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MadLordJack

MadLordJack

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MadLordJack
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  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097938#Comment_2097938

    Doesn't matter, as MM you are screwed anyways, so why not?

    I mean you essentially have a wasted pair of perk slots. Which I'm thankful for, because if SWF didn't exist then all anyone would need to do to 4k is run Knockout/Third Seal.

  • This is literally one of the most miserable things to go against as a solo survivor because... Well, it's only effective against solo's, but agaisnt solo's it's extremely effective.

    If you get a 3-4 person SWF team, you're probably screwed. Otherwise, should be pretty easy to get consistent wins. Running both perks together might be a bit overkill though, might want to swap out one for a regression perk or M&A.

  • Favourite survivor perk: Mettle of Man. Because why would I ever run No Mither if this perk didn't exist?

    Favourite killer perk: Undying. Because I love hex builds and this perk makes them actually pretty meta.


    Least favourite survivor perk: Dead Hard. Because I hate the postorchild of unfair second chances.

    Least favourite killer perk: NOED. Because it's just all round not good and very unhealthy.

  • Your anonymity isn't broken by having your screen name featured, and it makes no sense to demand compensation. You don't deserve money for playing a game.

  • Buffing solo's is more important than buffing killers. Killers can choose to play Nurse or Spirit. Solo players can choose to... Magically become the kind of person that isn't fazed be terrible teammates, no co-ordination, constant death and generally impossible trials.

  • Was "overused" the reason given? I thought it was because it was massively overperforming

  • Are you playing at red ranks in the evening? The current matchmaking system mixed with the general... Unpleasantness of Killer in the evenings to create a very noticeable lack of killers.

  • I've seen a lot of people ask for the passive decay to be replaced with a blade-count-dependant "mend" action, and the ability to bank you main event. The actual main event thing sounds... Weak. Honestly it sounds weaker than his current one. The whole point is quickly injuring/downing one or multiple people. How can you do that with a single hatchet-equivalent? Especially with ricochet, that mechanic is borderline random because object collision rarely accurately lines up with what you actually see.

  • Yes. As nice as you're being, it's also what sets the unreasonable precident for killers who go against sweaty teams. This coming from someone who usually does the same and probably shouldn't (except the endgame camping thing. I don't see the point to that, securing one kill out of four seems kind of pointless to me).

    Killers have to play dirty to win, because... Well, survivors do it all the time but without the "rulebook" nonsense getting thrown in their face. That's not an excuse to BM people, but also giving people free passes when second chance perks are the meta is kind of doubling down on giving them free pressure on you. If someone farms a teammate it's probably best for the overall health of the game to hit said teammate and then chase the unhooker. Then people might start to understand the difference between killer BM and survivor farming.

  • What the actual...?



    Really? Without any prompting besides the basic passive-falling-asleep notification? That's... That's a bit too far just to avoid a killer.

    Maybe they have genuine psychological reasons for hating him, like the character reminding them of irl stuff or something. I hope not, but I also don't want to immediately call someone... just that level of sheer quitter.

  • You shouldn't be able to gen rush in the first place, so...

  • Yeah, having a killer with literally no counterplay at all in any way and who also takes absolutely zero skill and who also massively slows down games is a totally good thing.

  • Nurse is much better than Spirit even if you're a mediocre Nurse. Her chases are just too damn fast.

  • I really, really hope so. The Devs have already shown willingness to revist their revisits, hopefully Billy will join the bandwagon, and maybe by that point this metaphor will make sense

  • Why should I suddenly start using a perk that I never used in the first place? I'm more mad at the people that aren't running it any more.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092439#Comment_2092439

    Hmm sounds like you need more practise against her. Just play Nurse like 2 or 3 Months and learn her. Now you will know what really hurts a Nurse.

    All the great Guides on YouTube are really not very helpful as obviously Nurses can see this aswell and adapt to it. This doesnt mean the Tipps cant work but most of the time they are very limited to a specific movement pattern which is easy for most Nurses to counter such as double backing in a straight line or just running and breaking Line of Sight.

    I can suggest, and this is what most Nurses, even good ones will have a very hard time: Be unpredictable. The Moment your Movement can be predicted like going upstairs or going for a long corridor is your dead. You need to have room for your movement. Killer Shaq can be good because Line of Sight can be broken pretty easily and you got enough space to work with. Now and this is important!!: Try to watch where she is blinking at and you need to hear when she is blinking. And remember: there are Nurses faking a direction to blink at ant last millisecond flick to another spot to catch you. If you cant manage especially those 2 last Tipps, then you are probably dead anyways.

    Also try to use your enhanced Vision (3rd Person). Remember you can probably look above Objects and see her, but she can (if you do it right) not see you.

    Perks i would strongly reccoment iron will as most Nurses rely heavy on sound Informations if you Break Line Of Sight. Otherwise its simply guessing and this is not very good for a Nurse. A good Team will help you staying alive against her with spamming fast vaults so steps will be overmatched with the fast vault sound. Pretty damn helpful i can tell!

    Another Thing is: There are Console/Controller Nurses out there like me and the best Thing you can do against them is just 360 and "dancing around them" after they try to land their second blink in your face. They have do decide, where to flick bc obviously they have no 360 degrees vision. But be careful, dont get too close to her and you need to find a good place to do this with many objects around you such as trees, tables or something.

    There is another Thing with Console Nurses: For most players its like: Do i keep my 70% sensitivity and can blink precisely or do i want to flick better, go for 90-100% Sensitivity to go for the 360 Survivors? They have to decide.

    So with all that said i think there is more then enough counterplay potential and everyone can outplay/outsmart Nurses if you dont let her win the upper hand in a chase. It takes time, but it is worth not to give up. I personally have no respect for Nurses at all because i just act rly unpredictable and do weird stuff and this will throw everything off they have learned as Nurse. Since i spammed Nurse in the last months i didnt lose a single match to her (not even getting hooked once!).

    Oh and for me when im playing Nurse its like there are some types of players. There are the always double fake spammers (easy clap for me), there are the always run in a straight line away from me (easy clap), there are players using a mix of that (still easy enough to catch) and there are the very good survivors, being very unpredictable and if you watch like SupaAlf's 4k Videos you will see, the Survivors (most of the time) are just not that good as they literally doing nothing to prevent the Nurse from snowball the whole Match but i have to say Its obv. harder against 4k Hours Nurses then against like 1k Hours Nurses.

    So combine everything and build your unique(!) playstyle against her and you will have a fun time - even at high ranks. Cheers.

    Don't patronise a former Nurse.

    I know her quite well, both pre-nerf and post-nerf. She is a miserable slog of a killer that gets a free pass because of her higher-than-average skill floor. I had a win streak on her that lasted for over a year, and not because I'm particularly fantastic. She's just stupidly powerful and can only lose to very good teams that bring in all the fun things and slam gens, because you are not getting anywhere in a chase unless the nurse in question is very, very bad.

    I genuinely find Spirit to be more fun to play against. At least everyone recognises that her counterplay is pure guesswork.

  • Self Care/Botany Knowledge is far better, especially with something as simple as a brown medkit.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094990#Comment_2094990

    To be quite honest, I can't imagine any company designing a game not wanting it to be addictive in some capacity. They want people to play the game as much as possible for profit.

    Non-monetised games aren't like that. I've yet to pick up a title with not microtransactions that had tailored addictive qualities.

  • That may be the case for you, but addiction is a real issue and games like DbD prey on the loop created by the gameplay and grind.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094775#Comment_2094775

    Yes. Three-gens are powerful to be sure, and not to be underestimated, but they are always in the Survivors control no matter what the Killer does. It's just for the most part four randos aren't going to be corradiated enough to deal with it before it comes down to the last three gens.

    https://forum.deadbydaylight.com/en/discussion/comment/2094812#Comment_2094812

    I wish I lived in the world that had your version of the game. In the version of the game I play there is no "instant regression" without running Pop Goes the Weasel. If gens actually lost any progression on being kicked then all the times I've kicked the same gen over, and over, and over, and over again would actually show something for it instead of all four cylinders still going at full speed while all four Survivors danced around me to keep tapping it when I moved to hit or grab one of them.

    I've also been in a lot of farming scenarios where I alternate between kicking a gen and letting it be repaired and there is no visible change to the pistons unless we let it run down for a while doing other things, like hitting and healing.

    And while I know wikis are somewhat unreliable the section on damaging generators doesn't mention anything about it either: https://deadbydaylight.fandom.com/wiki/Generators#Damaging_Generators

    If there was an actual instant regression for basekit kicking then Survivors wouldn't bother "tapping" in the middle of chase because even a 5% drop of progression would be worth dropping chase to kick it again. 10% per kick would be insanely oppressive.

    Pop does 25%, Surge does 8%, Overcharge does 5% if they miss the skill check. 10% for spending two seconds doing the action would be amazing and Killers would be doing it all the time and Brutal Strength would be run more often because of it.

    How is it under the survivors control if I camp the cluster from the beginning of the game?

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094739#Comment_2094739

    "It is ridiculously easy to X" might just be the most common fallacious argument on these forums.

    If that were even remotely true, every game would come down to a 3 gen scenario, especially at red rank. OBVIOUSLY this is not the case, so this claim is suspect at best.

    To answer the question however - it matters because early game when everyone is alive and healthy the survivors can elect to put effort into breaking a three gen. In many cases this is as easy as getting the center building done.

    Speaking from my personal experience as a 3-genning killer, every game can easily come down to a 3-gen. You can very, very easily force them in literally any scenario as any killer.

    However, you are under the impression that it's only a 3-gen when theres 3 gens left on the map. Not so. Because there's no fundamental difference between protecting the 3-gen cluster at the beginning or end of the trial, except that at the beginning of the trial the survivors often leave and do the others.

  • Yeah. I'd also like the obsession mechanic to have an actual effect on the base game other than the HUD showing everyone when the obsession is in a chase. Maybe the obsession gets to see everyone else whose in a chase?

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094547#Comment_2094547

    Even in this case the Survivors can stop the three-gen from happening. They ignore the gens outside of the three-gen the Killer is hovering around and work in pairs to hit two of them at the same time. The Killer can't keep pressure on both gens at once because of how bad regression is, so without Ruin one of those two gens is going to finish and unless the Survivors mess up there is nothing the Killer can really do to stop it unless they are just that much more skilled than all of the Survivors.

    Is this something that is likely to happen with four randoms? No, not really. But is it possible if those four randoms know what's-what? Yes. I've been one of those four randoms and was able to literally point out a three-gen to others and work together to break them and have had it happen to me as Killer when when I'm guarding that three-gen harder than a dragon does its horde. Though I also freely admit to not being all that skilled at this game, on either side.

    A three-gen is always controlled by the Survivors, they just have to work together enough to keep the Killer from defending at least one of them long enough by going after at least two of them if not all three depending on a lot of factors, such as location of gens and who the Killer is and what add-ons and perks they have and so on. In all my hours of play and watching others play I have only ever seen a grand total of three sets of three-gens that were close enough together for any Killer to easily defend, and one of them was around a tree in the middle of even then you didn't have true line-of-sight on all three at once. Still, even then, if done right one of those deity level gens can still get finished if the Killer steps too far away to go for an "easy down" and misjudges things.

    On the main topic. I think base gen regression is a joke. As a Killer I hardly ever bother with it unless I want the Brutality points because I'm not getting in M1s for what-ever reason. The fact that it takes two seconds to start a 0.25% per second regression is laughable. That it can be undone in only a fraction of a second is just insulting.

    I like the idea that a Survivor has to spend at least a full uninterrupted second on the gen before it stops regressing. This means that they can't just "tap" the gen while in chase and if the Killer comes back around in that second they don't have the kick the gen again to get it doing down once more. But it's also half the time it takes to start regression so if the Killer takes the time to kick another gen the previous gen they kicked can be started back up with no problem and even gains 0.75% percent progression in those two seconds. That's not even accounting for travel time between the two gens for the Killer. I think it's the most balanced way they could do it without it being oppressive to Survivors.

    I'm just gonna go ahead and point out that your "counter" is just how you deal with a 3-gen to begin with.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094547#Comment_2094547

    Then DON'T do the outer gens. Again, this is still a choice. If the Survivors go "he is only camping these three gens" and then go and do the other ones ANYWAY that is entirely on them.

    What does it matter if they do or don't do the other gens? A 3-gen is a 3-gen. And killers very, very easily force them.

    You're mistaking a killer seeing a small cluster of gens near the end of the trial for a killer camping them from the beginning. It's ridiculously easy to force 3-gens.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094532#Comment_2094532

    Which is zero percent of the time.

    No one forces you to do a generator. You choose which ones you get done. It is literally to get 3 genned unless the Survivors complete four of them, with at LEAST three of them done too close together.

    If you have a video of a Killer completing generators FOR THEM I would love to see it.

    If a killer is camping the same little cluster of gens, it doesn't matter how many other gens there are that are unfinished.

    I know. I do it all the time. I learned it from Azarovs.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094460#Comment_2094460

    I don't feel like the 3 gen argument is a valid one, as getting 3 genned is a survivor instigated scenario.

    Except all those times it's absolutely not.

  • 1) the complete lack of interaction required for survivors to complete their objective.

    2) the complete lack of any form of co-ordination in solo que.

    3) the matchmaking system prioritising fast ques over fair ques.

  • What do you think happens when they fail a skillcheck?

  • @TheeclumsyNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094379#Comment_2094379

    But even when you do get a skill check when you get off sometimes you hear the ding and nothing happens and sometimes the gen just blows up with no audio q

    Uh... Yeah, that's what those changes would address

  • The Devs really do need to add a half-second grace period. Or swap out Overcharge and regular skillchecks so Overcharge punishes gen tapping but you can hit a regular skillcheck on the fly.

  • Actually, it's not map dependant, it's survivor dependant. You can 3-gen on Azarovs of Suffo Pit, but you don't have to, it's just easier. Take those survivors that kick your butt and put them on Hawkins and they'll still beat you unless they royally screw up.

    Playing killer is almost like playing against Nurse or Spirit: you've pretty much just got to hope your opponents are worse than you. And also don't just resort to holding W, predropping pallets, using second chances, and slamming gens.

  • SWF may be (often accidentally) ridiculously overpowered, but speaking from experience a full solo lobby is a free 4k no matter how good they are.

  • Once you know how to blink and have a basic understanding of her gameplay, Nurse is much, much easier and you will destroy 90% of your opponents without even trying.

    Blight is a lot harder but a lot fairer because he actually has counterplay and a lot of his power comes from the fact that he has the best mobility in the game, however most people seem to think Nurse is okay to have no counterplay so they'll probably give you a medal.

  • DS doesn't do a whole lot to discourage most killers from tunnelling. What are you going to do after stabbing Spirit, Blight, Nurse, Huntress, Bubba, Hag, Freddy, Deathslinger, Pyramid Head, Doctor, Billy, Charlotte, or even Plague?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092191#Comment_2092191

    Maybe, but I think it is a little overrated. A good killer is usually unstoppable even with most SWF. Killers have too strong of perks, and chases are too short.

    Just missed the mark on that one, there's simply too much evidence to the contrary that get called "tournaments". Next time I'd go with something along the lines of Freddy and Spirit Vs an average casual swf,that seems to line up better with the idea

  • That wouldn't do much. The 5% speed difference is mostly impactful in a chase - out of it you're only saving a few seconds.

  • No, I'm fairly certain the add-on that makes the second strongest ranged attack in the game into an instadown that is the problem, especially when paired with the add-on that gives you three of them. Rarity won't change that, or else Ebony Mori's on literally every other killer would have been fine.

  • Head On is by far the strongest exhaustion perks, it's simply also the least consistent. A stun, after all, is far stronger than a burst of speed. You gain double the distance and everyone in the trial gains the benefit because instead of you moving 50% faster it's the killer who's moving 100% slower, plus you can make a killer drop a survivor.

    It's just breathtakingly inconsistent and sort of requires other perks to make it work and so many people write it off as a fun but also kinda meme perk.

  • I'm all but certain the Devs would rather survivors have no ability to communicate in order to preserve the horror aspect of the game, regardless of how that effects balance.

    I mean, it absolutely wrecks balance in e wry possible way and makes it so that no-one will ever be happy because either the survivors are vastly overpowered or vastly underpowered thanks purely to the disparity in organisation and co-operation, but who cares so long as 20 hour gamers still find the game slightly spookier?

  • @Lord_Tony said:

    use up all your iri heads now before they useless

    I really, really hope you don't complain about the prevalence of keys when that nerf gets announced.

  • I certainly don't respect it any more. Most people have stopped using it because they can't abuse it, so I'm just gonna go ahead and play however I want, and if I get DS'd then it's because I deserve it.

    Which isn't to say I automatically tunnel people, but neither do I go out of my way to let them leave. And if they get mad... Maybe run the perk that 3/4 people were bringing into my trials only a few weeks ago.

  • That's someone who is... Not the most thoughtful. The most killer-sided aspect of The Game is the rooms with no exit that still have a completely safe pallet or three sitting in the middle

  • @Kebek said:

    Sluzzy: Look at statistics devs and make game more fair.

    Devs: Ok = proceeds to revert all nuse nerfs and give her 4 blink baseline.

    Sluzzy: No wait, that's not what I meant.

    If the Sluzzy in the forums is the same as the one on the stats page, they're a hardcore Nurse main.

  • I stopped reading when you started calling things you don't like exploits.

    Suffice it to say, plenty of survivor perks actively force killers to waste a lot of time, significantly more than anything the killer can bring. They fit into the catagory known as "second chance perks".

  • I've not lost a Plague trial in about twenty matches, Ghostface I think the longest was like 12. Freddy I don't even want to know, but I think it's at like 23 now, I've been using up all my fake pallets. Mettle of Mither is at 4 escapes in a row and 2 procs overall.

    I also went for about a year without losing a single Nurse trial, I think that was about 40-50 trials. There was a big gap in the middle where I didn't play her for nine months or so. Now I'm back to not playing her again.

  • Nurse. I just really, really hate Nurse. I find her far easier than everyone else claims, even easier than Spirit. At least with Spirit I have to pay attention. I don't even need that with Nurse in the significant majority of trials, not since I have a modicum of sense and some basic ability to land blinks.

    And that translates to hating going against her. I hate everything about it. I hate the break LoS and make a wild guess, I hate the no-win situations, I hate that you have no real control as a survivor and are just hoping the Nurse is bad, I hate the massive slugging, I hate the ruin and the pop and the Infectious Fright, and above all I hate that everyone just jerks off the Nurse for 4king us but if I'm playing Spirit with no perks or add-ons and get 2 kills I'm an absolute ######### who deserves to have her front teeth knocked out.

    And Knockout/IF/Third Seal. How. #########. Fun.

  • With these changes he should be able to reliably deal damage. His speed and accuracy were ethe biggest reasons he was having to play tiles as a 110 m1 killer - now he's faster, has no spread and drastically reduced recoil.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092092#Comment_2092092

    Solo queue should have a fair chance at winning. If they don't, then it really means survivors are too weak compared to killers.

    Or that SWF is too much of a game changer.

  • @Grandpa_Crack_Pipe said:

    Remember what you're getting into before you respond, folks.

    At this point I think I might be baiting back. It's hard to tell. I don't know if I want a proper answer or a Sluzzy answer

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