MadLordJack
MadLordJack
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It is the most survivor sided map in the entire game bar Haddonfield, and Blight's second-worst map after Lery's. It's also quite bad for Nurse.
The sheer amount of pallets, coupled with their safety, makes it insanely survivor sided. Ever heard of holding W and predropping pallets? Because Gideon has. But unlike other maps you don't run out very quickly at all, so it's even stronger.
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Or Discordance or Tinkerer or Surveillance or Whispers or Thrilling Tremors or...
(Not all info perks are Aura perks, fellow survivors. Personally I'd rather BBQ than any of the above.)
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I don't think Alert has ever shown me the killers Aura when they close hatch.
Whispers activates no matter what. If they're in a locker, on the ground, on a hook, eating a taco, it doesn't matter. It's activated.
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I had a controller profile that drastically boosted the joystick response time and it made me think that the controller complaints werent that bad. Then I realised I was using said profile, turned it off, and found that Blights basic controller movement is comparable in range to Billy.
For any console/controller players out there, that's not supposed to the the case.
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@Beefmur said:
https://forum.deadbydaylight.com/en/discussion/comment/2028772#Comment_2028772
mustve had that one saved up huh bet you feel like you really got me XD
He kinda did, I mean just look at the moo moo...
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027520#Comment_2027520
Wouldnt billy and new wraith catch up pretty quickly?
Wraith, hopefully. Billy, no, I was literally playing him last night, the cooldown on ending your chainsaw gives them so much distance.
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@Ivaldi said:
Lets be real here.. It took him 47 seconds to down a survivor while just doing a W chase. He would have wasted even more time against someone at the Killer shack or a T/L wall. Literally every killer with the exception of Trapper, Doctor & Bubba have a way to counter "W gamers".
Wraith - Has high mobility
Billy - Has high mobility
Myers - Has small TR and high mobility in Tier 3
Hag - Traps
Huntress - Ranged Attack
Freddy - Gen teleport to cut survivors off
Pig - Sneak attack
Clown - Slowdown Bottles
Spirit - High mobility
Legion - High Mobility
Plague - Ranged attack
Ghostface - Sneak attack
Demo - Lunge attack
Oni - High mobility
Deathslinger - Small TR & Ranged attack
Blight - High mobility
Twins - High mobility
Ji-Woon - Ranged attack
Of all of those, the only ones that come into play as actual, consistent hard-counters to holding W are Blight and Spirit. Trust me, I've tried them all, I've been going against hold W gamers for more than a year now, they are half the reason I stopped maining Plague back in the day, and the entire reason I main Blight right now.
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It's the survivors version of camping/tunneling: doing your job with the least amount of effort. And like camping/tunneling, it's often the right play. But unlike camping/tunneling its always effective.
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Same reason survivors use second chance builds and map offerrings for Haddonfield.
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BBQ is better because it doubles your bloodpoints, however I'm voting based on the fact that I assume you just forgot to put in a little "if you ignore the double bloodpoints" caveat.
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I'm looking forward to playing with my new, sparkly dress-up doll... Uhh, I mean with the new killer. Yeah. Also hurling knives at people with artificially induced wild innaccuracy was fun on the PTB, so hopefully it'll be a while before that wears off!
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No, I do not think that the strongest Hex perk in the game should be made into a regular perk. The only reason its not a free win is because it gets cleansed.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2026781#Comment_2026781
The idea is that once you hook one person, you now have time to chase others. If at least one survivor doesn’t pull off for the save, the killer is completely free to pursue other survivors and hook them. The game currently, heavily encourages gen rushing, and does nothing to persuade campers to stop camping. Perhaps if survivors only had a single respawn, then their incentive to go for hook saves would be sky high. But at lower ranks, survivors would never win. So maybe you just need a game type selector in matchmaking that lets you select #respawns.
What do you think?
I think that, even ignoring the genrush thing, killers would be unable to win without facecamping or 4-person slugging, because you have no limit on the number of times someone could be hooked.
I could honestly see this working out if it was mixed with the current hook system, so you only had 3 hook states no matter if you're saved or not. But if you're not saved or camped then the whole team gets a punishment.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2026776#Comment_2026776
Badham Preschool only needs 2 for the main building basement
Oh yeah, you can put one on the stairs and one at the junction
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A team abusing VC is the same as a streamsniper. Personally, I love my swf group because we all automatically use info perks to get our info and only occasionally call stuff out. But the ones that use comms as a replacement and basically get knock-off Kindred/Bond/Aftercare/Empathy/Visionary/Alert instead of playing the game and shooting the shite with their friends is the same as someone streamsniping.
Edit: that being said, the game could very easily be rebalanced around survivors having info (basekit info perks) and remove the biggest issue with SWF. The same can't be said about streamsniping.
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Wait, doesn't this force killers to camp the hook in order to take away a health state? Also, doesn't this encourage genrushing, because there's little reason to go for the unhook thanks to strategically sacrificing health states?
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Snip snap, the trapper's back! And now your whole team's six feet under!
Seriously though, unless the trapper is carrying 3 traps at the time of the hooking, it's pretty safe to go for the rescue. I'm fairly certain that each basement needs at least 3 traps to lock down. One open pathway is all it takes to make every bit of effort worthless.
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This is essentially making an Iri add-on basekit. It could work, but I'm not a huge fan, and I already feel bad enough being a Blight main on PC. He... Honestly, he could use a few QoL nerfs, like making his cooldown a little longer when he swings out of his power, and getting rid of that 180 exploit. Giving him a basekit instadown is probably not the way to make him more unique. Especially since it would just draw more comparisons to Billy and Oni.
Blight is an absolute monster, and easily one of the strongest killers in the game. Throw on Blighted Crow and Alchemist Ring and he might even contend with Spirit, MDring notwithstanding. In fact, with the 180 exploit I think he is stronger than Spirit, but that's an exploit that will hopefully be patched out.
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I love that people unironically complain about BBQ. Like, come on, that perk has souch counterplay it's almost worthless. If you want a build to actually complain about, try Surge/Surveillance/Ruin.
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It's not toxic, it's just miserable to play agasint. Like camping. Or tunneling.
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@Raja said:
https://forum.deadbydaylight.com/en/discussion/comment/2024770#Comment_2024770
Again how many people do you see using devour hope? I can count the amount I have seen on one hand compared to haunted ground. I mean if you guys want to cuck the guy getting chased that's fine but you won't be doing that to me.
Considerably more than I see running Haunted Grounds.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2024884#Comment_2024884
Have you seen Scream? That's basically what it is
Scream is one of my favourite movies, but that's not what it is. It's the end result of what I'm talking about.
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Legion. I like the psychological horror aspect of four teenagers spiralling from attention-seeking to full on joyful murder.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2024762#Comment_2024762
Aren't those all anti loop killers and pre dropping pallets are a strategy against them?
Dropping pallets and holding W agasint those three is the easiest way to hand them a win there is aside from letting go of the controls and making a sandwich.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2024762#Comment_2024762
Yeah most pallets are too safe from my experience
Ugh, it's not even the strength of the pallet half the time. I can't really bait out stuns because of my ping (70 for me Vs <20). I get hit from metres away from the pallet because on the survivors screen I wasn't doing a quick bait-shuffle, I just walked right into it.
Gotta love playing against people that live on top of the servers.
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If survivors are holding W and predropping pallets, I'm gonna tunnel and camp. Sorry, but if I'm having a miserable game then so will everyone else. Call me a big meanie, but all anyone's gotta do to avoid that is to not do the survivor equivalent of tunneling/camping.
Also, it's literally the only thing you can do to win against those teams, but mostly it's about petty revenge and general venting.
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On the one hand, thats pretty cool. On the other hand, I guess in this world people rapidly heal from a sliced femoral artery in a matter of seconds...
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DS is getting nerfed with the upcoming chapter, in about a week. It will now deactivate if the survivor cleanses a totem, heals, touches a gen, etc.
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Nurse doesn't take a lot of skill to play because of survivors like you. And that's coming from one of the biggest "nurse is not okay" people on the forums.
I'm not kidding, I'm a pretty average Nurse, I know just enough to make accurate blinks and not fall for mindgames, but I 4k nearly every trial because of players that have never learned to make a Nurse's life miserable.
Here's a tip you likely won't see often: run along the outer wall tiles, most people don't do that because it's a death sentence agasint any other killers but Nurse is a special case. Because no-one runs them, most Nurses don't quite know how to chase around them.
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I run No Mither and Mettle of Man. At the same time.
Enough said.
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No point leaving it uncleansed. A minute of exposure is nothing compared to a killer with Devour Hope camping the totem with 3+ stacks.
Oh, look, you know where it is because you saw it earlier and chose to be scared of a pretty average perk instead. Well, time to get mori'd, because there's no way in hell you're cleansing that totem or doing the gens in solo que.
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Most of my killer experience isn't great. I could deal with the toxic players and the broken builds, but what's really hurting is the sheer lack of gameplay. I play any killer other than Blight, Nurse or Spirit and it's hold W time. Every pallet is predropped except maybe shack. No-one tries to loop, no-one tries to do anything but predrop pallets and hold that W key really hard. And then, on the off chance they somehow didn't do gens fast enough, out come the second chances to ruin the remainder of my day.
Fun, engaging gameplay. I've stopped playing even remotely nice to survivors that do that, there's just no point. It's too strong and too... Tunnelly/campy.
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I'm fairly certain most clearminded people already know how strong holding W is. It's literally advice that other streamers hand out to newer players who struggle to extend chases. It's a problem that literally cannot be solved because of how the game is designed, though Bloodlust doest exist to try and mitigate it.
If you hate it so much, do what I did and pick a mobile killer to main. It's not a great solution, but it's better than playing any m1 killer.
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Why is there no option for: "It's an issue but the bigger one is a complete lack of ability to communicate while solo without opening yourself to abuse"?
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Of the three of these I've had, BK is my favourite because I'm a country girl and I like my meat charred by someone that doesn't know how to cook and shouldn't be using the BBQ. Or at least pretending it's charred by someone that doesn't know how to use a BBQ.
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Most of them feel like predropped pallets that you have to break in order to not lose. The rest hurt you more than help you if you do break them.
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Hey, look, it's the obligatory thread telling people to speak with their wallets that happens with every chapter, including liscenced ones for some weird reason.
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@Dizzy1096 said:
Lithe tends to end chases better than any other exhaustion perk I've noticed. Likely due to the added obstruction of the killer having to slow vault the window while you're in the distance. I just don't see why smash hit needs that extra second? or will 4 seconds become the norm for exhaustion perks now.
Part of the speed boost is taken up by the pallet dropping animation, and I'm willing to bet they just didn't want it to say "3.5 seconds" in the perk description.
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Demo is a nice killer. Shred is fantastic, portals are useful, perks are strong... If they removed the basekit screeching about everything, and gave it a little taster of basekit rat liver (maybe not the whole buff, demo has a similar zoning potential to PH after all), then I'd say that's all that needs doing.
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No, I win a chase if I abuse the broken tracking and casually leave the tile while the killer moonalks themselves.
Ironically, that can only be done agasint good killers.
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Yeah, I see it. I'd say Legion is a lot better than clown, pig, trapper, etc. The maps have been reworked to be much more m1 killer friendly and they have some nasty builds as well as the ability to chose who to chase and where, whilst stripping away a health state for free.
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On the off chance that this isn't bait, it's because you're doing just about the most toxic thing a killer can do.
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I certainly don't see it, I get just as much praise/hate for any of my opinions. Proof would be nice if you're going to make these kinds of claims, and I'm talking a study over a year or so of threads that take aitno accounts patches with heavy buffs/nerfs to one side.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023698#Comment_2023698
I don't get it. You get stunned for 1 second, the survivor gets a 4 second sprint burst. Spirit fury/enduring will still be useless against this. Better to use consider the chase lost.
Given the sheer amount of pallets on most maps, it's better than literally nothing.
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Preserving pallets is not important unless no-one is doing gens. Smash hit lets you get so much distance it's insane and chase-ending for any m1 killer. And it doesn't get destroyed by Enduring or prevent you from vaulting anything.
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Smash Hit is... It's not a distance gaining perk, it's a chase ending perk. You get about 3.5 seconds of speed boost with a 2 second stun on the killer, who probably has to also either break the pallet or walk around the loop.
I am not taking off Spirit Fury/Enduring for the next month.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2023532#Comment_2023532
Except there have been plenty of streams showcasing how survivors go from healthy to down within seconds when the ricochet add on is equipped...
Most of which were because of the double damage laceration being cheesed at the ground.
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@Orion said:
As usual, people confuse "listening" with "obeying orders unquestioningly".
The devs listened, they just disagreed.
And unfortunately, we don't know why the disagreed. Which is kind of a huge problem for a community to have.
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They seem convinced that skill will overcome artificial innaccuracy.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2023353#Comment_2023353
Which survivors also have
Incomparably. There's a reason the best add-ons for most items are increased charges and not actual effects.