MadLordJack
MadLordJack
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2074766#Comment_2074766
Yea I'm so entitled for using max sensitivity let me just turn it down so I don't get reported 🙄
You're certainly entitled for telling everyone that they should have the money for a gaming rig in order to exploit a killer.
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Honestly, those two are incomparable. Stretched Res makes something easier, J-flicking adds something entirely new/takes something else away.
I dislike both of them, but one is clearly the bigger exploit.
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Swamp is not even close to being Blight's worst map. To even get to it you have to go through Lery's, Midwich, Hawkins, The Game, Haddonfield, Rotten Fields, Thompson House, and debatably Ormond and every Autohaven map except Gas Heaven.
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It has nothing to do with kicking generators, but regressing them.
While using Surveillance, any time a generator is regressing, for any reason, it's aura turns white. If a survivor touches the generator, the aura turns yellow for a few seconds, then back to red. If it fully regressed back to 0% progress, it turns red without turning yellow first.
A number of perks cause generators to regress. Kicking the generators also cause them to regress. It doesn't matter how the generator starts to regress, all that matters is that it is actively regressing.
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The sheer level of entitlement in this post...
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2073662#Comment_2073662
The sentiment still stands. A survivor hasn’t won until they’ve actually escaped. Nobody should take a win for granted in this game until the match is actually concluded.
This is why most NOED posts leave a sour taste in my mouth because it’s the sentiment behind a lot of these rants: the belief they’re automatically entitled to a win before they’ve even gotten out of a gate yet.
I don't think that's the reason most people hate NOED. It's more along the lines of why people hate Rancor, imo.
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The timer will never stop while in a chase, the Devs said they don't want to change chase mechanics. (Right now you can moonwalk or stare at the ground to deliberately lose chase.)
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Well, I think the complaints about it not punishing tunneling particularly well are valid. It's still the best anti-tunnel perk there is, it's just not all it could be now that it's not very abusable.
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OhTofu.
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Yeah, apparently this is a thing. I don't know if it's intended or not but it doesn't really matter either way - laceration decays so quickly it's better to fully commit.
Edit: I mean fully commit to downing the lacerated survivor.
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I was expecting this thread to have been posted a day or two ago when I first opened it (depending on time zones)
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If you go into a KYF lobby and select killer, you're able to turn the character around 360°. If you then go back into a normal killer lobby, it usually carries the bug over.
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I mean, yeah. So long as it's not abusable, buff buff away. Make it a ten second stun that activates twice and has no timer, just deactivation conditions. (That's a bit over the top, but the point stands.) It wouldn't solve every problem the game has, but it would make hardcore tunneling way more punished.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2074282#Comment_2074282
Actually uh, the devs consider his skill cap to be low. He's the last killer since Bubba to be in the "Easy" category, the other two being Trapper and Hillbilly.
The in-menu thing is about skill floor, not cap.
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I guess the Devs assumed that he was simply a high-skill killer that would become insane in the right hands. Why they thought that when he has spread and recoil is beyond me. Skill cannot overcome a die roll.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2073906#Comment_2073906
Yet as I've mentioned in a previous response, the devs seem fine with keeping the physics behind the projectiles themselves (the arc) somewhat realistic, so why can't they at least do this much for the physics behind rapid throwing?
Be aysw it's an actual gameplay mechanic. I cannot stress that enough - realism takes a back seat to gameplay.
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You're not really supposed to kick gens. It's a mechanic used to facilitate other mechanics that come from perks, such as Overcharge, Surveillance or Pop.
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The perk got nerfed for precisely the reason you are complaining: people abused it and forced it. You aren't ever supposed to be able to use it unless you're getting tunneled.
If you're reaching for a perk to replace it, everyone's been going with Adrenaline, because it rewards genrushing and kicks killers when they're down. Hard.
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@Steel_Eyed said:
Is this just for Spirit Fury? I'm worried I can't run Enduring either.
It's just Spirit Fury. Enduring works fine, although that's even assuming you need it what with the pallets randomly not stunning killers.
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It's a perk that punishes the killer for tunneling you and nothing else, as it was originally supposed to be
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The mechanic exists as a failed attempt to balance the sheer number of projectiles he throws, not to be accurate to real-world physics.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2073278#Comment_2073278
"Apparently Sluzzy plays at rank 15. Good to know"
Not exactly. If I am not mistaken, Sluzzy is a Rank 2 killer.
I'm fairly certain you are mistaken, given the opinions they present.
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Actually, if the survivors are just holding W, there's nothing else the killer can do but play basement trapper. It's the only way to trick survivors into interacting with you.
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You can say that all you want, it doesn't make it true. Any debater can tell you that whattabouting is the best stall tactic ever and why it's one of the most used political arguments... Pretty much ever.
Because it's lazy, cheap and carries no weight whilst pretending that your problem doesn't exist because another one does.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073330#Comment_2073330
Run small game and it won't be luck based. The killer also doesn't get any benefit throughout the whole match, except for the end.
I know almost every single totem spawn, what do I need small game for?
And it's still not justification, because by that point it's too late. There's too much risk that the killer just got completely for free.
And it's still a BS argument, that's like going to Old DS and saying "run Enduring"
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073323#Comment_2073323
Nah.gif
It's a valid comparison.
No, it's not. Because whattabouting solves nothing. It pretends that BS justifies BS. It shifts the blame of one problem onto another. It's extremely childish and proves you don't really have a counterargument.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073314#Comment_2073314
I cannot stress this enough, if you don't want to cleanse all 5 then just cleanse the one when it activates, there is counter-play.
That's still extremely luck based and the killer still earns nothing about it.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073305#Comment_2073305
The point is, NOED is probably a killers only real "second chance" or "crutch" that has no earning requirement.
Survivors meta is filled with them. You don't get to piss and moan about the one that killers have.
"WhAtAbOuTiSmS!!1111111" - The words of someone who doesn't have a valid response.
Go make a thread about Dead Hard. Trying to obfuscate the NOED problem by pointing out things you consider unfair about completely different perks is childish and stupid and solves nothing.
And you know what? I'm that anti-Dead Hard thread you would find me, complaining about Dead Hard, about how strong and unfair it is. BUT THIS IS NOT A DEAD HARD THREAD. THIS IS A NOED THREAD. STOP WHATTABOUTING LIKE A SECOND-RATE POLITICIAN.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073289#Comment_2073289
Just doing totems is the counter-play sadly. You can do either 5 or 1 totem to get rid of noed, the first gets rid of it entirely and the second is only 14 seconds if the killer doesn't find you doing it. It's not a crutch because the killer only has 3 perks the entire match.
Please, go cleanse all 5 dull totems. Every trial. And escape.
I cannot stress this enough, a perk that permanently blocked the last generator until all 5 dull totems were cleansed would 100% be the biggest and hottest new meta perk in DbD. This is the counterplay you are suggesting exists.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073284#Comment_2073284
This right here is what people say when a counterpoint is made that defecates all over their logic.
What counterpoint? This is a thread about NOED, not Dead Hard. Whattabouting just obscures the entire conversation and devolves it into a bunch or morons saying "BuT yOu HaVe ThIs AnD yOu HaVe ThAt AnD..."
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073270#Comment_2073270
The killer plays with only 3 perks until noed actives, if it activates. Cleansing totems isn't hard, either do 5 before endgame or only 1 during endgame.
Cleansing all 5 dull totems isn't easy, actually, because you're going to have people wasting a crapload of time. Time that is made even more valuable by the killer simply not having NOED.
"Do Bones" is not counterplay. Doing bones is significantly stronger than NOED. If there was a perk that forced survivors to cleanse all 5 dull totems before the exit gates could physically open, it would be meta. NOED isnt, it's just a crutch, because the killer having instadowns while the gate is open is only good for facecamping someone to death.
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@Tomskrex said:
https://forum.deadbydaylight.com/en/discussion/comment/2073270#Comment_2073270
Dead hard. Enough said.
Whattabout, whattabout, whattaboutboutbout
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Apparently Sluzzy plays at rank 15. Good to know. Hey, pro tip: if you're at those ranks and you just chase normally without using his power, he's a lot stronger. Especially since the survivors have no idea what they're doing.
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NOED is a pretty big problem. It's BS "counterplay" is stronger than the perk itself for numerous reasons, and that's even assuming the killer has the perk, and on top of that the killer does nothing to earn it and can freely down and facecamp someone for a guaranteed and completely unearned kill.
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I have been playing Trickster, and I've started doing quite well. His power is difficult but it's extremely strong in a lot of situations.
Please ignore the fact that I've deranked to rank 7 and have been going against green and yellow survivors that don't run maze tiles very tightly and keep trying to juke me at low-walled junk tiles. Definitely ignore that I've discovered why some people think Trickster has hidden potential: because they've gone against bad survivors. And without a doubt you should forget that even when a survivor isn't playing a maze tile well it's extremely difficult and time consuming to down them and is more effective to chase them as a 4.4 m1 killer because of their lack of skill and experience.
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Good for you. Personally I prefer to get outplayed instead of outperked.
And yeah, unless you also have a full sweaty AF meta build on a strong killer with amazing mobility, they pretty much have already won with zero skill or effort. That's the really ######### part. It's not a challenge for them either way.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2071703#Comment_2071703
But now survivors have something to do against a killer in chase AND gen rushing. how is this fair on the killer?
They made it clear that they are never going to fix the gen problem.
You don't solve gen rushing by making everyone Nurse. If you're that scared... Well, you know who to go play.
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If you're having such problems with lag, it's on your end.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2071103#Comment_2071103
Peole want 100% counterplay to deathslinger in an open field. Do you think that is a good design to aim for?
I am all for blight being changed, but if you make the cp so basic that yoi can pull it off at any time and anywhere like in the middle of the corn field, that is bad design.
The lunge needs to be 90 to 110 degrees.
I have tried console blight and that turn is to small.
People want Deathslinger to have counterplay that isn't predropping pallets and holding W, especially since that tactic doesn't even work against a good Slinger. It certainly never worked against me back when I could actually aim.
Killers shouldn't always be able to get a quick, guaranteed hit. That's just not fair and it's just not healthy. All it encourages is genrushing. Survivors need to have something to do in a chase that isn't wildly guess and hope the killer screws up. With Blight, the only place that exists is in short loops, because he is forced to play them as a basic killer. And the survivor is forced to play them because if they run, they get hit extremely quickly. Suddenly the chase becomes interactive instead of one-sided.
Except his exploit completely removes that and, at best, replaces it with a killer-sided guess.
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@SammiieK1991 said:
https://forum.deadbydaylight.com/en/discussion/comment/2071393#Comment_2071393
Oh no I definitely just had 50 knives to the sweed mate and a smack to the sweetbags whilst chasing me. Saying so I'm using Kate so she doesn't seem to be the quickest survivor of all 😂
I just wondered cos when he first came to the scene I literally run round him with no issues, now I'm vaulting pulling pallets on his bright ass coat and he's literally 50mph still! 😂
All survivors have the exact same movement speed, 4 m/s. You're probably just going agasint people that have gotten better at shifting between throwing knives and walking normally, not that it matters much if you make it anywhere with a high wall.
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/2071355#Comment_2071355
Why do I feel Make your Choice is bad on Ghostface? You could easily stalk the unhooking guy instead of using one of 4 precious perk slots, right? Am I missing something? The others I like, I think I’m going to try the Spirit one
Instadowns on Ghostface make his power a lot more consistent and quick. The survivors don't need 99'd and don't get a specific notification, so you can sneak right up and stab.
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Ghostface with Make Your Choice, Devour Hope, Undying and BBQ.
Spirit with Make Your Choice, Nemesis, Furtive Chase, Rancor.
Freddy with Spirit Fury, Enduring, Devour Hope, Haunted Grounds, and fake pallets.
Huntress with I'm All Ears, BBQ, Nemesis, Enduring.
And my personal favourite, Trapper with Infectious Fright, Sloppy Butcher, STBFL, Surge and Padded Jaws.
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@fluenttrash said:
I totally agree, even not running it and you still get tunneled into the ground, but it's a strategy that bad players have come up with to disguise the fact they are literally ruining a game, I try my hardest to not be toxic and still end up being tunneled and camped for no reason because it's now a "strategy." The game feels super killer sided right now (With pallet stuns not working, etc.) and I am a killer main. Without survivors we don't have games, so I don't understand the meaning behind the nerf and/or anything they have done in the past few months. I am totally on your side! :)
There's currently significantly less killers that the required ratio of 1:4.
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Use Stridor to learn her, but listen out for footsteps and pay attention to where you stop hearing footsteps. Then take Stridor off and you should have some idea of what survivors with Iron Will are doing when you can't hear them running.
But honestly, if it's a case of wanting to be nice, just use Stridor. Survivors have plenty of broken toys, why not use your own? Especially since Iron Will is so inherently strong?
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There's not supposed to be any use for DS unless you're getting tunneled.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2071182#Comment_2071182
This is Storehouse, the Map is doing that since the Rework. Whenever more T/L-Walls spawn, there are less Jungle Gyms, so they place Double Pallets (or sometimes 4 Pallets in that area of the video).
I dont know what is doing that, I guess because they removed the two guaranteed spawns inside the Storehouse. Maybe they can find a way to spawn less T/L-Walls and more Jungle Gyms/Longwalls, to avoid having 2 or more Pallets in that specific spot (or, they remove the Breakable Wall and add those two Pallets back).
https://forum.deadbydaylight.com/en/discussion/comment/2071173#Comment_2071173
On Suffocation Pit as well?
And regarding tournaments, it is one reason why tournaments are stupid. You cannot really compare games if one Killer gets Suffocation Pit like seen in the video and the other player has a lot of Jungle Gyms in the center area.
Map Seeds would at least remove that reason against tournaments.
It's one aspect, but not as big a one as people think. I'd still bet on the survivors on a completely blank and featureless plain.
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Yes, and I've experienced the precise opposite. DbD seems to think that "RNG" means "Lacks Any Consistency."
Although maybe calling this the reason tournaments are stupid is a bit of a stretch...
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2070755#Comment_2070755
Eh.. counterplay should not be a 100% guarantee or nobody would ever die.
Actually, it should. Because he can still play those tiles as an m1 killer, a perfectly viable and completely interactive piece of gameplay. If anyone thinks Blight is weak because he can't use his power in shorter junk tiles, then they're getting outplayed. As they should be.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2070797#Comment_2070797
They shouldn't be complaining about either of those.... It's in the killer's hands to do something about both.
https://forum.deadbydaylight.com/en/discussion/comment/2070876#Comment_2070876
Unfun to who exactly? Some of us like the challenge. Maybe these people are in the wrong game?
This game is almost 6 years old now, don't see camping or tunneling killing it yet....
It's not in the killers hands to do anything about either except to play Nurse, Spirit or Blight. Which is like saying survivors don't get to complain about tunneling or camping because BT and DS.
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It's not the same, because Dead Hard is far stronger. Especially since it hard counters any killer that uses their power to land hits and so can't really bait it or wait it.
I just wish it didn't remove collision. It should go all in on being an on-command burst of speed instead of being a dodge perk.
And it's actually stronger now that it's ever been. More and more killers have chase powers that Dead Hard directly counters, and more and more maps are balanced around survivors just not having enough distance to reach safety, til Dead Hard comes along.
Edit: And yes, I'm talking about Old DS. The Free Hook State.