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MadLordJack

MadLordJack

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MadLordJack
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014055#Comment_2014055

    Well, at the end of the day, if you're not able to get quick downs you're screwed. Most killers have powers that allow them to shorten chases, so it's not just as simple as the survivor holding W, even if they're in the middle of the map and have the space to run into. Killers like Nurse, Spirit, or even Clown should be able to consistently end chases quickly when played well regardless of how good the survivors are.

    If MMR drops and it turns out that like half the killer roster just isn't strong enough to counter high-skill survivors playing like this we may need to see balance changes. I can only speak to my own experience, which is that all killers are strong enough to play comfortably at red rank, even against teams stacking good toolboxes. More broadly, when I look at the red rank kill rate that's been near 70% for the past two years plus, that also makes me feel better about killer viability. Coordinated gen-rush squads that routinely stomp even the best killers could certainly exist, but by the numbers and by my experience I have to conclude that they're very rare if they're out there.

    It really is as simple as predropping pallets against most of the roster. You literally cannot get hit. And if you're on a map like Ormond, you can just hold W and have the "chase" take upwards of 30 seconds even assuming you get no pallets or windows. There's only a small handful of killers that that doesn't work against, but even then the second chances come into play.

    I cannot stress enough how broken holding W and predropping pallets is. It takes no skill, it takes no effort, and it's stupidly effective. There is a reason people like Scott Jund call it "playing smart": It destroys most of the roster by denying any early hits/downs. Bonus points if they run into a corner.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012904#Comment_2012904

    If everyone is playing optimally, the game starts with four survivors hopping on gens. The killer should find one reasonably quickly and reduce the number of survivors doing gens to three. Once they secure their first hook, though, they can reduce the number of survivors doing gens to close to one, provided they chase well; you have one on the hook, one rotating for the save, one in a chase, and one doing gens. If you chase slowly, three hop back on gens. If you chase quickly, you keep that number at one, or even zero for a bit if you're able to prevent the save and get another down instead.

    Once you remove the first survivor from the game, chasing well allows you to keep survivors off gens for much of the match. You can get into the rhythm of one survivor on the hook, one rotating for a save, one in a chase. So long as you down the survivor you're chasing reasonably soon after the unhook happens, survivors will not have enough time to make meaningful progress on gens. Their only chances to come back are to evade you and prevent the next chase from starting or to chase well and prevent you from getting hooks.

    Obviously this pattern shifts a bit depending on the killer and map. For example, an Oni or Nurse would be more likely to slug and trying to snowball that way rather than always falling into the hook, BBQ/Thrilling, Pop, chase, down, hook loop. Still, the general game flow is always going to be similar.

    Three survivors splitting up and sticking to gens will be able to power all five gens in 3 minutes. So, as killer, you cannot afford to let three survivors repair gens for long. That means you absolutely need to get your first down quickly, and you need to chase well especially while all four survivors are alive.

    Even if they refuse to heal, gen-rushing survivors still need to leave their gens to rotate for saves. Chasing well is therefore the simple key to countering gen rushing. It's a shame that you can basically lose your 4k in the first 90 seconds if you're unable to get a down (barring no major mistakes from the survivor side, which can and do happen), but it is what it is. The game tends to be pretty snowbally in either direction depending on how the first chase goes.

    Three gens pop in 190 seconds, every time you chase a survivor they play extremely safe or just hold W so there's no downing them within that time frame, the last two gens take 60 seconds total, and that's assuming you downed and hooked the survivor, you perhaps manage to chase them off one gen but they finish it anyway, they get the unhook once the gens have popped and their teammate reached second stage, someone was already opening a gate, there was nothing you could do to prevent it because pallets exist and it's a perfectly viable stratagey to predrop them, and even if you had been downing people left and right with Nurse they have 3-4 second chance perks each, scattered amongst the Prove Thyselves that they used to polish off the last two gens so quickly.

    Edit: To be fair, I have played against an unrealisticly high number of comp teams even as a casual player, so I have the rhythm down. For whatever reason I get teams doing this twice a week, complete with clan tags.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012833#Comment_2012833

    I know survivor is easy, but you're suggesting the outcome of a game is 100% dependent on map RNG or the skill of the killer.

    Thats just not true.

    Please break down my comment and show exactly where the outcome of every trial is down to pure RNG.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012904#Comment_2012904

    My posts tend to be short so don't expect many details. Just be good at chases and play smart, if you do that survivors won't be able to finish 5 gens in 3 minutes.

    Yeah bud. Yeah they can. It's called "competitive DbD."

  • And that's the biggest problem with DbD.

  • @Gay_Police_Dept said:

    IF they managed to do 5 gens in 3 minutes your skills need to be fixed, not the game.

    Please, explain in great detail how a killer is supposed to pressure a team that's playing safe and actually rushing gens. I'd love to hear it, since you're the first person ever to have figured it out.

  • If you looped a killer for five minutes, either the killer was extremely bad or the map was so good it was playing itself.

  • That would be extremely, breathtakingly, game-killingly unfair. Not only do certain perks and builds hard-counter specific killers, the survivors would also just dodge lobbies.

    Imagine if literally every trial was against Spirit or Freddy, and your ques took an hour. Why? Be ause no other killer can be used. At all. Survivors would have a whole minute to prepare whatever complete and absolute counter they could ever possibly want.

  • That is just you handicapping yourself. At that point you may as well just play Myers.

    Oni's power is his dash, as well as demon strike. That's what makes him such a dangerous and scary killer. Not using it is exactly what every survivor wants form an Oni player

  • @ShadowRain said:

    No such thing as tunnelling, gen rushing or kill rushing. All terms used as excuses for losing. Git gud

    I really hope you're being sarcastic right now.

  • Why not? It serves no purpose but to more effectively punish tunneling killers by not allowing them to slug it out or just get in a minute+ chase.

  • Healing under the hook is, for the most part, extremely time efficient. Most hooks have convenient loops nearby, and if the killer was going to come back for a cheeky hit or tunnel then running away and leaving scratchmarks/blood isn't the best use of your time.

    Also, I damn well run We'll Make It in half my trials and my idiotic teammates would rather run and hide, wasting valuable time in the process, when they clearly have the notification on their screen and should damn well know better.

    I'm not salty, you're salty. You big ol' jar of salt. No, those aren't tears, they're... My eyeshadow is running. Also, I use thin clear paint as eyeshadow. Which is why it runs down my cheeks. Don't question my style. Stupid clueless teammates that don't look at their status icons.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012569#Comment_2012569

    It deactivates when you progress the game towards an escape. Last I checked, if you can sit happily on a gen for 60 seconds after being unhooked, you aren't being tunneled.

    Yeah, I'm not sure what you're getting at, I thought I was clear about it deactivating?

  • I agree that DbD is SWF sided. I'd take 4 crack solo's over one team of potatoes that can effectively hold M1 any day, because without VC those solo's still have a greater chance to make a mistake for me to capitalise on.

    That being said, there's a SWF team in most of my games, and I don't exactly lose most of my games. Also, there's probably a SWF team in most of every red rank killers games. Also, who even cares at this point, nothing will ever be done about it, let's all just figure out how to collectively chill out and stop caring about deathsquads.

    Seriously, I'm open to advice. Damn gen slamming W-holders are killing my desire to play killer and I'm getting bored of Blight, I was not built mentally to play one killer and one killer only.

  • The Devs have already stated they will never do this, because they will never change chase mechanics. The excuse - oh, sorry, "reason", is that they want killers to be empowered for being in a chase, not punished.

    However, given that DS now deactivates if you do anything productive, they could just as easily buff the timer for the same effect.

  • It's just a petty individual having a little power trip at your expense. The Devs don't care, the systems are in place to make sure you'll eventually die, so at this point it's just go on your phone for a couple of minutes while some fantastic person holds over you the fact that they can waste both of your times.

  • If people stop using DS because it's longer free immunity, then we'll all know and see the much bigger problem of DbD: wanting to bully.

  • @REL1_C said:

    Every survivor in dbd hates NOED, Including me but I have enough hours to know there is a counter. Take 1 of your meta perks out and swap in "Small-Game". Sure, it isn't the most OP perk but it does counter trapper too. I honestly hate trapper the most so I run small game to counter 2 things and to buff 1 thing.

    • small game counters hag and trapper.
    • small game counters hex totems.
    • small game buffs inner-strength.

    RUN SMALL GAME, IT'S GOOD.

    Not as good just being a useful teammate and doing the gens instead of wasting time trying to do totems whilst unable to communicate that you're doing totems/how many totems you've done/where you've looked for totems.

    Also, perks shouldn't counter perks. If small game actually countered NOED, which it doesn't, then that would be terrible game design. And the reason it doesn't counter NOED is because it's actually more valuable to have survivors trying to do dull totems than it is to have the endgame powerspike.

  • Not good for game health. It allows players to stack on gens with impunity.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011804#Comment_2011804

    That won't work either, his hitbox is so big and so active that it shreds through dead hard no matter what. That's assuming the Victor is just backrevving you, would probably work at a long range if you have good reactions but I've yet to see a Twins player go for any pounce that's longer than a nanometer.

    I've definitely had people dead hard through my pounces quite a lot, and given that I very rarely miss otherwise (it's really easy to see the beginning of the Dead Hard animation midflight) it really is just a matter of timing it well and aiming it better.

    That being said, I do mostly go for midrange pounces because backrevs just... They don't work with my brain. I'll somehow miss a stationary target.

  • I think that his pounce lasts longer than Dead Hard, so just mindlessly pushing a button won't cut it. You'll have to aim it off to a 90° angle to the pounce.

  • I find him entertaining, educational, actually a little inspiring (the fact that he tries to learn as much as he can about every killer), and I like dry, self-awarely arrogant and over the top sarcasm. Plus him and his community are just very welcoming, which is a big plus for someone constantly worrying about persecution.

  • Sounds like you're trying to take the easiest route you can and will never get better at the game, or even be rewarded for it because the rank system and bloodpoint system both punish tunneling and camping.

  • Okay, all we ask for is that he not be super easy to boot.

    Easy killers should be Myers level, not Freddy level. Having them be Freddy level just feels like no matter what, the killer didn't earn a thing and shouldn't have won. It's like if NOED had a killer form.

  • Every single pallet on that map is completely safe. The only saving grace is the breakable wall trap-rooms, that usually have a safe pallet but no way out

  • For anyone reading this and taking it seriously, getting hit through pallet stuns is a feature of the game designed to make pallet stuns risky and give you a reason to predrop pallets (beyond the hyper-effective anti-m1 predrop meta).

  • Yes, if you can get past the occasional robbed hit.

  • I type a lot and have to wear compression gloves a lot or my hands hurt. And it doesn't help when DbD is a game all about holding down a button or quickly mashing it, in addition to all the normal key presses.

    So, I use a macro for struggling. I used to use the ESC trick for gens but now I'm going to have to edit some windows settings to enable the perma-m1 thing.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010132#Comment_2010132

    True I play clown so loops aren’t as strong but I have noticed that double pallets are back particularly on storehouse

    Actually yeah, the loop right outside the small window often spawns two pallets because the map is so pallet-starved. Noticed it in a couple of Legion games, which was actually not bad because the survivors never used the second one either time.

  • The "why" of the DC is extremely important. It sounds like the game recognised your ragequit and punished accordingly.

  • @Phasmamain said:

    It’s not too bad honestly just break the wall and catch them at the shorter window

    Actually, if they chain the shorter window then they make a decent bit of distance. It's not a loop, but it is very, very strong, essentially becoming two chained god windows, and the longer window is honestly quite disgusting even with the wall broken because it's faster for a killer to vault it.

  • I've not heard anything about Huntress getting nerfed, just that they're giving her a small add-on pass that will likely get rid of Iri head and exhaustion hatchets.

    And Billy got nerfed because... Honestly, I think they were experimenting with what they can and can't do, and as the sheer lack of Billy players tells us, they can't take an already difficult, well-balanced killer and slap on massive resource management.

  • Trickster needs something. 115 base movement would be that something, and it wouldn't even make him that strong because he still would have the same weakness - being unable to play maze tiles with his power.

    Edit: to clarify, I don't want that to be the buff he gets, I would rather his power be made stronger. Probably by removing recoil and automatic damage regression.

  • Billy may still be a very strong killer, but he is just absolutely miserable to play. That overhead mechanic is just so oppressive, it makes it so that you can barely use your chainsaw unless you're going to very quickly get a hit.

    If they're going to keep Overheart, they should revert it back to its first live-server iteration, where it existed almost purely to stop facecamping.

  • Killers aren't slower, but the hold-W problem has been a thing for... I think it came to light with the Silent Hill chapter and Midwich's awful corridor situation? And since then it's just this really good tactic agasint 115 non-mobile killers

  • You did not have to write such a long and detailed essay about it. The downsides to Spirit Fury/Enduring can be summed up pretty quick: It requires charging by kicking two pallets, then a third to activate, it's two perks, it has easy and consistent counterplay, and it's not that strong to begin with.

    The downsides to Dead Hard can be summed up just as quick: It can only be used once per chase, dodging hits is inconsistent, and... Umm, I've reached the end of the downsides of Dead Hard.

  • @Eyhnal said:

    Spirit doesn't need a nerf there are a other killers who are even worse than her if they know how to play them.

    As one of those people who mains extremely strong, sometimes massively underrated killers (Blight and Plague, at the moment), no. Spirit is indeed only outclassed by Nurse, and even then her add-ons make her worse. She is an absolute powerhouse of a killer whose oppressive chase is hugely complimented by amazing mobility and just a general design style that just makes every survivor look like an idiot when she's chasing them.

    Killers like Deathslinger, Doctor and Pyramid Head are weak enough that their oppressive chase potential is, balance-wise, negated by the time they take to down survivors and traverse the map. Hag is... Hag. And Bubba, Huntress and Billy all rely on survivors making mistakes in order to down them.

  • Iron Will is pretty damn unfair with the current sound and tracking issues, however that's less because of Iron Will being strong (although it shouldn't remove all breathing sounds the moment you are injured, it should just play the healthy ones), and more of an issue with what even are the Devs thinking, they've made scratchmarks useless except as general information, but also footsteps and blood are either unreliable or worthless because in this world, killers are deaf to heavy footfalls and thick red fluids phase through grass. And also blend in quite well with most of the darker earth tones.

    These are not buffs to Predator, Stridor and Bloodhound, Devs, this is just terrible design. You can't just remove all non-direct-LoS tracking tools and claim it's to allow for more opportunities for survivors to get away, in a game where killers already struggle heavily without playing Spirit or Freddy with all the good stuff.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009461#Comment_2009461

    I think that'll just be a nerf overall. Ppl are already worried that solo queue survivors will essentially afk the for 1 minute to use their DS. Worst case scenario killers just decide to keep slugging anyone that has DS.

    It's supposed to be a nerf, the perk currently serves as a minute of doing whatever you want with no repercussions. It's getting nerfed into being a true anti-tunnel perk. As a true anti-tunnel perk, it should have a longer duration.

    And anyone with teammates that won't touch anything to maximise their DS duration was going to lose anyway, that's just how solo que works. Players that play like that don't magically get better because of DS, they just get more obnoxious for the killer.

  • I think it would just be better to increase the duration.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009157#Comment_2009157

    No, totally agree. I personally don't run stridor on spirit. But, like you said, I respect everyone's right to do as they please.

    And, regardless, it is the texters/messengers that bother me.

    Yeah, I get being annoyed because you got outperked/outpowered/outitemed but generally it's just best for everyone if it's gg's and moving on. Maybe, maybe a little passive aggressive comment just to release some steam.

  • To be fair, most of the paid tier is just filler.

  • @Clevite said:

    I love Spirit, but you are probably not going to get a lot of sympathy in game or on these forums for running Stridor Spirit .

    As far as why people text and criticize something that is in the game, well that is psychological discussion that probably has to do with an inflated ego.

    To be fair, it's for the same reason you're not going to get a lot of sympathy for running DS/UB in a full squad.

    Don't get me wrong, I believe in bringing whatever so long as you have fun, but at the same time I also believe in acknowledging how much you're stacking the deck.

  • As killer I'm pretty chill, and I like to go against people that are also chill. I still try to win, but I go for 12 hooks (unrealistic AF, I know). However, if I go agasint a squad that tries to bully me then the gloves are coming off. I don't tolerate those kinds of players. 9/10 times they will just slam gens and leave anyway, but at least they learned not to mess with a kille rjsut because they aren't immediately tryharding.

    As survivor I'm just even more so in the chill department. Why even bother trying to win, there's just no point, all it takes is one weak teammate and it's over. So I try and get a pip each trial, because that's an actual realistic goal.

    Or I try to activate MoM, because we all know that's the true win condition of DbD.

  • @killz4fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2007312#Comment_2007312

    That's the point.. don't like it, but survivors do it nonetheless.. so I put my big boy pants and do what I'm suppose to do.. kill them all... not cry about it..

    If you don't like the fact that your opponent will make you miserable cause he wants to win too, then don't play this type of games..

    Or maybe you can go play comp DbD or whatever it is you think you're doing while I have some chill fun with people that wipe the floor with me without resorting to being a lazy BMer.

  • @thisisntmax said:

    By all means give BBQ the OoO treatment. While we're at it, give corrupt the decisive treatment too.

    So you want to make Corrupt Intervention less abusable... Right...

  • How has this gone on for so long? Maybe we should have a week where BBQ doesn't award extra BP and see just what perk is ACTUALLY op. Probably Tinkerer, that one is a solo destroying masterpiece.

  • It's probably because Blight is so strong and has such good mobility that make Blight's just go for fun trials and still win a lot.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2007156#Comment_2007156

    Latency can't go away but you can program the game to not give an edge to the player with high ping. All dedicated server games I've ever played are exclusively server calculated hit registration. (except dbd)

    Melee game latency is much more noticable than shooters but the current system does currently favor killer. I can route my data packets poorly to add 250ms of ping time to my connection to the dbd server and get an advantage as killer. That is set in stone and I don't understand killer mains arguing against this. You have high ping - you have an advantage as killer. It's that simple. Your client calculates the hit.

    You can't just bar people from playing because they don't live next to a server, which is exactly what will happen if hit validation was that aggressive. And so killers have the advantage because it's their direct objective to hit survivors in order to hook them.

  • There's no point unhooking if the killer has 4 tokens. I'm going to look for that totem even if it kills the hooked survivor, which sucks but that's just Devour Hope for you. If they get unhooked, someone's dead immediately and one person that could have been doing totems was wasting time.

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