hell even forcing it by jumping in a locker...Does any of that sound fair....? You as a survivor can prevent NOED. Survivors want everything for free. But want killers to EARN everything
Excuse me, but could you please point out in great detail exactly where I said any of those perks are fair in this thread about NOED?
And while you're at it, could you also explain exactly how one justifies the existence of the other when the better solution of no-one getting screwed over potentially exists?
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So the fact that that's even possible defies any argument about it being "fair" or "earned."
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I'd make him more like Demo. As in, identical charge time. And identical aim.
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It would have to increase the charge time on his lunge. Otherwise every pallet would be a hit.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2124503#Comment_2124503
I've played against plenty, but after 2.5k hours total I've seen more killers rush kills than I have seen survivors playing it safe. Besides, survivors cant really play it safe AND slam gens at the same time.
And I tend to get my first hook before they finish the first gen, sometimes I get my first hook when they finish 2 gens, but that depends on where I find the first survivor.
And yeah, if survivors are constantly holding W to gain distance and succeed, perhaps its time to ignore them while you go back to protecting your gens. Odds are quite significant that the survivor you found first was the survivor who wanted to be found first and is actively leading you away from the rest of the team working safely on gens. Dont give survivors the satisfaction of giving you tunnelvision on a single person.
As for Trickster being strong, I mean, heavily depends on the map. If we take all maps into consideration, he's the weakest on the roster. Doesnt mean he is too weak tho. People tend to mix "weakest killer" with "too weak to do anything". Heck, Clown used to be considered the "weakest killer" even though he was one of the hardest killers to counter in chase.
Did you seriously just suggest that people can't do the thing that anniahlates almost every killer and is the direct reason that you don't see anyone but Spirit and Nurse in tournaments?
Umm.... Okay then.
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You get it by standing still and doing nothing.
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It's a little frustrating, but whatever.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2124110#Comment_2124110
https://forum.deadbydaylight.com/en/discussion/comment/2124150#Comment_2124150
Predropping pallets is extremely inefficient in chase tho. Pushing gens only works if your gen is ignored for prolonged times. If most of your trials last about 5 minutes due to genspeeds, yes, you are the issue. Heck, even with Myers, arguably the weakest killer in the roster, being extremely dependend on addons, I get an average match time of 10 minutes and an average killrate of 3 people at rank 1.
If you cant get the same with other killers, you're simply not skilled enough with those killers. You cannot expect to play PH well if you only play Blight and Spirit as PH relies more on getting cheeky hits. Spirit, Blight and Nurse all have the ability to easily close gaps between tiles. While PH is more designed to get hits while you're inside a tile. You WANT to get looped as a PH. Just as you WANT to get looped as a Doctor. While Spirit, Nurse and Blight rather want to avoid loops whenever possible.
So yes, it's literally just a case of git gud.
I take it you've never gone against teams that play safe and slam gens? Lucky you. Can't even get your first down til they've done 3 gens, then assuming you manage to hook someone they leave the person to hang while they polish the last 2. Then any and every chase is just holding W. Which make sit take at least 20 seconds, and that's assuming they're already injured.
But yes, I suppose I just have to get so good at the game I break the physical limitations of the killer's design.
Edit: Also, I'm one of the few people that thinks Plague and Legion are very strong. Same as Trickster. So maybe try to understand that different people have different experiences and that I have to base my assessment of killers on what other people say their average trials are like.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2124218#Comment_2124218
Next small game might make that kinda easier? I personally use detectives hunch since in one proc you could possibly see all the totems. And it adds them to a map
My point was that finding them isn't the issue, it's cleansing them all whilst being a useful teammate and having other teammates trying to do the same thing without either knowing.
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I don't care if someone escapes through hatch. That's still a win, since I could just slug for the 4k. And I don't find that Whispers helps me that much in most trials, even agaisnt stealthing survivors it often isn't that effective. And in the middle of a trial it's almost always going to be active.
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@Pulsar said:
I just think the average Red Rank Survivor is bad.
Mathematically, I really shouldn't be able to win 75+ games in a row with Legion at Rank 1.
As Legion in the era of kinda balanced maps agasint teams that don't stay injured and play safe? Or as Legion a year ago?
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I like to play with Inner Strength/For The People and a totem hunting perk, and I can honestly say that I have never cleansed all 5 without losing the trial. I've cleaned like, 3-4 and still been NOEDed. And more often than that I've only had time to do one before either I die or the gens are done.
This math really explains why.
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Fun fact, most of my opponents hold W, predrop pallets and slam gens. Most of my trials last less than five minutes, for which I say thank gods killer ques are instant (I wonder why). I have been extremely vocal about this. The only killers that can compete with this are Spirit, Nurse and Blight, and I'm genuinely tired of all 3.
Thankfully, for the last two days I've been having relatively normal trials where people aren't glued to gens even when teammates are hooked. I'm actually getting looped. And even t-bagged. And sabotage plays. And people heal. It's been fun, and if that's your norm then I agree with you. Killers always stand a chance. I win some, I lose some, it's great. Admittedly I still mostly lose, but that's because my m1 skills have heavily dropped due to lack of practice.
But it's not my norm. Red ranks in the evenings on AU servers is normally just a series of teams competing with each other for fastest gens and most pallets dropped. Going against that as Billy? Huntress? Even Plague? Nope. Not happening. Your skill doesn't matter.
Edit: Forgot to close my point: This is why people play Spirit. Of those three that can deal with this, she's the easiest. And no, these teams aren't the best of the best, but they are extremely efficient. So why learn difficult killers like Blight or Nurse when you could play Spirit and still be putting in more effort that your opponents?
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Yes, because those perks are so very comparable.
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Yes, the game is definitely survivor sided. However the problem is mostly matchmaking putting sweaty SWF teams against killers that stand no chance at all regardless of skill, aka anyone not playing Spirit, Nurse, Hag or Blight with full meta builds.
Unfortunately, because the requirement for "sweaty SWF" is splitting up and going gens while holding W and predropping pallet awhile in chase, and the requirements for "sweaty killer" is practically master the character you are playing and have near-perfect game sense, there's a lot more sweaty SWF than sweaty killers.
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Yeah, I can help. I'm on PC though so we'd have to communicate through Discord or something
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It's not exactly much of a nerf. I don't think I remember ever putting down his maximum number of pallets.
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Yeah, all ranged killers have this to some extent. Plague is by far the worst hit, then Slinger and Trickster, then Huntress (in my limited experience playing Huntress and Slinger in recent times).
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I think he's really strong. Sort of was my favourite killer but I'm burnt out at the moment. Definitely going to come back to him.
And I can absolutely see him getting a few minor basekit nerf in the future just to enable a bigger divide between a good Blight and a bad Blight. Just something minor, like an increased cooldown time after rushing or swinging.
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Oddly chill. I'm actually quite scared.
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Whilst I understand wanting to block VPN's so that unsavoury people don't abuse them to create artificial lag, I kind of hope they don't because I use one to cut 10-15 ping off my connection
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2121652#Comment_2121652
You can actually make sure you never, ever get stunned if you just time your lunge correctly. It's pretty bullshit. I'm getting semi consistent at it as Freddy and Wraith, nobody else though lmao
But... Why even do that????? A lunge cooldown is about the same duration as a pallet stun! What? Why?
I don't like anything about this.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2121766#Comment_2121766
You can do things! if you are smart with your routing, if you can figure out where everyone is and if you don't waste times you can not only get hits / downs but disjoint the survivors doing it.
Killer is REALLY strong but it's very cerebral. You can't play it on auto pilot.
Please, go into great detail how a killer can win against a team that's slamming gens, holding W and predropping pallets.
And given that we have the competitive scene as an example, where this is all survivors do, it seems pretty clear that the answer is "play Nurse."
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Red ranks in the evening means gens fly by. You can't really do anything about it. Everyone likes to say "oh, just play better" but it's pretty hard to do so in the W/predrop meta. And by "hard" I mean "actually impossible". 3 minute gens, here we come!
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2121444#Comment_2121444
I won't deny that, but at the same time, you can't deny that what was given was a half assed feature meant to placate the community after the color blind debacle. If you want to censor homophobic slurs and racist, derogatory messages, go for it. I can support that 100%. But if I want to call the Feng that farmed me off hook and sandbagged me an ass in order to vent after match, or ask Myers why he didn't mori me after a farming session, and half the message is ####, then it seems to be a conflict of interest.
It's an M rated game. Going from ripping somebodies tongue out to censoring killer in a basic 'gg killer,' is condescending. At the very least, you could get the option to turn it off. I'd like to think, as adults (at least, a good amount of us players are, I hope), we'd be mature enough to handle a few 'naughty' words.
Is the word naughty censored too? I hadn't thought to try it. Probably should make a list of all the censored words.
The filter is very poorly implimented. I think there's a couple of threads that have tried to list all the nonsensical censors.
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How would you ban someone for a pallet not stunning them?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2121322#Comment_2121322
Wait, wait, wait!
Are you...
Indirectly implying...
That Clown is top tier?!
I couldn’t be happier.
Honestly? Maybe. Brutal Strength/Ruin + some lethality perks, like Starstruck and/or STBFL? I could see a good Clown catching people before they could reach pallets to prethrow and having enough quick chases to be dangerous as hell.
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The last thing any game needs is racism, sexism, lgbtphobia, or to be perfectly honest harassment in general.
This is a game. It is meant to be enjoyed. Few things are worse than trying to have a pleasant conversation with one person while another is going into detail about exactly why everyone there should kill themselves.
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He needs tweaked, not nerfed.
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Top tier killers are the ones that can't be held-W against. Bubba is at the top of mid tier imo.
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They actually have a longer duration (10s) than purple keys (8s), so with add-ons they give you limited aura reading abilities superior to that if a purple key but still only 1/3 of a pink key (30s).
However, they don't open the hatch, which is the only thing that pink and purple keys do without add-ons.
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@EvanSnowWolf said:
I have gotten stunned by every pallet that hit me this week. I am not getting this pallet immunity everyone else is enjoying.
It's less common for me but it's been happening still. Which sucks because I like to swing at pallets with Enduring but the missed attack cooldown is so long...
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I love how you are complaining about a bug that isn't that common and has already been complained about a lot and is promised to be fixed and ignoring both the fact that Enduring is often useless as the cooldown on a missed lunge is almost as long as a regular stun and the fact that the loot tables are broken and spitting out keys far too often.
And then you're calling out people for having issues with both the base design of the game and with a perk that, even bugged, is arguably the strongest perk in the game?
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It only takes 40 blood orbs at 2.5 charges per orb, doesn't it?
Either way, yeah, Oni can get his power insanely quick if the survivors aren't careful, and he can stay that way if he keeps snowballing because everyone's either injured or healing. I have no clue why anyone wouldn't know this. Two healthy hits and the resultant blood orbs is enough to get Oni going.
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@TheMidnightRidr said:
Built in what now???
The loot tables for the chests are a little wonky. They're spitting out keys and rare items far more than they should without any assistance from perks.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2121246#Comment_2121246
Wrong, if a game progresses towards it's conclusion it is completely okay. It doesn't matter if that's 4 minutes, 14 minutes or 40 minutes, we can have faster and slower games. Especially survivor side, if you can sit through queue times you can play this.
Actually it does matter if one side isn't even trying to do their objective. For example, there's this situation we are discussing, the hiding situation, a 3-gen with Doctor or Legion and a convenient Ruin, etc.
All of these are situations with potential ends but are nevertheless holding the game hostage. Either that, or the mods and Devs need to get their stories straight.
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No, but I haven't really played much in the last few days and before then I was mostly playing Trickster, who doesn't play pallets like that.
I think I got a weird hit as Huntress, but I'm not a Huntress main. It could have just been how the game works.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2121222#Comment_2121222
You can slug 4 no mither soul guard survivors to death in a group. I don't mind that, I regularly bleed my survivors. And yes, there are situations where breakdown is super strong and other times where you care less. Think Swamp V midwich. but we already have other things like balanced landing, deliverence, Comraderie, Prove thyself, Object of Obsession and Quick and Quiet which have huge discrepencies accross maps. It's okay for some perks, items or powers to have spots where they are stronger and others where they are weaker. I think that variance makes DBD a richer and more fulfilling game and it's also harder to try and solve.
It's not okay to even be potentially able to make trials take forever. That is considered holding the game hostage and is a reportable offence. So why would you make it easier?
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2121190#Comment_2121190
No, you can still slug them to death and if you identify a breakout squad, you don't even have to do 4 hooks. And then when killers counter it by tunneling one and slugging everyone else or using other Mori potential then you will have SWFs mixing 1 or 2 breakdowns in, and pretending to have 4 so that they can bluff and have the killer play around a loadout they didn't even bring with them that game. Those types of drafts, if I can call it that in DBD are FUN and exciting and just what we need to take the game in a slightly more esportsy direction.
If the survivors permanent destroy all the hooks in one corner they can just sit there with No Mither/Unbreakable/Soul Guard, all huddled in a group, all completely unhookable and bleeding out so slowly it's gonna take over an hour for the game to end.
I know, I've had jackasses do this on Swamp with hook offerrings and a single corner sacrifice. I'm just glad I haven't run into anyone using 4 breakdowns yet.
I'm actually intrigued by the idea of breakdown permanently disabling hooks. Problem is, hooks are so damn inconsistent across maps, and there's offerrings that affect the number of hooks on a map, and the distance between them, and the pathing on maps is so inconsistent, that having permanently broken hooks in DbD's current state is kind of... well, broken. Even with sacrifices.
Yes, I know that some hooks are genuinely OP. Yes, I know breaking hooks is in theory a good thing. But the consistentcy of hooks between maps is just nonexistent. It's too easy for people to create these hook deadzones and run to them, either to force a bleed-out or to to take the game hostage. Neither of those is fair. It's like thkse positions where people can't get picke duo from and you have some lovely, fun person constantly running to them when they're about to go down.
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4 hooks is plenty enough to permanently take the game hostage.
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I mean... Technically skirts and dresses aren't pants
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I liked him immediately after the buff and then I got immediately bored due to the fact that every chase is essentially identical and also he's kind of stressful.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2118364#Comment_2118364
The problem has always been SWF. Every day the issue gets worse. There are MORE SWF and the existing ones get more practice and more coordinated. I don't disagree with a thing you said; I was saying these things four months ago when you were more on the other side of the fence. Until they balance SWF in their OWN Que or using additional objectives, or unlock additional Perks for the Killer when facing a SWF, the issue is just going to get worse and worse as time goes on and the Solo Que is strangled.
To be fair, back then 3 minute gens weren't the norm. You actually could play DbD in a relatively normal way.
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Oh, please tell me that wasn't just a visual glitch and you truly only needed 2 seconds
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I'm curious to see the people voting for option 2 playing killer on Haddonfield agaisnt half decent survivors.
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They are inherently damaging to the game itself since killers should always be able to track survivors by ear to some extent. Making tracking add-ons and perks that do what the base game used to is silly. As is the fact that No Mither does basically nothing and Iron Will does way too much by completely removing any audio clues from a chase.