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MadLordJack

MadLordJack

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MadLordJack
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  • @Zamblot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001920#Comment_2001920

    I'm sorry but if you think instadropping pallets is OP then you are playing the game wrong. Genrushing can be hard when a good survivor loops you well but it is rarely advantageous for survivors to instadrop pallets

    No, actually playing safe while your teammates slam gens is insanely strong. You leave the survivor, they start a gen and you waste even more time. You catch someone in the deadzone and they just waste time holding W. There's no counterplay except playing Nurse, Spirit or Blight. Gens get done in under 5 minutes, you don't have time to utilise the deadzone. Survivors escape by default. Should have played Nurse baby killer.

    It's honestly one of the worst things in DbD. It's like if facecamping was an unbeatable killer strat, it takes zero effort and always results in a win.

  • None of the above, I just don't have the bloodpoints for perks or the shards for cosmetics and there's other characters I would rather play who I don't need bloodpoints or shards for.

  • I would honestly bout Plague way up with Slinger. They have similar trickshots to learn, though she does admittedly have a much lower skill floor

  • I mean... But Zarina... Sniffles

  • That doesn't solve the problem that everyone hates: facecamping.

  • The amount of sheer quitting I've had as Plague is just funny. Survivors start, get cocky, try to perform damage control, then give up when they realise I'm not your average pushover just in it for a daily.

    Something about 3 people suddenly being on the ground in 20 seconds probably helps. Spoiler alert, you won't loop a good Plague in her power.

  • There's already a perk for that, it's called DS and it almost never hits killers that deserve it.

  • Remove every window in every house. They are legitimatly all god windows of varying degrees except the super weak ones at the verandas.

    Remove every picket fence. All of them. Gone. Make them fall in the ground and become little ground cosmetics. Same for the long hedges.

    Weaken every pallet on the map. Even the ones on the corners of the houses. And especially mega nerf those junk tiles in the park areas, those things are just stupidly op.

    Add in more doorways in the houses, add more pallet loops within the houses. Make it so that every balcony has a doorway and a window at all times, close enough that it cannot be a loop but strong enough to be a single-use window. Add a chainable 1-use weak drop-pallet to the end of each of the balconies.

    Shrink the map a little, or barring that make it so that no more than 2 gens can spawn in a basement or second floor.

  • I like the idea of perks that encourage various playstyles, but given the amount of perks that already exist to punish tunneling and camping, I would rather a perk that helps mitigate the insanely overpowered and fun-destroying anti-m1, hold-W, slam-gen, insadrop-pallet playstyle. I don't even know what kind of perk would fix that without making Nurse and Spirit even more OP though, I just with it existed.

  • Legion. You benefit from both the slowdown and the healing bonus, because it tricks people into actually healing.

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001257#Comment_2001257

    As a Plague main who can't play without Pop + Thana if I want to get at least a kill I do believe this'd be a huge improvement.

    Regarding what the other people are saying, yes, pools of devotion have ######### spawns that could be improved. She could use some number and QoL changes regarding her vomit's trayectory and the amount of sickness it transmits. I hope the devs do check this thread out since it's becoming so popular, she does need some love!

    If you're going for wins, Thana isn't the best. It's effect is miniscule and the perk is designed to make people want to heal, which is sort of what you want on Plague but also... If they were going to cleanse, they would cleanse without Thana.

    The strongest build I've found so far is Ruin/Undying/Discordance/Infectious Fright. It's designed to take advantage of an aggressive playstyle, but maybe that's not your cup of tea

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001255#Comment_2001255

    I've always been of the opinion that the (green) bile should do something besides get people sick, and I think the perfect thing for it to do is to speed up gen regression. Given how crap base gen regression currently is, I don't think that's an unreasonable ask at all.

    It would also buff her weakest add-ons, the extra-infection-on-objects time.

  • 1) perks should never counter perks, that's just stupid and lazy game design.

    2) hexes need a full rework. They are too inconsistent, and Devour Hope could be the poster child - either it's useless or it wins you the game by itself.

  • Good for you, you admitted it. That's all I want, people admitting they aren't the next DbD 360 420 blazing no scoper god. In a videogame where that's not even possible, but still. Point stands.

  • Plague is very strong, she does not need much, just some QoL and consistency improvements. Lower her in-power whispers, make her guaranteed fountain spawn in the middle of the map (and fix the swamp maps fountain/clock/pig box spawns), and fix her stupid netcode so that it's actually functional outside of the magical realm of all 5 players having under 20 ping.

    And... That's it. Her skill cap prevents most (lazy) people from seeing just how strong she is, but that girl is a beast. She had brilliant add-ons, a very strong and infinitely adaptable power, and a very, very high skill cap. Any other Plague players out there wanna comment on how Slinger is just copying our Queen's trick shots?

  • @SpookyPumpkinPiez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000172#Comment_2000172

    Devs prefer suicide on hook because at least the killer still gets points. It's not like a DC gives killers extra bp too...oh wait (I'm totally not salty that survivors don't get bp if someone DC's but killers do)

    Actually, that's not the case at all. A suicide gives peanuts. May as well not even mention it. They just don't know how to get rid of suiciding.

  • Sprint Burst, Self Care, Botany Knowledge, Kindred.

    Sprint Burst is a Meg perk, and arguably the strongest exhaustion perks, though it's a bit hard to use.

    Self Care and Botany Knowledge are Claudette perks. A really good healing build that provides a nice buff to healing teammates as well, and it makes medkits last 55% longer if you find them.

    Kindred is a base perk and one of the strongest perks in the game. It gives you all the info you need exactly when you need it.

  • Look, if the Blight throws an Iri hatchet at my back I'm not sticking around.

  • Really, really strong to play, absolutely miserable to play against because so many really bad PH's only ever go for animation-locked hits or the free m1's they get from threatening them.

  • The game cannot tell the difference between an accidental crash or someone forceclosing the application. So in order to not make the DC penalty completely worthless, it applies to crashes as well.

    Please ignore the fact that people can just suicide on hook.

  • @Mr_K said:

    So you tunnel the other three to make up for it.

    What? The killer dared to touch me, Zarina, after only touching Kate and Tapp? They didn't touch Dwight? Tunneling, camping good for nothing...!

  • There is this wierd thing where people stop caring if the community perception is that a killer takes skill, regardless of how much effor the killer actually put into the trial

    The best part is when survivors compliment me on my Nurse plays and I try really hard to not point out how little attention I was paying, yet when I struggle as Spirit and get a 0k with terrible builds I get absolutely flamed.

  • I was playing Trapper on Disturbed Ward, hooked someone on the opposite side of the building to the big green Observatory with the god window, walked around to the observatory, placed a trap under the window, walked back as the unhook happened and the unhooker ran straight to the god window.

    Sometimes, Trapper just feels good.

  • When the PH nerfs went live I was convinced that nothing would change because his annoying, easy uncounterable antiloop technique was still totally viable, but suddenly every third trial stopped being PH.

    Which shows what I know, I guess being very slightly harder to pull off made him way less popular.

  • A lot of people fail miserably at actually being a team player and think that if they escape then they win, so ######### everyone else and may they burn in hell. Also a lot of people just like to be arseholes and will take any excuse to verbally abuse or bully others, because that's just the world we live in.

    Edit: wait, everyone else is kind of all ready in hell... Uh, may they continue to get stabbed by the big spider in the sky?

  • I've been having a lot of fun as Trapper as well, he's so satisfying when he works. I also love that one of the weakest killers in the game is also one of the only killers that can turn a trial around. I just wish the new grass wasn't so thin.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997691#Comment_1997691

    Any survivors worth their salt can do totems, gens and escape. The problem solo players have isn't with totems or just NOED, it is with the abysmal ranking and matchmaking. The game should not be pairing up good players with bad teammates nor should the game be made easier for bad players.

    4 good survivors trying to do totems will waste minutes looking where others already have, potentially long after all 5 totems were cleansed. Which is the best thing a killer could ever ask for, even with NOED, because who needs NOED when you don't reach the endgame.

  • Anyone with more than a couple hundred hours experience actively trying to "counter" these things can tell you how, inconsistent, genuinely uncounterable and/or straight-up detrimental they are.

  • I'm sorry, but would you rather the Blight be running Thrilling, Tinkerer, Discordance, Ruin/Surveillance, Whispers or Infectious?

    Those perks are 10× more consistent than BBQ because BBQ has way too much counterplay. Get in range, hop in a locker, hide behind a gen, fake your direction, even aura-blocking perks hard counter it. As a Blight main, BBQ is the first perk I drop from my build when I want to play sweaty. Even though it seems like it should be amazing on Blight and Billy, it's really not.

  • Taking the game hostage is when you refuse to do your objective whilst preventing your opponent from doing theirs in order to try and force a DC. Technically crawling to an unhookable corner is trying to hold the game hostage, because why else would you do it but to get the killer to either DC or let you escape, but bleed-out is a thing so it's not reportable.

  • I mean, yeah. I hate it because it is designed specifically to directly rob the killer of a hit. I'd 10× rather 4 SB's even though SB is probably stronger when used properly.

    But the fact that Dead Hard is practically mindless for it's sheer versatility, repeatability and strength just rubs salt in the wound.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997978#Comment_1997978

    Sure:

    Josef Mengele did a lot of sick experiments on the twins, one of them was sewing the twins together to look how their DNA will resolve together (He sew them too make them look like siamese twins) The twins suffered the worst possible pain, the sew wound was constantly bleeding from blood and pus. After a few days the twins died from bleed out and their body was later burned like nothing.

    In MA there was a scene that the psychopath tied to bed her ex-crush and prepared him to dog blood tranfusion, after she cutted him, he suffered from the pain where his body rejected the dog's blood and he suffered the horrific pain for few days, when later on he finally died from bleeding.

    https://www.youtube.com/watch?v=8a2aEHT7v54

    Done. There's literally even more ######### up things that people make to torture others, and recording their screams is literally nothing compared to it.

    I am fully aware of the atrocities committed in real life, but my original comment was very specifically, and I though clearly, talking about the videogame of Dead by Daylight

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990813#Comment_1990813

    There was a psychopaths that were literally sewing people together, doing a disturbing experiments like making a blood transfusion with dog's blood, turning them into grotesque things and torturing them by days in that way. Imagine being sew with someone for few days and then finally dying from bleeding out. This is psychotic man.

    Umm, can I have some clarification as to your point and/or stance?

  • I see it a decent bit, though I find it amusing that people keep calling it bad beause it doesn't create infinites and near-infinites any more.

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

  • He absolutely demolishes you if you're in the open, but he has no defence against high walls. Plus his knives are super inaccurate.

    Basically, he's a killer that has to play maze tiles as an almost powerless 110 killer.

  • @Mringasa said:

    Totems were supposed to be a secondary objective for Survivors to slow gen speed down, rather than just increasing gen repair time.

    Instead, we got a huge bonfire underneath active Totems because "It takes too much time to do them all."

    We get daily complaints about NOED because "I can't be bothered to cleanse all the Totems before rushing 5 gens."

    Instead of decent placement, we get Totems right out in the open (sometimes with a big bonfire lit underneath them) because "It's too hard to find them when I'm trying to work on gens."

    Maybe it's time to stop the hand-holding and actually make players think a little about the match their playing. We have so much information just dumped on the UI, it might actually collapse if you add anything else.

    I really long for those days when you had to pay attention to health states and actually consider why your speeds seem slightly slow.

    Cleansing all 5 totems with no communication is basically handing the killer a free win. It wastes minutes of each survivors time running around, looking where someone has already looked, searching for totems when all have been cleansed, or worse, doing all of the above but leaving one dull left in a hidden spot for NOED to activate on anyway.

    Any killer worth their salt will 4k trials like that with ease.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997620#Comment_1997620

    Been doing it for years and it works just fine. You can usually tell if a killer has it or not based on how they play - so if you're concerned, do the totems, if not - do something else. If you don't want to cleanse all 5, then just look for the glowy one at the end if they end up actually having noed, which most times they don't. It's really not that big of a deal and I fundamentally dislike the idea of a totem counter. Totems have never been an issue.

    It's a matter of prioritizing. If you and a teammate are on a gen, and there's a totem next to it, cleanse the totem and get back on the gen. There's 1 totem. If there's 1 gen left and the killer is chasing someone, and you know another teammate is doing the last gen, look for more totems. Pretty simple. You don't have to give up any map pressure.

    I honestly don't know if you're being serious.

  • @edgardot02 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997193#Comment_1997193

    I might be wrong but you could down the survivor let him slugging. and where's the free progress on gens if he is down?

    Lockers prevent slugging, and Unbreakable is the most popular combo with DS.

  • With Legion I like BBQ, Enduring, Spirit Fury and PGTW. You could replace Spirit Fury with Thana and use the upgraded pin, or replace BBQ with Infectious Fright, Discordance or Tinkerer if you don't need BP.

    With Myers I like M&A, Sloppy Butcher, Corrupt Intervention and BBQ, though mostly for bloodpoints so feel free to replace it with whatever tracking perk you wish.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997511#Comment_1997511

    By traversing the map and noting which ones you have done and which ones you haven't, while counting five of them?

    Or if you've seen your teammates heal with inner strength?

    So waste a way too much time and give the killer loads of free map pressure whilst ignoring the fact that you can barely see broken totems on the maps where you can see them, basically giving the killer a free win.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997495#Comment_1997495

    Wait...they do?!?@ i never was aware of this! You can tap the gen and run and do it on the fly? You're not shitting me?

    I am not shitting you. The perk the Devs pointed to as the anti-gen-tap perk allows you to hit the skillcheck as you run away as an intentional design feature.

  • Lower the activation requirement by a small amount for his Big Fancy Show Thing ability and allow him to activate it whenever he wants, Oni-style. Maybe also increase the duration a little.

    And do something about the recoil, it just doesn't feel right at the moment. The fact that his shots are randomly placed removes a lot of skill potential.

  • A practice/bot mode would be nice. They could code a couple of different survivor playstyles, code each killer with a playstyle... It would be super hard to do in DbD though. Not saying impossible, just... The mobile team didn't have to deal with the legacy spaghetti.

  • @pandorayr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997495#Comment_1997495

    "allow you to hit the skillcheck whilst running away.."

    devs definitely need to fix this

    It was an intentional design feature. That's the worst part about the whole thing

  • @[Deleted User] said:

    Nah, that's way too much info and hand-holding. Just count 5.

    Umm... How are you supposed to know if anyone else has done totems?

  • I think the Devs are still convinced that Overcharge fixes it (even though they very deliberately allow you to hit the skillcheck whilst running away)

  • You can literally abuse it for a fee second chance. It was designed to be an anti-tunnel perk - the numbers and activation requirement speak for themselves there - but it's effect is insanely strong to inflict on someone whose just trying to stop a survivor from undoing all their map pressure or working on a gen.

    That's why it's getting disabled whenever you save, touch a gen, cleanse a totem or heal someone.

  • Deathslinger is much harder to play, both in skill floor and skill cap.

  • He really can't do anything about maze tiles, so all the survivors would have to do is not run around in the open and he can't aggressively slug anyone.

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