MadLordJack
MadLordJack
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@[Deleted User] said:
Victor moves at 150% (more with addons) and counters W gamers quite well. Twins are also incredibly good at defending 3 gens, and a killer like this shines on a map like this where you have 7 pallets at best.
If they pair off or jump in lockers, twins are screwed.
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You don't need Bamboozle. You simply need to learn when to ready your knives.
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Nurse is extremely unfair and Deathslinger is one of the strongest killers in the game.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2112558#Comment_2112558
It's the time lost, doing nothing, while stunned. It's like Oni losing his power and can't move for 5 seconds after he slugs someone.
Makes no sense.
Victor moves at 150% speed and has an unlimited window to operate in. And extra 2 seconds means nothing.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2112541#Comment_2112541
I can't help you then. Clearly you have never played, or very rarely play, Killer let alone Twins, to not know how seconds matter.
Oh, I do. It's just that my opponents either pair up or hop in lockers most of the time. Having a slightly larger window to kick Victor doesn't seem like too big a deal.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2112492#Comment_2112492
Ah yes. An add on that exposes you when you kick an Idle Victor (not post pounce).
Gee. Are you really going to keep kicking Victor when you get exposed the first time? Keep in mind this is their rarest add on.
Also some Undetectable add on. Which 3-4 seconds of it is waking from Charlotte's idle state and not moving. Whoopie.
Don't let minor add-on changes distract from a very hard nerf that involves eating a 5 second stun for using your power successfully.
I don't see much of a nerf there.
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@Clünge said:
https://forum.deadbydaylight.com/en/discussion/comment/2112480#Comment_2112480
...but...
Thanks for your made up numbers 😀
Survivors only need to play safe and hold W to win. It takes no skill to do so beyond knowing the basics of map layouts. Killers need to be absolutely amazing at a small handful of characters in order to compete with this playstyle.
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@IWasLeft2Die said:
Killers didn't get massively screwed on the ptb. All survivor perk buffs and mostly Killers nerfs.
Freddy needed nerfed but the others didn't need nerfs (including huntress iri hatchets).
I'm really hoping the next patch will be more favorable to killers.
So it's perfectly balanced to run around with 3 long-range beachball-sized latency-buffed instadowns?
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Correct me if I'm wrong, but isn't the only nerf that The Twins received a 2 second increase on Victor's pounce attack cooldown?
Also, 2 add-on buffs and a QoL fix?
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I love how you're trying to bait but also it really is unreasonable to ask killers to put in thousands of hours to compete with survivors that have 200.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2112142#Comment_2112142
It encourages me to go for less shots, as shots are easier to predict and have a much bigger tell tale of when they're about to happen.
This kinda feels like a "you" problem. I certainly don't feel pressured to zone people or go for animation locked hits. Especially since his power cooldown is so short.
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The fact that survivors spawn spread out and beside generators is kind of a big problem. I really do think they should all spawn together and have to spread out themselves instead of having the game do it for them. Or they could all work on the same gen. Which is actually a really, really bad idea but if that's what people wanna do in my killer trials I won't complain
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I don't see how it encourages more zoning
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2111854#Comment_2111854
The "average terribly low escape rate" isnt realistic. Its factored in DC's and suicides. I'm assuming your talking about that God forsaken 68% kill rate stat as many others have brought up.
Most people I've seen who've brought fourth statistics have either given basically no information on the games so I can't deduce a thing about the skill level of players, haven't factored in suicides or DC's and tend to have a kill/escape rate to 68 kill rate and 40 escape rate (these aren't the same games, there just around the average I see) or within 10% either side. And that's without, especially when the survivor loses, factoring in suicides or DC's. And those stats that do factor this in that I've seen, and I've only seen killers, tend to have a kill rate of nearing 55%. I don't reckon it's the modicum of balanced, don't get me wrong. But I reckon 65%/60% kill rate is a bit more realistic than the 75% some people are spewing out (3 kills every game).
This game does need some fine tuning and balance done to it.
Now onto the other part of your discussion.
Killers need to bring perks to counter survivor perks. And survivors can bring 16 perks and 4 items and 8 add ons whilst a killer has a set in stone power with 2 addons with 4 perks. Not only is this balanced in the survivors favour, but survivor counters tend to counter multiple things, whilst killers tend to be hyper specific counters.
Example: small game doesn't just counter noed, it counters all hex totems.
Medkits counter thanat, Oni power, sloppy .
Killer example: stridor for iron will,
Corrupt counters gen rushing (not effectively but gives them a chance)
If counters or helps against flashlight saves.
Starstruck against hook bombing.
I tried to stick to commonly used perks as I could go on for both sides. And sure both sides do have blanket counters, but it's a lot more common on the survivor side for blanket covers than the killer side.
If you didn't run meta perks, this would screw over the killer. Because they can't counter every perk you bring.
Bringing perks to directly counter perks and having no other purpose is the dumbest thing ever. Solo survivors have no control or information about their teammates perks. And I'm not talking about the official stats, I'm talking about the fact that I genuinely anniahlate every single solo team I go against regardless of how good each individual is. Everyone I know rarely, if ever, escapes in solo que. And even if they do, there's certainly no time to cleanse all 5 totems.
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Take a hit, become completely untrackable without direct LoS.
Unless they revert the chase music change, it's busted.
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As survivor, I don't take it seriously. I'm a solo survivor most of the time, there's no chance for me. So, why try? I've tried before. A lot. It doesn't work unless everyone does, and even then the killer has to be a little spudlike.
However, things are different for Killer. What really helps is knowing that most of my opponents are genuinely worse than me. And I'm not even that good. Seriously, I have a moment in nearly every trial where someone tries to actually loop me, and they always get hit immediately. However, because holding W and predropping is a thing, and because most my opponents are SWF (which is a good thing, I don't like beating on solo's every trial), they immediately stop even pretending to loop and just play extremely safe. Even their pathing is terrible - if they were decent, they could actually keep me at some of the tiles just because they aren't mindgameable. But they don't.
Sometimes I get good survivors, and they're usually extremely unpleasant.
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I used to use it on Ghostface. Now it gets cleansed before I even get the exposed effect.
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It's a perk whose "counterplay" is stronger than the effect by far, and whose effect is completely unearned, and whenever you point that out you get 6 people saying "UsE a PeRk To CoUnTeR a PeRk" or something along those lines. And that's ignoring the most common playstyle it is associated with, for very good reason.
Maybe, just maybe, there is a slight chance that the perk isn't entirely fair?
I'm all for running Detectives Hunch/Inner Strength. But not to "counter" NOED. That's just not a thing anyone should attempt unless they are in a decent SWF. It's so not realistic. And I'm glad that most solo survivors understand that, or the average, terribly low escape rate would be even lower.
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I dunno, Bubba with Bamboozle, the survivor meta build, Forever Freddy (yay, soon to be gone!), generic Spirit and "playing safe" all lack a certain level of skill. I don't expect good players once I see that window get blocked or someone Dead Hard to safety.
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That's pretty much the norm. As survivors get better at doing gens and playing safe, killers get better at proxy camping dead zones and tunneling people out of the game as quickly as possible.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2111513#Comment_2111513
As the old proverb goes,
"Dead people can't do gens."
Can't kill people in under 3 minutes if they're playing safe.
Once again, that's the difference: Solo's aren't co-ordinated enough. They basically cannot escape. A full party is too co-ordinated. They have so much info and so much synergy that they have to throw to lose.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2111554#Comment_2111554
Yeah you can see a deathslinger spear fire off where you used to be and then teleport into your body on both screens too when it happens.
It's still dedicated servers, I don't know what you want me to say as that much has been confirmed already.
I mean I could lie, and say it's just some easily solvable bug instead, and that it will be fixed very soon any update now if you want.
It may be dedicated servers, but it's not latency. That's the difference between janky hits and robbed grabs.
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Unless you go against the kind of team that beats pretty much everyone but a good Spirit or Nurse with full slowdown, then he's actually really good. One slip up and the survivors are screwed. His recoil could use a bigger reduction and he should be able to bank his Main Event, but otherwise he's a solid mid tier killer.
Every corner the survivors turn is a blade or two. That's damn good.
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@A_Creative_Name said:
https://forum.deadbydaylight.com/en/discussion/comment/2111553#Comment_2111553
Thats odd......every team that wants to win tries to go find other unblocked gens and im in reds......What rank are you in?
Rank 1. Late evening. AU servers.
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A Future Predator from Primeval. And maybe Abby and Conner as survivors.
Edit: Also known as the creatures the monsters from A Quiet Place are based on.
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@[Deleted User] said:
Whenever getting hit through a window after taking like 3 steps from it- whenever more dedicated server improvements come.
It's not a bug directly, it's dedicated servers deciding you didn't do it.
The difference being that on the Survivors screens they can often see the grab animation start, both the one getting grabbed an any observers.
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@A_Creative_Name said:
https://forum.deadbydaylight.com/en/discussion/comment/2111537#Comment_2111537
I mean, if you are going against that type of survivor group then you have no choice but that is usually very rare as most teams will go and find another gen....
Not in my experience. In fact, this is most of the teams I go against. Either that, or they split up 2 to a gen with Prove Thyself.
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So, make people stealth in the early game til they can do gens?
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Aftercare, bond, empathy. In that order.
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@ShamelessPigMain said:
SWF has a reputation that it doesn't deserve. Good coordination won't help if you're playing a very good killer. No amount of discord nitro will help you out-loop a good nurse.
As for adding a casual queue, the queue times wouldn't change much, but the issue is competitive players going into casual queues to 1) troll 2) grind. If we make it so that casual games don't reward points, then you prevent them from unlocking new perks and getting better at the game. If you do, it pretty much becomes Manor Farm.
You don't need to outloop a good anything, just outgen them. Which is where SWF comes in.
Also, SWF teams tend to be the ones running the same 5-6 perks.
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No. No, no, no, no, no, no, no, no, no, no, no, no, no. No.
I know a lot about DbD. I am a massive hypernerd. I love the numbers and I live the mechanics and I understand how they work and how they mesh together. Or how they don't mesh together. I'm like if you took an RPG minmaxer but they minmax random, weird shite that makes no sense and isn't useful at all.
That's my only real skill at this game. I know things real well. I'm not that good - okay, maybe as Blight, Legion and Plague, but none of the rest, and certainly not as survivor. I know things and that carries me but otherwise I'm pretty average. And yet I'm almost always in red ranks.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2108887#Comment_2108887
Survivors frequently say they have "no input" because not only drinking from Jund's punch, they're approaching Spirit like any other Killer and then crying when they get downed almost immediately.
You shouldn't be using your eyes, you should be using your ears and mind. Spirit is the literal definition of "mindgames", not the "double backs" and other little tricks done at loops.
You cannot hear her except in very rare circumstances, and she can hear you so there is no mindgame.
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The fact that you think STBFL is good on a character that downs people quicker with his power is a bit telling
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2108256#Comment_2108256
" Huntress Buffs/Twins Buffs"
Excuse me?
Huntress now has two of the most insane add-ons I have seen, and Twins actually did get buffed.
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@dspaceman20 said:
As a survivor main I don't really understand the boring argument for spirt. It's not really a way I would describe her gameplay.
to me she is intense and a bit frustrated, but boring? I don't think so.
If the outcome is predetermined and/or you have no real input, then it's boring. And going against Spirit often has the exact same predetermined outcome, both in the endgame screen and in a chase.
The only exception to this is when it's a spirit going against exactly the kind of players the OP is complaining about, yet in those situations it's culturally acceptable to BM and harass the spirit. For reasons.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2108448#Comment_2108448
https://us.v-cdn.net/6030815/uploads/7D7L7SS4Q2I4/screenshot-20210414-072708-chrome.jpg
Literally right here you make the perk sound like it's OP because it can be used with a key and hatch offering.
Seriously, you're blaming the perk for the actions of other items existing. 🤷♂️😕
No, I don't. At all. I'm using a combination of item and offerring to show the playstyle I'm talking about.
Try harder.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2108256#Comment_2108256
Tricksters buff adressed nothing, it gave him a slight bit more movement speed and throwing speed. absolutely useless still.
OoO rework. im now going to run OoO because it tells me the killers perks like BBQ and Nurses and im all ears so that i can abuse that knoweldge against them.
Demo got a slight buff in some respects, but that was because his add rework sucked, and he lost portal add ons but gained 1 portal.
Huntress got nerfed, not buffed dude. Her add ons suck, and now the semi decent ones- extra hatchets and exhaustion- are either costing more and are rarer, or nerfed into the ground so their basically useless.
Key nerf was actually a hatch nerf, and it just meant that once opened it could stay open for 10 seconds rather than 30, meaning multiple people can still escape.
BT got adjusted, so now wraith and freddy and gf still get it triggered, again its an adjustment more than a nerf.
Zanshin did get buffed.
Small game is now the counter to noed, and we all know we need to bring perks to counter perks so thats just part of the game. And not everyone needs to bring it- just you. you can ensure all the totems are gone.
Hard disagree with Huntress, Demo and Trickster. Huntress now has two of the strongest add-ons I've ever heard of, and Trickster can now actually use his power to hit survivors no matter where they are. And demo literally had his basekit buffed and now he's got some pretty interesting add-ons to play around with. I'm especially looking forward to the new pumpkin
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2108392#Comment_2108392
Oh please, you're making Sole Survivor sound like it's broken and OP. Chillax my dude!
You're blaming the strength of an OP item on the weakest perk in the entire game. C'mon... 😕
Please, do explain in great detail where I pretended Sole Survivor is OP? Go on. I'm waiting.
My point is that any perk that rewards you for dead teammates promotes a toxic playstyle. It doesn't matter whether you want to call it "insurance" or whatever, it's a perk that rewards you for letting teammates die. It shouldn't be in the game. It's a relic of the Devs insane ambition to encourage selfish behaviour.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2108395#Comment_2108395
If you get healed by a "We'll make it" under the hook and the killer is close enough to interrupt and kill you, ignoring the unhooker, you wouldn't consider it tunneling as you got touched?
Besides that, how did you get to the "close to the hook"? I was talking about being chased near a gen
I assumed you were talking about the killer actually tunneling you, not you getting cocky and running to the killer
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2108343#Comment_2108343
If you have time to touch yourself for a second to deactivate DS and then the killer returns after hitting that guy away from the gen, then yeah, I would call it tunneling
Why are you healing so close to the hook and then complaining about not having DS?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2108369#Comment_2108369
It’s not a reward though. It’s insurance.
To you. Not to the person with a hatch offerring and a key
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2108292#Comment_2108292
That’s a very narrow minded take.
I’m tired of people pretending that it’s impossible for teammates to die when doing the very best to try to keep them alive.
There’s nothing wrong with “insurances” for “in the event of”.
It's like NOED: the killers that play normally and use it to mop up the last few survivors are not the majority of its users.
Sole Survivor is a perk that rewards you for dead teammates. Easiest way to get that reward is to let them die. It doesn't matter whether or not you use it like that, because the next ten people in line most certainly do.
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Good. Sole survivor is a terrible perk that encourages abandoning teammates. The less synergy the better.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/2108111#Comment_2108111
Well lets see
Freddy Nerf
Iri head nerf
Twins nerf, with some iri add on buffs of like 18 seconds
Demo nerf
and perk buffs, with like 1 survivor nerf to soul guard which realistically will never come into play
Seems fairly survivor sided to me... am I forgetting something?
OH WAIT, Zanshin buff. yeah you are right totally killer sided how could they buff the most OP perk in the game. Killers are gonna start 5king at this rate.
Trickster buffs, OoO nerf, Demo buffs, Huntress buffs, key nerf, twins buffs, soul guard nerf, BT nerf, Zanshin buff, and the Devs official announcement that they absolutely hate solo que. Also called them tying a totem counter to a mediocre perk.
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Did... Did we read the same patch notes?
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At this point I think it's just a nerf by association.
You see BBQ every game, you see the killer get a little value (because someone didn't want to counter it), it happens again and again and again and again and now you want BBQ to get nerfed.
Even though the reason it's being run so much is because of the bonus BP. And the playstyle it fosters is healthy. And it has plenty of counterplay.
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You don't counter BT in the endgame any more than you counter any other second chances in the endgame.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2100243#Comment_2100243
They should give Dead-Hard a 3 sec distance boost like SB, Lithe and Balanced Landed if they remove the I-Frames.
Why?
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@SMitchell8 said:
How is Huntress so low? She always gets easy 4k's in the games I play against her. One of the worst killers to go against in regards to escaping. Surprised she's so low
It's judged Vs tournament squads
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Freddy is getting nerfed because Freddy is easy mode for beating on your average team. Which Tofu pointed out in the video.