MadLordJack
MadLordJack
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- MadLordJack
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The only downside was how weak Trickster is. Otherwise, amazing chapter.
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John Constantine. He'd blackmail either God, an archangel or one of the lords of hell into doing it for him.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2086716#Comment_2086716
I dont think that "Looking like troll with her brother sticking out of her body" will be something which will be called "feminine" at any point.
By that definition I'm not entirely sure Ghostface could be considered masculine
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Had a rough trial as Slinger and some lovely people decided to t-bag me at the exit gates after a classic Haddonfield trial. Except I had just gotten my third stack of Devour Hope (and like my 9th hook) so good old Slinger hard punishes the person on death hook who could have just left instead of staying to BM.
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@MeltingPenguins said:
Because it would give him something unique that would also require some skill to pull off. Right now people are using M1 on him because his power is pointless. so let's make it worthwhile. Give people something to show off with.
Given how arbitrary and random the collision in this game is, I wouldn't exactly call ricochet a "skilled" mechanic.
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She needs a rework so I can not feel bad playing my first and would-be favourite killer
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Matchmaking is broken for everyone, I've seen plenty of yellow rank killers going against 4 rank 1's.
Deadzones exist and suck, as to chained tiles.
The only hitboxes that are broken are Hatchets.
Killers also get screwed by high ping survivors. Or survivors who have very low ping.
The hit detection system literally makes killers 180 into walls.
Bloodlust sucks, but it's necessary in the world of the W holders.
That's a survivor problem. Maybe people shouldn't have been abusing it.
Pallets are supposed to be playable. The only exception should be maze tiles. Unfortunately, this is mostly not the case, and there are very few tiles that killers can play once the pallet is thrown.
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Low-wall junk tiles. And path pallets.
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The personality and community.
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Okay, look, I'm all for holding the Devs responsible for their lousy pace, but comparing them to Blizzard is like comparing a silver nugget to truck full of jewels and gold.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2086405#Comment_2086405
Can you number the 16 one by one?
OP's concept of god pallet:
https://us.v-cdn.net/6030815/uploads/CDXTKVV3CMR5/bnd0g1rygp551.jpg
You're not doing a very good job of trolling.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2086386#Comment_2086386
there is like 16 god pallets in the game
The Game has more than 20 completely unplayable pallets that the killer is absolutely forced to break in order to continue chasing the survivors.
Edit: I don't know the floor spread, though, is there more up top or on the bottom?
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Against a good Blight, play junk tiles. That's the counterplay. You should also try to run maze tiles as unpredictably as possible, Especially using sharp turns and cornering up and even using lockers.
Against an exploiting Blight, same as Spirit or Nurse. Hold W, wildly guess, use LoS blockers. No hard counterplay, no tells or hints, you just have to guess and guess and keep winning that coin toss.
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If this ever happened it would be absolute proof that the balance Devs have absolutely no idea what is going on or how to do anything that isn't faceroll a keyboard.
Thankfully, this is about as likely to happen as it is that the next Call of Duty will be an LOTR RPG title.
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The culture of killer hate and a generally low QoL bought on by jank movement, lack of tracking tools and a general increase in holding W to counter non-mobile killers.
Also, though killer is the easiest it's ever been, that doesn't mean it's easier than survivor. And it shouldn't be, because you are going against 4 people.
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I would remove his recoil and spread, decrease the knife speed, increase his movement speed while holding his knives, and make it so that laceration is mended away instead of passively decreasing.
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I would permanently disable it.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2085844#Comment_2085844
Not bad on trapper or hag but yes.
To be fair, the only reason it's decent for Trapper is because it now has very little competition.
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It's relatively balanced. On some killers its insane (Blight, Spirit, Billy, etc.) But that's more of a problem with the killers than the perk, because most have to choose between kicking a gen and taking a chase
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It's one of the big things that keeps the kill rates artificially high: selfish survivors.
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The only way in which killers are treated poorly is the fact that every chase QoL change favours survivors, such as trackable movement and hearing footsteps. (Both were removed for no reason.)
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2085304#Comment_2085304
It rewards survivors for making it to the endgame and doing their objective. And it doesn't do anything the whole game.
That's one way to blurr it's main use, yes.
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Umm, with the exception of the exploit, PC Blight is how Blight is actually supposed to be.
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It's not, but it is in need of a rework alongside most second chance perks. It pretty much exists to enable genrushing, since it robs the killer of any late-game pressure they might have and... Well, it rewards you for not healing and instead slamming gens.
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Fun fact, none of the killers with 1-hit powers are even in the top 5.
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Primeval. The show A Quiet Place took... Ahem, inspiration for it's monsters from.
A Future Predator in DbD would be terrifying, like a mix between Demogorgon and Old Freddy. Also they're way less indestructible. It's a lot more believable that a Future Predator can get pallet stunned than one of the Quiet Place creatures.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2083189#Comment_2083189
Killer has never been easier than it has been the past few months.
Sit down.
Killer QoL is the lowest it's ever been. Survivor movement is jank as hell, you still can't track people, and more than every you get roasted for playing perkless trapper.
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All that extra BP is offset by the new character's.
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Good for you. I also easily 4k with Freddy and his strongest perks. Which is why I don't play Freddy.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2083315#Comment_2083315
Does that exist? It does. How often do you face these survivors? Once every 100 matches? You do.
Once every 100 matches you have difficulties winning. Yeah, I believe that.
About 4/5ths of my trials, unfortunately. Though I'm not entirely sure if you would call them "good", they do mostly predrop pallets and hold W while the others are on gens.
But, that's the price of playing in the evenings: everyone cheeses to win. I've been considering turning crossplay off so I at least lose to people that are better in a chase than me.
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@WARW0LF said:
https://forum.deadbydaylight.com/en/discussion/comment/2083331#Comment_2083331
Things to do to counter freddy:
- pre proc his snares while idle/not in a chase
- try to stay awake by using clocks
- combo loops together to avoid snares
- after he hooks, leave gen and run to a close loop, if no tp, go back to gen
- stealth more than usual to avoid looping as much
- pre drop pallets (not at 5 gens and not when healthy, try and get a loop in before you drop if you can)
- assume meta perks and add on
oh wait, sorry this requires actually using your brain, forget it then, yeah man, no counterplay, boo, nerf now
None of those are actually proper counterplay. Being awake during a chase is essentially out of your control and is taken away passively, very few Freddy's even bother to pre-snare loops and even if they did he doesn't slow himself down by placing them mid chase, which is in fact his norm, chaining tiles... What idiot Freddy allows that? Point 4 is literally detrimental, you may as well sit on the gen, and either way it doesn't matter that much because of he teleports over it's going to get popped/ruined, and as for stealth... He literally has basekit anti-stealth. And stealth also isn't really counterplay to begin with any more than gen rushing is.
Which leaves his only real counterplay predropping pallets and holding W, as I said.
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Freddy is getting nerfed because Freddy is as mindless as they come and way too strong.
He has no counterplay beyond predropping pallets and holding W, which is awful, he has a very simple and easy traversal power, and he synergizes with literally every slowdown perk quite well.
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The only in-game reward for cleansing dull totems is to avoid NOED, but trying to cleanse totems gets teams killed significantly, ridiculously more than NOED, so...
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@Exerath1992 said:
@MadLordJack, @Pulsar, @bjorksnas
Guys, it said no perks or items could be used twice
And yet this is what "competitive" teams bring into random trials, so...
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Everyone has Dead Hard, everyone has Iron Will, everyone has Unbreakable, one person has Prove Thyself, two people have Borrowed Time, one person has DS.
Also, everyone has Ranger Medkits with double speed add-ons, or emergency medkits with speed and +16 charges.
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@ukenicky said:
As a Plague main I especially hear you.
Nothing is worse than an entire charged up stream of vile/corrupt purge not registering as hits because of a server issue.
Or running double emetic add-ons, cornering a survivor, doing a fully charged vile purge directly into their chest... And they only get half sickness.
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Zero counterplay beats cross-maps.
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Survivors should always spawn together. It would slow down the game exactly when it needs to be slowed down. However, they shouldn't always spawn in the same place or relative position to the killer or else the beginning of the trial would become stale and predictable.
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Neither.
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Once again, someone fails to understand just how strong it would be to have a perk that blocked exit gates until all 5 totems are cleansed.
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Yes.
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@Dragonshensi said:
At first I assumed he was garbage like everyone else. However, since most matches seem to be either the cornfields or autohaven, with their huge amounts of dead zones and low barriers so you cant hide or dodge his knives, he’s actually perfect. No joke, every time I go up against him it’s always either the cornfields, autohaven, or the shrine and he dominates the match. How could he not? Seems lately most people can’t get any of the other maps anymore except these. I almost wonder if the devs did something for Trickster to always give him the big open dead zone maps so he will do amazing and people will play with him more.
Both of these maps are filled with tiles the survivors can easily use against him.
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Kindred, WGLF, Self Care, Botany Knowledge.
I think I run that the most, but not by much.
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It's a "let me take away your ability to do anything other than drop pallets and hold W" perk, aka extremely unhealthy.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082120#Comment_2082120
At the same time, the survivors aren't doing anything else so you can say they're holding the game hostage.
No, because you're forcing the survivors off of their objective.
Now, if they were simple stealthing around and you were looking for them, then they would be holding the game hostage, because now they aren't trying to do their objective and are simply preventing you from doing yours.
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No. It simply synergizes far too well with The Nurse and adds even more onto the case to shrink her TR.
On most killers, it's decent. But the killer is giving up two slots for it, which is totally fine.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082095#Comment_2082095
But if it works how is it not a valid strategy? The survivors shouldn't let themselves be put into the situation to begin with. The game can be progressed but it seems like they didn't want to try so idk if that's the killers problem or the survivors. The only holding hostage the killer can do is by body-blocking in a corner, any other action will be ended after a certain amount of time. Me stopping my opponents from doing their objective isn't something i should do?
It becomes an invalid strategy and simply holding the game hostage when you don't try to do anything else. When you hit someone, you don't follow up. When you chase someone, you don't try to catch them, you simply stop at your perimeter. That is holding the game hostage, because you aren't trying to complete your objective.
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It's amazing how many people consider a 3-gen a valid strategy and ignore just how many killers will do nothing but defend it and will never chase or down anyone unless they are in their little slice of territory.
That's not a valid strategy. That's holding the game hostage. Because you are not trying to complete your objective at all, you're simply trying to stop your opponents from completing theirs.
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@Hektic3000 said:
Its like survivors have options to help someone being camped but they just never bring them and then complain that they have no options.
Yes, because as we all know perk variety is boring. Everyone should have the exact same builds.
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Given how easy it always has been for strong killers to tunnel through it, hopefully soon, but probably at least til the next chapter. It was always a mediocre anti-tunnel perk but an amazingly abusable second chance. Now that the abusable second chance part has gone, hopefully that "mediocre" can change to "amazing"?