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MadLordJack

MadLordJack

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MadLordJack
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  • Legion. Plague. Trapper.

    Legion because they are seriously underrated, especially with the reworked maps. It's honestly scary how strong an m1 killer that can just choose to not chase you but still force you to mend as they go find easier prey can be. The better a legion gets, the more their counterplay just becomes the standard split up, do gens, instadrop strong pallets. That's not to say legion is A or even B tier, just that they are very easy to underestimate.

    Plague because she's also seriously underrated, though with her it's because people try to use one playstyle and do t realise that Plague has to adapt to her surroundings more than every other killer (except perhaps Ghostface). She also has a lot of sneaky, dirty tricks to learn and is just generally really fun.

    Trapper because there are few better feelings in DbD than a trap working perfectly. He's also mechanically very simple which makes him quite nice to chill with.

    Edit: to clarify, these are also the three lower tier killers I like to go against for the exact same reasons I listed above, except the mechanically-easy Trapper one.

  • Any killer with an alternate stance, preferably some blend between stealth and speed. Kind of like if The Twins were just one character.

  • Not really, it just makes her a lot easier. It's kind of like training wheels - you don't need it and if you're u take it off you will get better, however for a while you will be getting bullied.

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960544#Comment_1960544

    I mean... you get less than half a second of i-frames once per chase and only when you're injured. You make it sound like survivors have an invincibility button they can push any time they want.

    Have you ever tried Dark Souls? I'd bet you'd hate it. Players have a repeatable and uncounterable dodge roll move that undoes a mistake that should have resulted in them getting hit. It's terribly designed.

    I love Dark Souls. Because it's a pve experience where people aren't getting robbed of their hard work because they are lines of code and not real people, and also even in the PvP aspect it's something that both parties have access to and so it's fair by double unfairness.

  • OMG, you are sooooo right. There is absolutely no problem with someone having a repeatable and uncounterable second chance that completely undoes a mistake that should have resulted in them getting downed! Anyone who thinks that the perk design, even ignoring DHfD, is unfair (giving the survivors the ability to just avoid getting hit that the killer worked for) is clearly a biased killer main and shouldn't be allowed to talk publicly!!!

    Killer main, btw.

  • What this thread has taught me is that everyone blames Scott for everything they disagree with and pretend he's at the epicenter for the hate of unfair killers.

    I wonder how long before someone calls me a mindless sheep that takes everything he says as gospel just for pointing that out?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958986#Comment_1958986

    Lmfao that's a new term I heard for DBD. Actually sounds good. Although I think you should use 'Döner' for that instance, because that's what you're talking about. Döner is the meat that spins in the air and butchers cut off pieces of it and place it into a wrap with other ingredients, so it makes more sense to say it than kebab. But kebab also works, basically means the same thing.

    Kebabing comes from... I don't remember exactly what region it comes from, but I do know it basically references a similar act to what you're describing.

  • No Mither gets you casually tunneled because the killer knows they can't slug you, AND you are permanently injured, AND it makes half the good survivor perks useless.

  • 1) why do killers hate going against some groups instead of just dealing with it?

    2) Why do some killers love easy matches and fill them with all the toxicity they can, from forcing bleed-outs to kebabing, then go into the post game to shittalk while going on about nerfing this and that and this again? Killer is by design supposed to be harder, shouldn't it actually be hard?


    Or, to put it a other way, please don't generalise, ask extremely pointed and biased questions, and add a tag to your post to try to avoid getting called out for it.

  • Honestly, it's good that they have such easy projects they can reset their minds on. Banging your head against the brick wall that is... I would call out DbD, but honestly this just applies to every difficult problem. It sucks and it numbs your mind and you genuinely need to take a break and do something else. As anyone can tell you, it increases productivity by refreshing your headstate.

    So why not work on a chat filter or colourblind mode?

  • 1) Not really a main, just an occasional player and fan of the idea of her power. If she got a rework to be... Honestly, maybe not even "fair", just less ridiculous, then I'd be maining her.

    2) Dislike it, but mostly because it screws over everyone, not just Spirit. I don't actually have a problem with it against Spirit because she's so damn strong.

    3) Training wheels.

    4) The thing I hate most about her.

    5) Painful. I don't use Stridor or soundsnipe footsteps, so actually trying to track them... Well, it gets pretty damn hard.

  • People don't like them because chases rely almost entirely on the killer being really, really bad in order for the survivor to do anything but get downed.

    As a survivors there's really nothing you can do against them except hold W and try to break LoS, which isn't even that good of the killer is... Umm, good. So it's eithe rhope the killer keeps on missing shots, or go down, because you cannot react to Slinger and PH will just cancel and m1 you.

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958652#Comment_1958652

    I thought you were done responding to me three times now. Getting a bit weird. I think it's time to ACTUALLY move on this time :)

    Really? If you're going to be condescending you could at least count the full number of farewells.

    Which seems to be just the one, which you just responded to. Before that it was the OP kindly asking you to stop, which you didn't, and before that was a big ol' nothing.

  • Escapes mean nothing, to be perfectly honest.it makes no sense that a solo player that did everything well gets nothing while a basic, chatty SWF that was barely paying attention all pip.

  • If not for the desync issues and terriblt spread HUD, DbD would be in a pretty good spot.

  • @WalkedMoss92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956538#Comment_1956538

    I do agree with you, but if you go against a lot of survivors and killers who run "broken crap" then you too can play just like them and earn the same amount of blood points. Oh and could you give me some examples of "broken crap" I want to able to understand your argument better.

    Spirit with 3 slowdown perks, Yakuyoke Amulet, Mother Daughter Sign and Stridor, Oni with IF and Top Knot, Nurse with IF, ruin/Undying and range, 3-4 person SWF teams with all the good perks and map offerrings, team with stacked medkits and second chance perks, etc.

    Literally the stuff that's banned in tournaments because it's just so ridiculous, basically.

  • To an extent I agree, however if you're running broken crap and pretending you earned anything then please do take a reality check.

  • Isn't the even toolbox a reskinned commodious?

    Edit: also, this isn't a big event, it's a little one. The Devs said form now on they'll be focusing on the anniversary and Halloween, and given that I would be happy if they just recycled this formula for the next few (with an increased spawn chance for event stuff in the bloodweb).

  • I main Zarina and Blight.

  • Okay. The update that nerfed Ruin/Undying to be in line with other slowdown perks, by the way.

  • Yeah, because a game is perfect when everyone runs the same perks every damn trial.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955935#Comment_1955935

    If that gen fully regress, than that is on you and your team.

    A gen doesn't fully regress from downing 1 survivor.

    If 1 survivor got chased of of it, than immediately go on it and continue.

    Or just go do another gen when that is not possible, it is completely on you.

    He keeps chasing him?

    Than you have plenty of time to find the hexes

    And yet that's not how it plays out in reality unless it's a full SWF team than can tell each other these things.

  • Plague is a strange killer that doesn't really have a set aystyke, so I'll just give some tips about her that you probably already know.

    1) Her power is essentially a series of missiles that fly like unwound Huntress hatchets. Do not rely on your first projectile. Make sure you can land at least 2-3 of her little vomit meteors on someone or a rob is a very real possibility.

    2) Hold her puke. She becomes an insta-hatchet Huntress but moving at 110 speed. This works for both Vile and Corrupt and is ridiculously strong, especially for Vile Purge (even without add-ons you can catch people off-guars and almost instantly infect them).

    3) Her Corrupt Purge travels through survivors hitboxes not unlike Bubba's chainsaw. This makes unhooking in front of you insanely dangerous.

    4) You can infect people on the ground and on hooks, but only to about 10% total infection (about 1 standard missile).

    5) She is a very slug-heavy killer. Whether it's a no-cleanse team or you constantly have your power, you need to slug. It's he rbiggest strength. Bring Infectious Fright.

    6) Her missiles are small enough to pass through some holes and gaps similar to Deathslinger. It's good to learn these, especially for Corrupt Purge time.

    7) If you are having a hard time infecting a god survivor, just infect a pallet/window, brute-force the chase, and abandon them once they are infected.

    8) Maze tiles (LT walls, jungle gyms, 4-walls, etc.) are your bane. In these, you want to hold your puke and run as a 110 killer til you can unload (this is assuming the survivor is good, if they aren't then you can play however you want, or maybe they will even leave and you can hit them over a wall).

    9) You are going to get robbed. It can't be stopped, it can't be prevented, just get used to it and power through.

    10) Her add-ons are ######### amazing and you should use them. I especially like her Emetics because they take away her terrible early game.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1954901#Comment_1954901

    Wait what? Undying Ruin not being a healthy gameplay? Killer had to pressure survivors to get any benefit from it. Pressuring survivors means he´s not camping. The tradeoff basically killed the perk.

    The killer needed a single down and an entire generator would completely regress. That's not healthy.

  • @avos_sin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1954329#Comment_1954329

    Killer already has enough priority in the game when it comes to hits that I can't agree. Is it really a big deal to have to hit a survivor instead of grabbing them? Oh no you missed out on extra points and lost 2-3 seconds, which does matter, but killers already get priority on pallets and imo that's enough

    Not only does a window or pallet grab not magically turn into a hit, but hook and gen grabs get cancelled as well. None of these turn into hits, it just turns into the killer standing there like a moron and letting the survivor get away.

    These are all huge. The killer should not be robbed of these unless the survivor was blatantly running away already. A gen/hook grab is literally 2 health states. A window/pallet grab that gets failed is basically like a free dead hard or styptic agent, it lets the chase continue well after it should have ended.

    And I would remind you that the survivors primary job is not chasing, it's gens. The killers job is literally to hit survivors. They should have priority or else it's unfair for them because their main objective becomes borderline impossible. It's like if you tried to finish a gen but it kept regressing by ten percent for no reason.

  • The Devs working on survivors are not the ones working on bug fixing. There's no real reason to suddenly stop making them because those resources can't really be allocated somewhere else.

  • If DbD didn't take skill, then there would be little difference between a 100 hour player and a 1000 hour player.

  • @gendoss said:

    Hey we're just role playing the 2 sides my man.

    You might be, but the significant majority of mains are most certainly not.

  • Yeah, earlier today I had a glitched 3-person lobby. Didn't even realise it at first til one of the others left.

  • It's interesting how many people blame hackers and call them this enormous issue when veteran PC players very, very rarely encounter them at all.

    Also, not gonna lie, that whole locker thing is perfectly explainable. You could have messed up the timing, you could have been near a clearly worked-on gen, the killer could have seen your blood trail, and once again you probably messed up the timing. I see people do that all the time who go on to call me a hacker.

  • I know I've won or lost when everyone's dead or escaped. Otherwise, anything could happen.

  • It will never be fixed, mostly because it's always either going to be BS for one side thanks to the physical limitations of the internet. Though I think it should lean toward killer a lot more, I literally see grabs get denied on myself and my teammates while I play survivor. As in, the animation starts and gets cancelled. That's not fair.

  • There's a sweet spot between having to cleanse 5 ######### totems to get rid of a perk while the killer is tunneling, slugging and camping, and 3 minute gens.

    Edit: and I should clarify, now we're in it.

    Double edit: seriously, I never saw a killer going for 12-hook trials with old Ruin/Undying. Not once in what, 5 months? It was always "I play badly and camp high-progress gens and hooks but still win."

  • Maybe play something other than Stridor Spirit or Forever Freddy and you might just learn something new.

  • I don't k kw, I guess it depends on the extent of Nurses powers. She can somehow break pallets and walls with Spencer's Last Breath, so what's preventing her from doing that to Rin? We know what Spirit can and can't do, she's just a phase walker. So maybe Nurse, if Sally could actually catch Rin.

  • They regularly hide everything they can from the community and have terrible PR, ironically despite having such an amazing PR person. They don't respond to feedback unless it's so extreme the forums, reddit, steam, discord and everything else are burning down. They refuse to make tiny experimental changes in favour of enormous overhauls that the community really never asked for. Every patch is riddled with bugs thanks to the shoddy framework of the game and the ridiculous schedules they have to stick to. And they practically worship statistical analysis despite not seemingly understanding how to analyse statistics.

    And to be honest, it seems like most of these issues are company policy that the majority of Devs have their hands tied by. I don't blame any individuals. I blame the structure they have to work within.

  • No, I think it would just be a direct avenue for unpoliceable toxicity and harassment.

  • I'd run it with Solidarity and Aftercare.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953630#Comment_1953630

    Killer would be challenging but good Killers aren't gonna be fazed that much by this and it's not like you are not gonna still have randoms that suck this isn't gonna change that too much the only true fix to that is better ranking and matchmaking.

    Wrong. Survivors being co-ordinated isn't about them suddenly getting skill, it's just about them being time efficient. Those potato randoms aren't so potato when they aren't scared to do gens and don't waste time.

  • The ping system would be nice, but the problem is that you cannot impliment it right now.

    Killers aren't designed to go against co-ordinated survivors. They're designed to tunnel out a weak link/s (it's unfortunate, but it's kind of true and I think it's terrible design) while the rest only barely know what's going on. Without someone self caring in a corner, killer would honestly be kind of unbearable.

  • @MrsPuddles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953188#Comment_1953188

    But why should killers like Freddy and Wraith be able to camp and deny BT’s activation?

    *As in, literally every time you unhook someone they get BT regardless of anything.

  • Spirit is a very easy killer if you just use her good stuff and a headset. It takes maybe a couple of trials to get into the swing of things and then it's just 4k's over and over again.

    Personally, though I find her to be unfair no matter what, I also find her to be quite hard to play because I don't use Stridor or max out my headset volume whilst lowering the bass and boosting the treble. Although many people still find her easy in those circumstances, so maybe it's just the Entity's way of balancing out the fact I don't find Nurse or Blight that hard.

  • It depends, if we're talking real-world rules then ######### Deathslinger shoots people with a gun, he could just remove the chain, aim for her head and get it over with. Otherwise, he's a crippled old man and she's a wild woman in her prime, so... Yeah, that ain't going well for Slinger.

  • Honestly, BT doesn't even need an activation radius. It just needs something to prevent it from being abused by farmers/second chance squads, like perhaps an activation timer or a protection hit punishment.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953030#Comment_1953030

    Lol, in that video I outplayed steve so hard I just swung through his dead hard like it was nothing.

    True, the distance gets hit hard, but a lucky couple of I-frames can be just as bad and unfair.

  • @OniWantsYourMacaroni said:

    I really like watching videos of good clown gameplay.There's just something so satisfying about getting those antidote and tonic setups right.

    I really like the new Clown and i feel like it was definetely a success.He's got a higher skill ceiling now and is overall much better.I think a lot of people call it a weak rework because the strength isn't as apparent as it was with the doctor or leatherface rework.

    I think i will start to gather some clips to show the uses of the antidote

    Clown is honestly scary to go against now, you can't play any tile if he takes control of the pallet.

    Unless you outplay them by pushing a certain button with a certain perk, of course...

  • @Sonzaishinai said:

    Inb4 "doesn't count, survivors were pota... ow too late already happened.

    This is why people don't bother with video evidence of things being better then people think.

    I once showed a 4 hour video of somebody winning 20 games in a row on rank 1 as Legion to show they aren't that bad and apperently all 80 of those survivors were potatoes

    Yep. Evidence doesn't count nearly as much as screaming at the top of your lungs.

  • Redhead's Pinky Finger is the second strongest add-on in the game, behind only Iri head. It's basically just permanent instadowns on an antiloop killer, that's not fun or fair at all, but unlike Iri head it's not as quick. I guess most people just don't go against good Clowns, or when they're playing they just pretend the survivors are potatoes and screwed up or something.

    Seriously, RPF is up there with Iri Head/Infantry Belt, Black Insence, Top Knot and both of Doctors add-ons for the "okay, how are people supposed to even do okay agaisnt this without being in a full, co-ordinated party with meta perks" catagory.

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