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MadLordJack

MadLordJack

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MadLordJack
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  • @killz4fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990797#Comment_1990797

    Lol.. can't tell if you are being sarcastic or you actually think like that..

    What's there to be sarcastic about? Any writer can make anything into a slasher. The hallmarks are gore, violence and 1-dimensional characters, especially killers. I've seen some great renditions of horror unicorns, fairies, etc. that could easily be paired down and turned into a monster-slasher concept.

  • @Yords said:

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

    A rival for doctor, who literally got a job doing what he loves. And that was torturing people. Who is more sadistic?

    True, I forgot about the Doctor. Yeah, those two are pretty damn tied for the "biggest psycho" tiara

  • Spirit is considerably stronger. Freddy isn't one of the absolute top killers, he's just super easy and simple for how strong he is. Blight, Hag, maybe even Oni and Huntress are all better than Freddy, they just require a lot more practice.

  • I'm confused, you're paying attention to hardcore tunnelers opinions and pretending that those people are all killers? Am I reading this right?

  • Honestly, it depends. Spirit with add-ons can be better than Nurse, and she is more consistent because she doesn't have any bad maps, but ignoring Yakuoke/MDR and assuming that she doesn't get one of her small handful of just awful maps, Nurse is stronger.

  • Slashers can have bright clothes and a flamboyant personality. It's a nice contrast to the norm, but it doesn't detract from the violent, sadistic psychopathic part. It highlights it.

    Seriously, this is literally the most psychotic and dark killer we have ever gotten. He recorded his victims screams and put them in his songs. He tortured people for hours on end. He was welcomed into the fog when he created an orchestra by torturing his bosses. His fabulous nature clashes beautifully with his absolute pitch-darkness.

  • @killz4fun said:

    Hate it.. I like the "dark" environment of DBD.. now it's turning into a Fortnite theme type of game..

    What's next? Unicorns??

    I take it you have never seen a horror rendition of a unicorn. Suffice it to say, most tend to be ambush predators that lure people in with happiness and sunshine only to violently gore them with their horn and, because it's horror, eat them alive as they are screaming and helpless as the illusion falls away.

    So yes, I actually would like a unicorn killer in DbD. That could be done so well.

  • I really, really like both him and the chapter theme. I like the idea of a bright, fabulous slasher to contrast the doom and gloom that the slasher genre is all about, something about it makes me get happy shivers.

    I also like the idea of his power and playstyle, so that's also a big bonus.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990601#Comment_1990601

    That's why I didn't try to go for a massive buff but rather raise the skill ceiling while giving only a buff to those who effectively use It and at base will do half damage without the addon so those who get it accidentally are given a medacor reward

    Edit I would be perfect ok if it did normal damage I just didn't want him to spammy

    Yeah, imagine normal damage in a maze tile. Every time you turn a corner six knives come at you, and you know at least one will land. Limiting the damage at least makes it an inneffective tactic unless you're a good aim, though even if you're not it still would stop the decay.

    Honestly, adding a weak basekit ricochet might be the best buff idea just because everyone would find it somewhat useful, and that's exactly what a buff should be.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990559#Comment_1990559

    I don't particularly agree with this because of how quickly the Lacerate meter expires, though. You can easily lose a stab marker just chasing someone around a loop. You can lose it if they jump a pallet and you have a bad angle. People playing on PTB right now, with ricochet add-ons on, aren't finding it much easier to hurt Survivors. Currently, his powers damage is so low, ricochet would barely buff it enough to matter.

    NOW, if you wanted to buff his power to say 5 Lacerates needed instead of 8, then I could totally see bounced hits doing a bit less to make direct hits do more damage.

    As it stands, though, even if he was able to bounce daggers all over the map to the point where every inch of space that COULD occupy air was instead filled with a dagger, he'd still be the same as bringing a knife to a gun fight. And we all know who wins gun fights.

    Nea.

    But this killer has been on PTB for less than a day. You have to take into account the ever-increasing skill of players or else the killer will probably get overbuffed.

  • Maybe, if the ricochet deals half stabby damage than a direct hit. Good Tricksters would be honestly quite oppressive, but with a decent skillcap to get there.

  • @TrevorLahey93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990515#Comment_1990515

    That makes sense. i guess I just kind of envision more of a joker like character who uses funny gadgets and stuff to literally trick the survivor

    I think the name, flamboyance and love of knives is supposed to draw subconscious parallels.

  • He's called the Trickster because he does knife tricks.

    Edit: and he does the twirly thing with his main weapon.

  • You'll never change anyones minds. Huntress was the first ranged killer, so despite any and all differences she's the one that all others will forever get compared to.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990204#Comment_1990204

    Now THAT’S a licensed killer I’d LOVE to see in this game!!!

    Well, I can think of one Joker that The Trickster is almost a straight rip from, but it's probably not the one you're wanting...

  • He performs a lot of tricks.

    A Trickster isn't just someone who pulls the wool over everyone else's eyes, it can also just refer to a showperson. And also I think they want to draw similarities to The Joker, given his flamboyance.

  • No, I'm sorry but that would be too strong in so many situations.Imagine playing Nurse/Huntress/Plague/The Trickster, or getting a hit at a pallet/window, or in indoor maps, or in the middle of a maze tile, or anywhere there a bunch of LoS blockers. 7 seconds of no tracking, the wipe animation and the speed boost? That's... Kind of nutty

  • I get your fears, but rest assured that it pretty much just exists to prevent bodyblocking.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986729#Comment_1986729

    They spent all the bp to unlock the perk, and played with 75% of a normal loadout for the majority of the game. All on a gamble that the survivors wouldn't take the time to stop it from even activating at all. NOED isn't a reward for playing badly, it's a gamble you take before the match starts that the survivors will ignore their secondary objectives in favor of doing the gens as fast as they can. If they do, it works out. If they don't ignore the totems, the killer spent all game handicapping himself for nothing.

    Not how NOED works. Firstly, it's not an add-on or an offerring, it's cost means nothing. Secondly, survivors get zero notification that the killer has the perk and cleansing all 5 totems agaisnt a killer without NOED is almost a 4k by default. Thirdly, even with NOED you get more value out of it if the survivors cleanse all 5 totems. Fourthly, YOU CAN AFK AND STILL ACTIVATE IT.

    That means the killer does nothing to earn it, it's entirely on the survivors to prevent it, but the actions they have to take to prevent it are more beneficial to the killer than the perk itself even when the perk is in play. Worse, the survivors could cleanse 4 totems but not find the last and get the worst of both worlds. Which is actually more common than cleansing all 5 totems.

    And lastly, I don't rember the last time I equipped NOED and it didn't activate. There is no gamble, all of the reasons stated above lead to one conclusion: it's better to let the killer have their one free kill and escape than it is to give them the insane map pressure of cleansing totems in solo que, of which are the significant majority of players.

  • Yeah, if the trial was rough, I like the last survivor or I come across it while carrying them to the hook and they weren't a jerk.

  • I dislike teams that play extremely efficiently and don't go for unhooks, I dislike teams that bully killers the moment they realise they have an advantage, I dislike survivors that abuse second chance perks, and I really, really, genuinely loathe anyone arrogant and ignorant enough to bring three friends into an advantageous map with a key, a hatch offerring, medkits, full second chance meta and OoO, and proceed to bully the killer and pretend that everything was fair and they didn't stack the deck so heavily in their favour that they would probably win even if someone DC's in 10 seconds.

  • @I_am_not_a_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986271#Comment_1986271

    Forgive me if I'm not understanding correctly, but isn't that exactly what you want in game like this? In theory giving Killers and Survivors an option to come back from "complete loss states" or even to just play against better players than them makes the game both more fair on average and more interesting for everyone. I don't think either side in an assymetrical game should ever be completely useless at any point. Just like Survivors should have a chance of victory without 1 of their teammates (maybe 2 to account for disconnects and whatnot, but it's a fine line), the Killer should really always be the "one who wears the pants in the relationship" or whatever phrase you'd prefer.

    It doesn't seem to work in practice because of outside factors and existing mindsets, but the actual idea of NOED is perfectly solid in my opinion. They just need to add some incentives for Survivors to cleanse Totems outside of preventing this perk, whether it's to gain Survivor buffs/prevent an effect or just more potential Hex perks on the Killer's side that they should fear for whatever reason.

    Giving someone a massive powerspike they didnt earn in any way that can only be avoided by the even bigger power spike of forcing solo players to do totems is not great design.

  • @TheClownIsKing said:

    It’s a very humbling experience isn’t it?

    And it always makes my respect much deeper for those that dominate with her, and make her seem like “easy mode”.

    Honestly, it's different for PC. If you see a console Nurse, they are a god-tier gamer and deserve everyone's respect. If you see a PC nurse, they grinded for 20 trials and can now shut their brain off in most of them because of a mix of more responsive controls and (for most people) better frame rate.

  • Looks like they got tilted and wanted to rub it in.

  • @Velkin999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986429#Comment_1986429

    I think it's a fair trade if I need to use 2 perk slots to make it good with iron will. Even then killers dont always look for blood or have to look for blood to track.

    2 perks for an extremely strong effect. No sound, no blood, no mid-chase tracking.

  • Not dropping blood is actually really powerful, especially with Iron Will. Lucky Break needs to have limitations, though personally I think those limitations should mean you earn it like Inner Strength or Deliverence, not it just has a hard stop.

  • I'M NOT GOING INSANE I'M SO HAPPY


    These damn double pallet tiles have been popping up more and more recently, I know they can potentially spawn but come on that's just annoyingly unfair.

  • Yeah, I'd be down for that to be an accessibility setting. Even ignoring the obvious inclusion factor, which definitely shouldn't be ignored, it would also help out casual players who want to watch/listen to stuff in the background, and those without good sounds. Plus, it just looks really cool, I'd probably turn it on just for that.

  • I once got told that I should get over being bullied by a hacker because they suicided on hook, and that it's perfectly okay for the survivors to watch and laugh without progressing the game in any way.

    I also got shamed for playing in a hardcore sweaty SWF after the killer 4k'd us. At 3 gens. And none of us were on the others friends lists. Or had many meta perks at all. Or even good builds. Or items. Or offerrings.

    But the worst was when I was told to kill myself irl because I dragged the entire team down after this double SWF abandoned me and the other solo. After I was hooked next to the gate that I opened and went down protecting one of them. After popping the last 3 gens, getting multiple completely safe unhooks, and leading the killer on 2 long chases with only 3 thrown pallets total. And then getting a detailed description of precisely how I should end my life. I get that some people are toxic, I get that you don't take these thkgn seriously, but how the ######### can someone put more effort into being toxic than they can into the game itself?

  • The pip system is terrible, but not for that reason. Surviving doesn't mean you did or played well, and shouldn't be the one and only goal, just like killing shouldn't be the one and only killer goal. Otherwise, we'd get more "fun and happy" people facecamping, tunnelling, camping on hatch, letting their team die while not even touching gens, etc.

  • @Orion said:

    So, to be clear, you play against killers who are bad and use NOED, but you also can't find an opportunity cleanse totems (even though they are bad), and you want to make sure only the most powerful killers have access to NOED, even though you already can't cleanse totems against the bad ones?

    Cleansing totems agasint a bad killer can give them all the time they need to turn a trial around, especially if they don't have NOED.

  • Dead Hard is a huge problem, and it practically defines the second chance meta: it exists purely to rob the killer directly of a hit with no effort, earning or counterplay.

    Even ignoring Dead Hard for Distance, the base design of the perk is literally to rob the killer of a hit. That is what it is intended to do. That's not okay, that's like if killers had a perk that just spontaneously regressed generators each time they hit 95%.

  • Something that punishes killers for mega slugging, or allows a survivor to pick themself up after... I dunno, 2-3 minutes, that would be great. Few things are worse than a Nurse, Blight, Bubba, or Billy with IF going "should have split up more noob" like that's the beginning and end of the conversation.

    Edit: also, I'm sorry that people aren't taking you, or this topic, very seriously. It's like people think bandaid perks are healthy, or winning by megaslug.

  • For the most part, that's not true. Blinks go the same distance they always go. However, on indoor maps (especially Lery's) or in maze tiles, there can be debris in the way, and Nurse blinks by rounding down to the last point where you wouldn't matterialise in an object if you are going to reappear in a solid object.

    Otherwise, it's all about muscle memory.

  • Yes, whattabout some more, that always solves problems.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983570#Comment_1983570

    The last thing you want to do against a competent Twins player is group up with the other survivors. Victor will have a much easier time slugging the whole team. And before you bring it up, yes anti-slug perks are a troublesome. But those perks aren't always effective. Victor's 150% movement speed allows him to easily keep up with survivors.

    The Twins actually do have some serious downsides. I can explain them to you if you want.

    You know that players can kick Victor, right? He has no defence against that, that's literally why survivors pairing off is unbeatable.

  • Hooks are what I go for. I don't like cheesing kills and I don't like making people miserable, unless they were doing the same to me first.

    But even as a member of the 12-hook club, I do want to point out that hooks give you nothing in the pip department. You get better emblem for 0hook-4k (letting slugs all blew dout on the ground) than you do for an 8-hook-0k.

  • I dunno, I had a lot of fun as Legion with Spirit Fury/Enduring agaisnt a team that was hard camping pallets...

    Wish all teams played that "well."

    Seriously, to all survivors reading this, don't camp pallets if the killer has Enduring. That's... That's not the play. Please. We can all gather around, have a group hug, farm some BP, have a group therapy session about the cruelty of the Entity, but please for the love of all things wooden and stunning don't camp pallets against Enduring just because you're in The Game!

  • "Pretend?" BBQ is not that strong. It has too much counterplay, and even when you see an aura, most killers can't do anything about it. There's no "pretending" that it's so popular because of the double BP, that's literally the reason. Without it it'd be down there with I'm All Ears or Infectious Fright: the only time you see it is on specific killers.

    Think about it. Of all the info perks killers have - Tinkerer, Discordance, Thrilling Tremors, Whispers, hells even Surveillance in the Ruin/Undying meta, BBq is the one people run every trial in every build? The one that's easily the most expected and the easiest to counter? On killers like Trapper? Or Plague? Or Pyramid Head?

    Let's get to the bullet points.

    1) you have accurately described a lot of perks, such as Pop, Lullaby, IF, Thrilling, etc.

    2, 3 & 7) that's how perks work. Sometimes you just get unlucky/outpositioned.

    4) it's a good strat, it just relies on you making the right read on the killer as to whether or not they'll fall for it.

    5) I literally hang my butt out as bait all the time, that is my most common play. Not because I'm good, but because its the right play. And also because pallets and windows exist and I'm usually near them.

    6) I think it's annoying too, but the killer is giving up two perk slots for a mediocre effect.

    BBQ is not that great. I'm honestly never scared of it, it's more of an opportunity to bait the killer into coming to me. Even on Spirit, Billy or Blight. Knowing where I am doesn't mean they can do anything about it, especially if I'm 40+ metres away from the hook beside a couple of tiles. Sure, sometimes I get caught in a bad spot, but that's when I book it to the nearest safe area. And if you don't have any... Then the killer got BBQ value. So what, that's fine. I get tonnes of Kindred value, too, but I don't see anyone besides Trappers and Hags complaining that I have a giant indicator of their intent.

    I'm genuinely more scared of any other of the common info perks, except perhaps Whispers. Tinkerer, Surveillance and Discordance can make doing gens a nightmare, especially with Ruin. IF is... IF. What more is there to say, even in an m1 killer they're getting map pressure. And Thrilling is part of the wonderfully fun Pop/Thrilling combo, which guarantees at least 16 extra second of gen time. Seriously, I think that's way more problematic than BBQ. As is Tinkerer Vs solo que.

  • @blue4zion said:

    Does this still work?

    Haunted Grounds is the only perk that has a unique interaction with the new Undying. Basically, you have a 2/3 chance of getting Haunted Grounds to work twice, because if they cleanse one of the two HG totems then it transfers to Undying. However, if Undying goes first then it's just bad luck and nothing happens.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983588#Comment_1983588

    10 people do it and it's very fun. Gives Blight a higher skillcap. I haven't gone against anyone who hasn't thought it was just simply cool. Let people have their fun, let potential with a character be a little higher than we all thought.

    It is also very much counterable, you just have to be aware that they have it.

    Sure, let people have their fun, what's wrong with deathsquads, bully squads, Spirit, Freddy, Dead Dawg, Hawkins, The Game, Hadonfield, NOED, Insidious, the second chance meta...

    I'm a Blight main. I want him to be a fun, fair killer for everyone. The only think making him that way is the fact that he has counterplay. This dumb exploit removes that with near-zero skill or practice involved, on a killer with an insanely high skill ceiling to begin with I might add.

    Blight without this stupid exploit is third only to Spirit and Nurse. With it he's still the same, just less fun to go against. That's not good at all.

  • It's a perk. Not a very fair perk, unfortunately, but also not a very strong perk, not a very weak perk, not a perk with a lot of synergy, not a perk with too little synergy.

    I just run it when I want to brute strength through the trial, usually on Legion. I do so love getting a Legion Instadown though, that is sooooooo satisfying...

  • It's an exploit.

    It literally removes his only real counterplay, which is complete BS, and is only available to PC M&K players bwcaus sit involves setting your sensitive ridiculously high to take advantage of a split second when you activate the Lethal Rush attack when you don't have a turn lock. I hope they patch it out soon.

    Oh, and it's also super easy to pull off, in case you were wondering. Ten minutes after I found out about it I was destroying short loops. Not. Fair.

  • Twins are insane against mindless meta squads. Not even kidding. That is literally who they were designed to destroy - they can slug so heavily they power through UB and avoid DS, Victor catches up so quickly that exhaustion isn't a big deal, and glowing blood trails counter Iron Will.

    But but but. But. BUT.

    They are still one of the weakest killers in the game thanks to one big piece of counterplay: if the survivors stick together instead of splitting up. Especially if they have WGLF or DH. You just can't do anything, every hit you get punished for, snowballing is almost out of the question, and because of that UB becomes extremely strong once more.

  • Probably The Spirit, Rin seems nice enough when she's not in one of her deathmurderrage moods. Probably have to take one of her dress outfits though, it'd get a little annoying explaining why her limbs sort of just float about.

    The Legion also seems like a fun time, but I feel like they would mug me and leave me to bleed out in the car park so that's a big no. Maybe just Joey and Suzie wouldn't end so badly, though.

  • Non-selfish? None, because wanting to win is selfish. I don't really think there's anything wrong with wanting to win, but it is technically putting your needs above someone else's.

    But there's a lot of scenarios where slugging and camping are the correct play, and tunneling is... Complicated, because it's definition changes from person to person, but it's still not always BM or laziness.

    Example: Slugging.

    Um, literally snowballing. Like, by definition. Not much else to say here I guess, except that sometimes it can be impossible to hook a survivor (thanks to their own actions) and so it's either let them escape or bleed out.

    Example: Camping.

    You've got a lot in one area. A couple of worked-on gens, someone on a hook, maybe two people on a hook, maybe a hook and a slug, the other gens are all done and you're just staying in the area, maybe you see scratchmarks or heard some noise and you're looking for a potential rescuer, whatever. It's courteous to leave, sure, but it's also not the right play if you're trying to win, and once again it's hard to blame people for wanting to win.

    Example: Tunnelling.

    Okay, this one is a fustercluck. Seriously, it's so messy I don't even know if I want to touch it, because there's no way to mitigate the act of tunnelling someone unless they were BMing or something. At least when you're camping you can trade hooks. But, it's often the case that survivors will get farmed, and while it's ######### for the farmee, the killer isn't the one to blame and the punishment should lie with the farmer, which in my games they never get away with it because I hate farming with a burning passion. But, a farmed survivor often resembles a tunneled survivor even if the killer goes for and hooks the farmer first. And, as much as it sucks to say, if the killer has no chase and returns to the unhook, they are usually faced with the choice to either chase the moaning, bleeding person or look for the healthy one that could be anywhere.

  • Honestly, I see where you're coming from, but the scratchmarks are already so unreliable these days that Dance With Me is actually not that useful. The killer was probably going to be headfucked either way with six different trails to follow

  • Co-ordinated spread-out gen-slamming meta-having SWF deathsquads have the advantage over anything else.

    Otherwise? Depends. It's mostly down to individual trials as to who has the advantage. The trump card mentioned above isn't as common as most people believe.

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