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MadLordJack

MadLordJack

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MadLordJack
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  • Relatively speaking, yes, though not necessarily in a good way. For example, looping is relatively fair and tends to be a competition between the killer and survivor. If the survivor holds W and predrops for whatever reason, this becomes much less so and the killer is essentially forced to slug, camp and tunnel in the deadzone. Balanced? Yes. Fair? Not so much, for either party.

    Same goes for perks. Killers run slowdown all the time, because otherwise trials tend to last 6 minutes. Survivors tend to run second chances to extend their teammates time on gens. If both parties have their toys, then it's balanced. If one party doesn't, then it quickly becomes unfair.

  • It is a ridiculous and unfair perk that exists to get a small handful of unearned kills and punish solo's for not playing in a SWF. Nothing about NOED is okay in its current state, from its rather low power spike to its unearned activation to its lack of real counterplay (doing bones is more valuable for the killer than having NOED and is exponentially more likely to result in a 4k. Especially if they don't have NOED).

    Edit: also, it's free facecamp insurance. Get the most artificial 2k of your life.

  • It's pointless, once you're used to something it stops being scary. There's no point catering to people that have been playing for longer than 50 hours, it's just not how humans work, we stop being frightened by things we are familiar with.

  • Actually, the reason most Twins just facecamp form across the map is because of how easy it is to kick Victor. Thanks to survivor teleportation, teamwork, sharp corners, round loops and the inherent difficulty of aiming, it's actually more punishing to use Victor to chase than it is to camp with him until your camping ways have rendered everyone injured, vulnerable and in relatively the same area but spread out enough that they can't kick for one another.

  • I spent far too much time wondering what cleansing a generator would look like.

    Also, Ruin on Pig. Mmm. Now that's an underrated combo - get one person off a gen and they'll either be forced to let it regress or hurt themselves trying to finish it.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038189#Comment_2038189

    im not saying to remove it im saying that it should go down so you cant 99 the first 30 sec then use it 5 minutes after

    Uh, yeah, that's removing it.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051575#Comment_2051575

    why should it have to be fun. there perks on each side, that aren't fun

    Yeah. That's a huge problem with the game. Arguably one of its biggest, in fact.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051561#Comment_2051561

    how so it still slow like a normal lunge it doesn't give a speed boost like dead hard, and its not like u can use it much per game anyways, there's way more unfair perks then coup de grace

    It literally gives the killer a lot of extra distance that's... Well, it's pretty much only good for punishing a survivor for trying to loop. The only reason it's not absolutely despised is because it can only have a maximum of 5 tokens which you get for letting the survivors do their objective. Which is bad. And this means that, even though a good killer can make every stack count, it's just not worth it.

    But if it was easier to get stacks, Coup would be run more. And more and more survivors would realise that perks that directly mess with chases is a pretty big deal and honestly isn't fun.

  • The problem with Coup is that it's like Dead Hard - it interferes with normal chase mechanics in a pretty unfair way. Making it stronger could literally turn it into the killers Dead Hard, which would just make everything worse.

  • I see you breaking that stuff... From all the way across the map, too! Pity it's a bit hard to judge distance. And to judge which break you just performed.

  • I would give hatch more because the last thing I want to do is be forced to play in the absolute steamroll fest that was my MMR experience with my main killers.

    Seriously, humility aside, I know I'm a good Plague. I know I'm a good Legion. But can I at least have a chance to win as anyone but Blight, Spirit or Nurse?

  • He's not weak, but like Pyramid Head and all this euncounterable non-mobile killers he is completely outclassed by the extremely difficult and complex stratagey of Holding W.

  • For once, I actually agree. The bar for entry to red ranks needs to be much higher so the kill stats stop getting inflated by complete and utter potatoes that are the reason their entire team dies.

    This idiotic kill inflation is just as bad as the way second chance perks artificially lower the kill stats by allowing survivors to "outplay" killers with perks instead of skill and effort.

  • Killer: Rank 2

    Survivor: Rank... 8? I think? I don't really pay much attention to my survivor rank, it's what I play when I want to switch my brain off so I rarely fill all the boxes you're supposed to fill to pip.

  • That is exactly what I do. Except Undying got massively buffed so my Hex build is now genuinely OP :(

  • No Mither, Tenacity, Mettle of Man, Bond.

    The only true way to win DbD.

    Edit: And if you think I'm being sarcastic, just ask around.

  • I believe someone did an experiment where they compared the nodes from levels 1-50 at prestige 0 and 1-50 at prestige 3 and found that the difference was an extra... I cannot remember if it was an Iri or a purple node in one of the bloodwebs... Either way, it wasn't consistent.

  • Looping in general (so long as there's LoS blockers to enable mindgames).

  • Yeah, autohaven is terrible for brightness. I went against a Ghostface who was basically invisible.

  • I would, but personally I don't like going agasint "competitive" players. Nurse, Spirit and plenty of hold-W/predrop, slammed gens and second chance perks. No thanks.

  • Blight kind of ruined maze tiles for me. Normally he can get hits where most others can't just by following similar basic pathing but in his Lethal Rush, but... Now I play other killers and feel robbed when they clearly were going to get the window vault :(

  • Look, it's one of the obligatory "this chapter sucks" posts that leads in the new chapter every 3 months!

  • Stealth is fine, it's just not rewarded because the game wants to promote interactions between survivors and killers. Which is rather amusing, considering that DbD is STILL advertised as Murder Hide And Seek.

    What I did to break my stealth habit was throw on We're Gonna Live Forever and try to get all 4 stacks in every trial. Or Mettle of Man, but you shouldn't use Mettle of Man unless you're crazy. Knowing what you're doing doesn't actually help, just being crazy.

  • A magical evil demon ripped people out of time and forced them into an eternal game of Predator and prey, giving all of the predators the same basic magical powers and then going even further with others, such as making a fallen samurai into a vampire or a mesopotamian priestess having vomit that physically injures you, and your big complaint is that the Tricksters magical powers include the ability to accurately time a knife throw?

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046166#Comment_2046166

    Well no, the average kill rate for killers is still high.

    You don't necessary need mobility. You just need efficiency; always have something to be doing. If you're chasing survivors and downing them very quickly, you're doing well, because downed survivors, hooked survivors, and survivors trying to rescue and heal those survivors are survivors who aren't doing gens. Plague with corrupt purge has completely below average mobility, and she's still a very strong killer. More than mobility, chase and tracking ability (the latter of which can be developed by game sense) are the most important.

    If a killer can be beaten by holding W, predropping pallets and slamming gens, then the game is artificially removing their map pressure by allowing the cheesiest and most basic/mindless of tactics to work against them. Which is what happens to Plague.

    And I wouldn't talk about kill rates, they are also artificially inflated purely by solo que and bad players going against people they shouldn't.

  • I love it when people make posts about one side getting an "unfair" nerf.

    Like, come on. Five minutes of research in any other post with a similar subject.

  • She doesn't have a counter, that's literally the community's biggest problem with her. Iron Will? No point. Most Spirit's run Stridor. So your only hope is to run around like a maniac to be as unpredictable as possible and absolutely slam those gens.

  • Trapper is only as fun as the survivors let him be. Hag is as fun as you can make her.

  • Best mobility in the game, counters every strong maze tile and most main buildings, and he has the same bad maps as Nurse so it's not like having bad maps negates how good he is in general if they don't for Nurse.

  • Top:

    Blight

    Plague

    Legion

    Ghostface

    Trapper 


    Bottom:

    Bubba

    Nurse

    Deathslinger

    Clown

    Freddy

  • I very often try to work on gens.

  • I would like them to fix the survivor animations. It's currently ridiculous how much survivors teleport around the screen - you don't need to 360, just flick your character around a bit.

  • Yeah, that's the thing that can happen with Hex perks. Undying has made some really good builds possible, but with the reward of having Ruin/Devour Hope never get cleansed comes the downside of them being clea sed in 30 seconds.

    I do with that times didn't advertise themselves so much though, that's just silly. Survivors should have to look in order to find, not casually spot them from 10m+ away

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046734#Comment_2046734

    Holding W wont get you a win. you would run straight into a wall and the killer will just down you? oh but wait there is skill when it comes to moving around the map you just don't want to admit that because that would mean I'm right.

    Oh my gods that's so cute, you don't even know what holding W means! And you made a thread about being skilled!

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046674#Comment_2046674

    You're implying that green rank person is going to be green rank forever? You said you need cheese tactics to reach rank 1? maybe you shouldn't be rank 1 if you need to cheese your way there. Every rank system has its minor flaws but id prefer to know I'm reading the opinion of someone that plays the game high rank rather than low rank which doesn't effect me at all. Rank is a measure of skill though.. I can guarantee if I verse a group of 1's and then a group of 20's there is a huge gameplay difference.

    Minor flaws? I can loop a killer for 3 gens and depip or kill my entire team doing bones and holding W to victory.

  • What about a green rank survivor that couldn't be bothered cheesing back to rank 1 after the depip fiasco? Or a red rank killer that's constantly hovering around rank 1 because it's easy to rank up as two of their mains?

    Rank is not a measure of skill. If it was, I'd be somewhere around rank 5 as both. As would almost everyone else.

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046239#Comment_2046239

    Of course I am, it's an example of how to create map pressure. I could come up with some hyper complex scenario of what could actually happen in a trial, but there's no point, there are a load of factors that change how you approach pressuring the map. My point is that the concept of creating pressure is the same regardless of the map, just because cowshed can be harder to create pressure than Azarovs does not change how you actually create that pressure.

    https://forum.deadbydaylight.com/en/discussion/comment/2045732#Comment_2045732

    This is an example of more ways to create pressure, of course just getting a hook and then starting another chase isn't the be all end all on how to create pressure. Proxy camping, spreading damage, slugging are some tools to use that can help, but if used wrong with hinder as well. Quit nitpicking a hypothetical scenario, do I really need to write a novel on how a game could go, step by step, play by play.

    https://forum.deadbydaylight.com/en/discussion/comment/2046357#Comment_2046357

    Not true at all. Mobility helps, its a very good tool but it doesn't mean you'll get pressure, or lose it. If a survivor is on a hook and their team is gens before friends, proxy camp. If survivors are only holding W, try and corral them to a part of the map and slug/proxy the hook. That's part of the skill ceiling of the game, making good decisions on when you should break a chase, when to use the tools all killers have to slow the game and get pressure.

    Once again I will state this, walking to gens is NOT how you pressure them, or the map, it's a tool in a much larger toolbox that a killer must utilize. I used a very basic example, because to fully explain how to pressure the map and gens is a long, long write up.

    ... no. That's not how map pressure works. You only have pressure so long as you are forcing people off of generators, and if a team isn't going for saves then camping won't solve your problem. You have to physically harass them away, preferably towards another generator that's being worked on. And none of this is assuming any slowdown perks whatsoever.

    And there's nothing skillful about camping, by the way. It's actually the first thing any killer learns beyond what buttons to press to make the survivors go down.

  • Yes, and not just for bugs. The gameplay of DbD is extremely stale because the Devs don't want to play around with perks, items and powers, so having a well-tested chapter where they release a bunch of small changes instead of a new killer, survivor and 6 perks would be amazing.

    Edit: perhaps gameplay isn't the right word. Builds? The way people play around their builds?

  • Yeah, that's just a thing that happens due to desync. The survivors machine already qued up the Dead Hard, your machine qued up the Redeemer shot, both get executed at the same time but the Dead Hard takes priority.

  • I would rather they bring back her breathing-while-phasing bug, gave her an animation for entering phase, and tweaked her movement/recharge a bit.

    Edit: just to keep in the theme of using your ears as much as your eyes.

  • Against good teams you need mobility to pressure the gens, because they won't get off them just to save one person. You have to combine quick chases with forcing them off gens, often by physical traveling to the gen.

    This mixes with the basic ability to just hold W and creates a game where pressuring gens is more about teams letting you pressure them by making mistakes for you to capitalise on, rather than you outplaying them.

  • I keep going against wannabe eSports teams (not just comp teams, they at least take the opportunity to practice), who do nothing but hold W, predrop pallets and slam gens, and then tell me to play Nurse or Spirit so they can have a challenge. And gods forbid if I'm playing Blight, because they really don't like getting 4k'd by Blight.

    Some people just want to win with the lowest amount of effort but just refuse to admit what they're doing. It is the most fun-destroying thing ever.

    Edit: to clarify, sometimes I also want to win with the lowest effort, but at least I don't pretend I'm doing otherwise.

  • @ShamelessPigMain said:

    Well this is completely correct. If the killer fails to apply pressure, then there is literally no reason for survivors not to do objectives. If they can apply enough pressure (AKA slugging nurse), then objectives completely grind to a standstill while the team tries to recover. It's a much more dynamic and nuanced situation than people give credit to.

    Except the game artificially disables the killers ability to pressure survivors outside of the 3 killers whose power can be consistently used for both chase and mobility.

  • @Pulsar said:

    I do not blame people for slamming gens, I blame the game for making it so easy and at times necessary.

    Similarly, I do not blame Killers for camping or tunneling, I blame the game for making it necessary.

    Really? I definitely think we all blame deathsquads and basement bubba's. There's a difference between it being the right play, and it being the only thing you are ever intending to do.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044721#Comment_2044721

    Except it's not removing that player's agency at all, there are still a series of choices you could make. You could stay on hook to give your teammates more time. You could have prepared beforehand by bringing in perks such as deliverance and D-Strike, and then put them to use in the match. You could try to signal to your friends to come get you by either using perks like Borrowed time, or just bunching up and making things difficult for the killer. Getting facecamped is not the devs removing your agency. In fact, getting face camped is not something the devs did at all. It's like spawn camping or spawn peeking in online shooter games. They didn't design anything to specifically let players do that, it's a side effect of the game's overall design. And it's a side effect that can only be discouraged, not outright stopped, because in those cases too, it would be removing player agency.

    You are reaching so very, very hard with those examples. Mostly because they are so innaccurate as to be outright false.

    The only "build" that counters facecamping is Slippery Meat, DS, UB, SG and 4 massive luck offerrings. Otherwise, your only choice is to hang there and do nothing. Facecamping someone removes all their options completely unfairly.

  • Sound's like Sole Survivor syndrome'll hit it hard.

    A perk that requires your teammates to die is not a good perk to bring. In fact, it's a pretty bad perk, because... Umm, you kind of already lost and are now going for the consolation prize. And that's assuming you weren't one of the three dead people.

    This feels like it's just better as a rework for the hatch-induced egc.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044845#Comment_2044845

    I find it fun having to adapt to new strategies. You can of course try and frame it as "not being allowed to play" but as the game is functioning, and I am in it making decisions and shocking people and kicking gens, obviously I'm still playing the game. I typically don't find myself mindlessly doing anything, if I get a survivor who loves w that much, I don't just chase them like a lost puppy, that's a waste of time. Sooner or later if they want out, they've gotta come to a gen. If I get a lot of w players, I change to a more defensive style and stall them out.

    So you don't chase anyone, then?

    There's no adapting to a team that's not looping. You aren't even playing DbD. If you want to not chase someone holding W... You've got another three that are doing the exact same thing. Then what's your plan? 3-gen them? They're just going to do the exact same thing. No skill, no opportunity to adapt, it's just artificially inflating the chase time whilst slamming gens.

  • @Jack_TheJolteon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044727#Comment_2044727

    If i cannot end chases quickly that tells me i have more practice to learn that Killer, and with how this game has been i have not really needed to care as i mostly play Huntress lmao

    You don't understand what predropping pallets and holding W is, do you?

    Let me explain, since this concept apparently eludes you: it is when the survivors... drop the pallets without really trying to loop. At all. And then when they inevitably run out of pallets they just hold W away in a straight line, this wasting even more time. And all the while their team is working on gens. And if you break off and chase someone else's they do the exact same thing, thus artificially forcing chases to take much longer than they should by virtue of you only closing the 20+m gap at a rate of 0.6m/s.

    Skill cannot overcome this. It is a physical limitation of the game engine and a direct result of the game's design. You cannot "overcome" someone using basic maths agasint you.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044727#Comment_2044727

    A lot. I want Survivors to challenge me, make me second guess my strategy and change my tactics mid match to meet them. If I didn't I would play a single player game where the npcs always react the same. Rush gens, split off, kill my hex perks, make me abandon chases to protect gens, much more fun than knocking 4 noobs down who don't come in with a plan.

    So you have fun... Not being able to play DbD? You find it fun to mindlessly hold W after people who have zero plan beyond doing the same to waste your time? You have fun when people don't interact with you in any way?

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