MadLordJack
MadLordJack
About
- Username
- MadLordJack
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Why not make Insidious basekit while you're at it? They're at a similar level of strength, usefulness and playstyle.
-
Not that much. My teammates get slugged a lot so I'm usually using either For The People or WGLF, but personally it doesn't happen much.
-
I don't hate characters, just playstyles. Although the graffiti Nea skin does trigger me a bit, mostly because I know exactly 1 person who uses it an isn't toxic AF. But, I always keep an open mind.
-
@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2079752#Comment_2079752
I disagree. Killer base speed is faster than survivor. Which means, if you put them side by side on an open road, the Killer is going to win the race. It may be sooner, or later, but the Killer is going to win. Add in obstacles along the road, and it will take the Killer longer to pass up the survivor because they lose time going over or around, but in the end, they will still win the race. Add in an Exhaustion Perk, and yes the survivor gets a 3-second boost speed somewhere along the way (whether it's right the beginning, or further down the road), but unless they stop running altogether, the Killer is still going to eventually win the race because of the difference in base speeds. But the Killer also has Bloodlust - and that's the kicker. Because the longer the Killer chases a survivor, the faster they get. So again, the Killer wins the race.
Bring that into the game environment, and the same holds true unless the survivor can out-think/out-maneuver the Killer enough to stay out of reach.
So if a Killer isn't catching a survivor, it's not because the survivor is simply holding down the run key, and it's most definitely not because they are "playing it safe."
Give a survivor a five second head start, or 16m distance, and it takes the killer about 25 seconds to close the gap. Add in a few pre-thrown pallets and the math speaks for itself. Now, I'm not arguing one way or another about the original topic, but you don't need skill or practice to extend a chase. You can use skill, but you don't need it. Not at all.
Trust me, this is my regular experience. Most of my opponents are absolutely crap in a chase, I catch them in seconds the moment they try to loop me and I'm not even that good. But they dont reach rank 1 by being good in a chase, they just cheese it and it totally works. Which is the reason I main Blight. But that's beside the point, agaisnt any basic, non-mobile killer you don't need skill, just the ability to sprint forward.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2080141#Comment_2080141
should they tho, there meant to be strong, and its not like you can use them multiple times in one chase, unless you run vigil and the killer is just bad
there like hex perks, restrictions but strong
No perk should be so strong you're handicapping yourself for not running it, but that's what Exhaustion perks are right now. They drastically extend or even allow survivors to completely escape chases just by equipping them.
I'm all for the mechanic. But I think it should be base kit and be balanced around it, same as survivor communication or killer mobility. There's plenty of ways they could do it, too. The most obvious being to make a weaker version of SB basekit and increasing Bloodlust gain.
-
Exhaustion needs worked into the balance of the base game. These perks should alter an extant ability, not add distance to chases.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/240109/spirit-and-stridor-annoyingly-deadly
Spirit does require skill.
And for the record, Iron Will renders Spirit with a completely useless power. Hence why so many use Stridor because they’re tired of pointless games they can’t track anybody in.
Anyway if you are a confident survivor, run No Mither with Iron Will. This DOES completely counter a Spirit running Stridor.
I quite regularly run that with Calm Spirit and Fixated. It’s a great stealth build.
Iron Will doesn't render her power useless, but Iron Will in an area with little to no grass/foliage and a soft dirt floor does force her to play the 50/50 game.
-
Just out of pure curiosity, do you happen to run rather strong, possibly second-chance perks whilst doing the gens as quickly as possible?
-
People can't abuse it, so they don't run it. Mostly because the best defence against tunneling is to slam the gens.
-
I still don't see why a double nerf to killer would be helpful
-
Because it's all well and good for a survivor to surrender but killers are supposed to be bots.
Also because killers would leave most trials with high MMR.
-
Probably Demogorgon, Spirit, Blight or Hag. These ones are clearly supernatural entities.
-
It's going to be funny to look back on these sorts of posts when the killer gets buffed.
-
@[Deleted User] said:
So punish survivors who are good at chase by denying them exhaustion perks?
Right now you don't have to be good to extend a chase. You just need to play safe and hold W.
-
... that happened.
-
Uh, yeah, survivor gameplay has always been dependant on what killer you are going against. The only constant was that you could deck yourself out with second chances and abuse the crap out of them.
-
I literally spawned with the killer. Can't get much worse than that.
-
I think that numbers 1 and 2 are a little more... Directly linked.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2078787#Comment_2078787
Yes because all survivors go down instantly to Spirit. Good survivors can't hold her at bay for long enough, no not at all 🤨
Actually, no. Good survivors are no different than day 1 survivors when it comes to Spirit. Even a mediocre Spirit can just equip Stridor and suddenly every phase should land right on top of someone, unless the Spirit in question screws up massively.
-
@[Deleted User] said:
She’s one of the better designed and better balanced killers. If the game was truly balanced as a 4 vs 1 game from the start all killers would be on this level
... if the game was truly balanced, no killers would have counterplay?
-
Honestly, I wouldn't be surprised if they added it because of the sheer number of reports they get about racism, sexism, etc. in the post-game chat. Plus all the complaints about toxicity. Plus there's probably legal reasons involved as well.
I do think that the filter goes way too far, but I also think it's better than nothing. Filtering out the bad ones so you can chat with the good ones is always a good thing.
-
Honestly, I wish this was a base option in the game menu for people that aren't FPS gamers. It's so silly that there's an entire set of killers that half the playerbase has a significantly harder time using because they don't have this inherent knowledge of the exact centre of their screen.
-
A phasewalking character is always going to be unpleasant to to agasint, that's the entire point of phasewalking characters, but they could at least give her a tell, nerf her speed and buff the information shared a bit.
-
@dannyghost said:
https://forum.deadbydaylight.com/en/discussion/comment/2076830#Comment_2076830
i don't think surv is easier, killers can have perks like noed, bbq, ruin, devour and surv has nerfed ds, flashlights, sprint burst?? i just dont get it and dont understand it
thanks for commenting btw!
Play with 3 people who slam gens, equip iron will and 3 second chance perks, and hold W while predropping pallets.
This is my norm. This tactic beats nearly every killer. I play at night at rank 1, which means "competitive teams" come out to play. The only time it gets sweatier is if I turn off crossplay, but the difference is marginal. And because I don't like playing Nurse, Blight or Spirit every game I tend to lose more half of them just by default.
All you have to do to be a good survivor is midlessly do gens with meta perks. If your team does the same, you're probably going to win. You don't need to know how to chase, you don't need to know how to juke every killer, you just need to do gens and rely on your W key.
-
Okay, so the cliff notes version is this: survivor is, and always will be, much stronger and easier than killer. It's just that most people really, really suck and/or play solo que.
In the recent nerfs, Undying was a killer perk and was ridiculously overpowered, now it's gone. Survivor movement is jankier than ever thanks to the revisit of the movement animation update, lowering the QoL for killers. DS finally got nerfed, finally. Finally. Not it does the job it's supposed to and isn't really abusable. Trickster actually got nerfed out of the PTB. Starstruck got buffed.
Oh, and every map update nerfs Trapper some more.
-
@TheBus4K said:
Just because he's a killer who has a oneshot ability doesn't mean he doesn't have NOED. I have found more Hillbilly, Leatherface and Myers with NOED than without.
Instead of rushing, break totems, it's not difficult. I don't understand how people complain about a perk that is useless throughout the game and can even be avoided by breaking totems ...
Because it's stronger for the killer to have uncoordinated survivors breaking totems than it is to have NOED, and that's even assuming they get all 5 and somehow magically finish all the gens.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2076659#Comment_2076659
Never seen a racist thing on the forum. Unless you count blendett as racist.
There was an entire thread of it not twelve hours ago. Most of it got quietly deleted by mods.
-
I was gonna suggest something with Spirit, Oni and Trickster but perhaps that's not quite on message...
Seriously though, ######### the racism. It's even been seeping into the forums. It's so disgusting and makes no sense (does it ever?) especially when you look at how poorly almost every single government handled the pandemic.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2076371#Comment_2076371
As a person with 10k lethal rush hits who discussed it with another person who has 40k lethal rush hits, im going to say the answer of no, other than a small adjustment of 5° or so if you commit to a j-flick theres no turning back from that or converting it into something else and the hitbox of the rush is only large right at the start and only a little bigger at the end so that survivor isn't getting hit if you predict wrong, if blight j-flicks for the window he will only hit the window, if he flicks for the totem/spot where boxes usally spawn next to the window he will hit there instead, not both, and never has it been both, and even then the LT wall tile can still be played by running the top of the T, hitting the top of the L, hitting the locker, then rushing based on where the survivor is in that exact scenario for a guaranteed hit, j-flicks only have the potential to do a risky hit to speed up a chase they are never a guarantee due to counterplay and how skilled you need to be to do it consistently and are usually a risk in any senario they are used in, for riskier but more fun and rewarding gameplay
If you aim to the right of the window, the survivors can only avoid getting hit by cornering up, because you have considerably more control over a lethal rush than you are pretending. You absolutely have enough of a turning radius and hitbox width to hit the survivor of they try to take the window or fake it to the right. The only way for the survivor to avoid getting hit is to immediately corner up, in which case you hit them anyway with a basic attack because you can bodyblock the window during your cooldown and they can't make distance anywhere.
Perhaps you should put a little more effort into learning what basekit Blight can do instead of relying on an exploit.
-
@bjorksnas said:
I mean if all you can do is parrot someone elses opinion rather than have your own I don't really know if thats an opinion I can respect, you basically just regurgitated what was in the video. Also he forgot the locker exists in all LT wall tiles that would have made it much more consistent for people who don't want to risk J-flicks.
And yes I said risk J-flicks because its not a guarantee like he says, and im not going to take it from scott who as much as I love his content, he doesn't fully understand J-flicks, scott plays blight but his points about j-flicking tells me that he lacks complete understanding of them before he formed an opinion on them, they are not a guarantee they are a risk if you j-flicked for the window thats all you could do you couldn't branch off to try and hit the window fake if you wanted to it doesn't cover all his options, it just widens his answers to situations.
You can absolutely adjust your trajectory mid-Lethal Rush lunge. J-flicking doesn't change that or interact with that at all, meaning you can absolutely get survivors without them ever being able to dodge if you position yourself right, as any decent Blight would.
Or to put it another way, if the Blight aims for the wall just to the right of the window, nothing the survivor does ever matters.
-
Honestly, that very adequately sums up my feelings about his J-flick, although I'm less in the "I don't care" camp and more in the "cheat if you want but call a kettle a kettle" camp.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2076162#Comment_2076162
But that is more of a latency issue then right?
Sort of, but the original animation rework fixed the issue by slowing down the physical turn animation without actually slowing down turn rates. It's just that people hated it because they could only spin terrible killers and couldn't moon walk any more.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2076118#Comment_2076118
To be fair, 360's are a little exploity, since the only reason they work is because of the latency between killer and survivor
I mean,you could say the same about some huntress hatchets hits or normal hits too
No, I mean the fact that on the killers screen the survivor teleports around.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2075889#Comment_2075889
You should really try to actually read the definition of an exploit 👍
To be fair, 360's are a little exploity, since the only reason they work is because of the latency between killer and survivor. However, current 360's are more of an animation bug that popped up when they redid the redone animations a few months back.
-
As a good Blight, it's OP. If you have any clue how Blights mechanics work you can turn everything into a pure, killer-sided guess. That's extremely unhealthy and at that point why not go play Nurse or Spirit, huh?
-
Twins are insane if you play like a complete scumbag, so... Twins.
-
@Bootlegmoth said:
I personally believe there shouldn’t be any filter or censorship in the chat. True I play on Xbox, so this doesn’t effect me directly as there’s no filter on Xbox messages.
But this is already a mature rated game, so bad language and naughty words shouldn’t be an issue. And if you really don’t want to see anything you don’t like in chat, there is already the option to close it
There's a difference between bad language and slurs.
-
I tried it. I would rather use Empathy or, better yet, Aftercare.
-
As the pallet count and number of unplayable pallets goes down, Legion should in theory go up. Unfortunately, holding W and predropping is still just as strong as ever, more prevalent than ever, and has zero counterplay for a basic m1 killer.
There was a golden handful of months after the initial burst of map nerfs in which Legion was a very good killer. Then people started the above epidemic of interactive gameplay and, though Legion still has decent potential and can do better than most m1 killers in that situation, it's not even close to being enough.
-
@OniWantsYourMacaroni said:
Why do you all need to open like 50+ threads about the J-Flick thing?
It's an exploit and it will be fixed.
The end.
Because some people really love broken toys.
-
@RareMinerals said:
All these comments about the trickster 'needing' noed are weird. NOED is a bad perk. Running it on trickster makes him weaker.
Survivor frustration with NOED isn't because it's an OP perk, it's just super frustrating to go against.
Some people go for kills over anything else.
-
Habit, I'm guessing.
-
@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2074876#Comment_2074876
Agreed. All the problems of Huntress without her lethality.
The sad part is, you can actually hit people running maze tiles tightly with his daggers. They simply decay too quickly.
-
All the survivors have to do is run a maze tile tight and suddenly you're a 4.4 m1 killer. That alone makes him the worst killer in the game by an enormous margin.
-
Actually, that's the strongest way to play just about any killer thanks to general survivor mentality, but Trickster especially because he can only use his power when people are forced into the open.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2074803#Comment_2074803
I'm literally asking how it is a exploit to have my sensitivity at 100 and not doing anything else ?
Because the Devs have said that it is completely unintended and have even asked streamers to not use it.
-
@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2074827#Comment_2074827
Exactly it lets you see over way more which makes a bunch of killers visable. You can counter J flicks you cant counter survivors seeing every mindgame
You can't counter j flicks any more than you can counter spirit or nurse.
-
@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2074792#Comment_2074792
Stretched rez makes many loops unmindgameable. J flick is countered by walking in a different direction. J flicking isnt something entirely new its literally just a bigger flick and it takes nothing away.
You can see over every loop without Stretched Res, it just increases the amount you can see. Against shorter killers it can actually, very occasionally, give you I formation you couldn't access, but for the most part the reason it's in bad taste is because it makes looking over walls an absolute breeze instead of a commited effort.
Edit: That's not how you counter a good J-flicking Blight. Because they will be able to run and microadjust in such a way as to make that almost impossible even if they don't guess exactly where you are going. And it clearly does add something, normal Blight cannot j flick.
-
I also liked this chapter, I think it's the best they've released in a while. It's sad that Trickster is by far the weakest killedr in the game due to overabundant counterplay and recoil/spread artificially forcing him to miss and play high wall loops as a 4.4 m1 killer, but 6 good perks? 2 buffed killers? Fantastic visual design, lore and skins? It's been a pretty nice chapter so far.
If only they had made a new map. They could have just recycled an old realm to save on asset creation and simply done a new main building, but alas they are too focused on the graphical overhaul of the older maps.
-
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2074755#Comment_2074755
So what if I were to find someone who is a PC player who's against J flicks?
You called?