Avatar

MadLordJack

MadLordJack

About

Username
MadLordJack
Joined
Visits
0
Last Active
—

Comments

  • Okay, I'm not normally one to be so blunt, but for ######### sakes theres nothing wrong with that build. All of this perks and add-ons are worthless against half the teams any Legion player will go against, and the rest are absolute potatoes that die to their own stubbornness.

    If you want to complain about unfun builds, how about slugging Nurses or basement killers? An anti-healing legion's got nothing on that and doesn't deserve an entire post complaining and telling everyone how spiteful you are.

  • Try and remember that this game is kind of laden with BS that you literally cannot control. And if you can't control it, it isn't really your fault, especially if you played reasonably well.

    I get annoyed when survivors second chance me to death or a killer facecamps-into-noed, but at the same time it's not like I can do a whole lot about it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951518#Comment_1951518

    Maybe, but to be fair if the weapon model physically swings through your body, that should be a hit imo. If I swing at the space behind them however it often tends to hit even though I physically miss; I played nurse before a teeny bit and it definitely did not do this before the update.

    You are so right about Shadowborn though, but honestly I know it isn't helping me at all but it's so nice not feeling so damn sluggish. I wish they could do something to her to make her feel less sluggish like that; without changing her balance in any way. I don't know how, but it would make her a lot less frustrating to play. You need that perk slot; but also not feeling like a wet sandbag sure would be nice.

    Infectious fright I dunno; I find it really really hard to get value out of that. I can see it being REALLY good if I was really good, but if you are not then you don't get value out of it because they break the LOS while you are in initial fatigue and disappear into the ether.

    Doing this once in a while sure feels great though lol:

    https://www.youtube.com/watch?v=nAE7eFuWWfg

    Unfortunately anytime I do it's by accident.

    Oh, blink grabs are ssssssoooooooo nice to pull off. I can only reliably do it at pallets, and only if I read the survivor correctly. You have to get them to drop the pallet then blink through during the animation, they panic vault back, and if you then blink back to the first side and m1 you usually get a throat grab. Which is just something to do to show off because it's probably better to take the hit and not use the second blink.

    It's also not that hard once you've accidentally done it in your own little panic moment, that's literally how I learned it :)

  • Honestly, a lot of the times you think you got a bugged blink, you were actually just very, very slightly off. Keeping that in mind definitely helps, because it gives you something to be better at instead of something to fixate over. I've always found that focusing on what I can control really, really helps me keep calm and having fun.

    That being said, some of the maps are broken, blinks do get genuinely bugged, and she does get more than a little screwed over by the aiming mechanics and, to a large extent, exhaustion perks. However, for the most part these things really don't do anything beyond mildly annoy me because she's just so damn strong and, after you put in the practice (on PC at least) kind of easy, that I just down them in the next set of blinks anyway. Or the set after that if they used BL/SB/Lithe.

    In fact I actually don't like playing Nurse because, well, I've been playing Nurse for years and I find her to be a little crazy op. Not that I'm trying to take away from anyone's accomplishments, she is definitely hard as anything to learn, it's just that you reach a point where you just autopilot the significant majority of trials.

    That being said, it's well worth learning her even if only to have an extremely strong killed up your sleeve, and to be perfectly honest you don't need to master her at all. Practice your blinks, understand how to read and chase survivors, and you'll absolutely devestate most teams, especially if you run a slowdown perk or two. Or Infectious Fright, because nothing slows the trial down more than a couple of slugs. I would also suggest not using Shadowborn, because as nice as it is it is stupidly addictive and you don't actually need it.

  • Based on lore? Probably Demogorgon, Pyramid Head, Hag, Freddy, Oni and Huntress. The first four have wierd AF powers, the last two are just absolutely peak humans. Blight, Nurse and Spirit would maybe belong in the first group but they didn't get any powers til they came to the entity's realm, although to be fair Blight took his instead of being given it.

    Edit: thems the strong ones pre-entity, I forgot about the rest. But honestly, the stabby basic killers are all pretty similar (Ghostface, Myers, Wraith, Trapper, etc.) Clown was already good with his tonics so he could probably do things best left to the imagination to the rest, and The Legion is technically a gang of four and honestly that alone makes them probably the most dangerous after Clown. Hells, maybe even more dangerous than Clown.

  • Killers can't "block" perks, I don't know what you're talking about. Some killers have abilities or perks that let them temporarily avoid aura reading, and Pyramid Head's cages don't count as hooks and so don't activate hook perks, but other than that...

  • Something to rember is that Victor's shrieks are like Doctors TR. You literally cannot hear it when you are at the very edge, so it's entirely possible you can get highlighted/zapped without even knowing.

  • I mean, if the killer isn't using any slowdown perks he's actually a lot harder. Like, an absolute crapload. Most of his ease comes from being able to quickly chain hooks, regression and chases. Take out the regression and the Freddy has to down people extremely quickly, which is not so easy.

    But then you just throw on Pop or Ruin or Sloppy or even Surge and there's a buttload less pressure to get quick downs because you make up for it with instantly starting a new chase.

  • I don't really think that's what happens, I think solo players are complaining that killers are OP after getting murdered by teammates, killers are claiming survivors are OP after getting toyed with by SWF teams, and SWF teams kind of shutting up and not saying anything because they know that even if they're just trying to have fun there's always the team next door trying to bully killers.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947927#Comment_1947927

    https://forum.deadbydaylight.com/en/discussion/comment/1949365#Comment_1949365

    I don't know why people are making comments like this. I play mostly survivor and while a decent amount of killers either say GG or nothing at all (if they got "beat"), a good portion of killers are the first to be snotty in post game regardless of what happened in the match. Really have no idea why this forum loves pretending that every snotty killer HAS to have been provoked first 🤔

    You can literally get face camped in the basement after getting downed with NOED and the killer will find a way to be snotty to you after the only thing you said in the chat was a nice message to the other survivors.

    I don't think OP would be complaining/making this post if the rudeness from the killer wasn't out of nowhere, you know? What's the point of complaining about a rude killer if you were the one to start the flame war? I have no problem with killers who throw back a little fire if someone else is mean first, but don't act like there aren't a TON of killer mains who are jerks in the post game chat first before any of the survivors.

    You do know that plenty of people like to paint their own narrative after a post-game argument, right? We get them on the forums a lot more often than people want to admit, trying to make themselves feel better by calling out whomever they were arguing with and conveniently forgetting that they were being just as bad if not worse.

    Edit: also, seriously, go play more killer and you'll see just how toxic survivors can get, it is way more common than toxic killers. You don't see it in solo very often because solo's don't hang around after dying to berate people.

  • Surveillance works with Regression, so if the gen gets fully regressed it will change back to red. If it's still regressing and Surveillance hasn't activated, then it's a bug (yay).

  • Scratchmarks are hard to see on Ormond. Nothing really to do with Freddy, it's just the snow and foliage and general light colour scheme/brightness. Maybe the Dreamworld makes it worse, but I doubt it's that noticeable.

  • You use them in conjunction with the tonic to get hits at extremely safe loops that most survivors just don't expect.

  • For The People, because other people need it more.

    Aftercare, because I like to make sure the people I care about are okay.

    Desperate Measures, because pressure is when I do best (with extreme irony).

  • It's up to parents to police what their kid does, both fortunately and unfortunately. All that can be done is to stop things being sold to certain age groups and hope that filters out the majority of immature people.

    Not that I haven't seen a ridiculous amount of immature "adults," but who tf can police them?

  • There are few bigger "oh, #########" moments than hearing Plague drink or Oni roar.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948826#Comment_1948826

    I think you’re misunderstanding.

    I’m not asking for a slugs aura to be removed. I’m asking for the ability for slugs to see team mates auras over an unlimited range to be removed.

    I’m not exactly sure how that buffs slugging for the killer when there would no longer be an exploitable mechanic the killer can use.

    I know what you are asking, and the ability for slugs to know where to go is huge when it comes to BMing solo-only destroyers.

  • Buffing 4-person slugging just because someone wanted you to pick them up is a terrible idea.

  • I find Nurse awful to play for very different reasons: I don't find her difficult. After learning the basics of blinking, it kind of doesn't feel like I'm earning my kills any more. It's just going through the motions.

    Even when I get a bugged blink, 9/10 times I just immediately down the survivor in the next set. There are even less survivors that know how to play agaisnt Nurse than there are who can play agaisnt Spirit. I get the whole "respect the Nurse players" thing, learning her isn't easy, but once you have a few dozen hours the only challenge is learning the dead-blink zones on new maps and maybe the occasional anti-Nurse squad.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948647#Comment_1948647

    It's very clear you didn't read my post

    https://forum.deadbydaylight.com/en/discussion/comment/1948651#Comment_1948651

    We need like killers like Nurse and Spirit. Killers need to be able to have control of the chase. Survivors are already in control against 90% of the killer roster which isn't fair because it's a 4v1.

    No, we don't. Easily 4king the significant majority of teams is not okay and is not justified by the minority of players that play in full parties with all meta perks and slam gens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948641#Comment_1948641

    That would make him a worse Huntress imho.

    Short harpoon range, and wind-up. Increased movement speed on ADS sounds nice but you already have infinite range as Huntress regardless, which means you just need the skill to injure with a far hatchet.

    With these changes, Deathslinger would become a bootleg Huntress made for noobs. Kind of like Clown's rework. Why bother learning this killer when you can learn a similar killer who can achieve the same thing but better and more, if you've got the skill.

    A bootleg Huntress made for noobs with a significantly higher skill floor and much more devestating chase potential? Sure, I guess.

  • Killers like Spirit and Nurse are as unfair as genrushing bully squads. The solution is to nerf them, not "rebalance." Sometimes BS really is just BS.

    I like Spirit. I like phasing characters in games. I like the concept of misdirection and deception. But I think she's not only unfair, but ridiculously strong. She needs both a nerf and a rework to make her power less unfair and oppressive.

  • Increase the ADS time, make ADS more comfortable to use, increase his base TR to 28m, decrease his reload time, increase is ADS movement speed.

    He can shoot more, and more comfortably, but quickscoping is no longer a thing so survivors know when to gain distance and when to juke.

  • No, Oni is kind of the exact opposite: a hardcore slugging snowballer. Once he gets his power he needs to use it on multiple people at once or else probably lose the game, which means that there's always a lot of injured people either healing or dropping blood.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947910#Comment_1947910

    It’s just as miserable having the other 3 survivors see who can be the biggest hero while they’re all INJURED

    I wish I could get those trials. That sounds like such a lovely break.

  • We have no context besides what you provided to highlight how hypocritical the player supposedly was. Some screenshots of the 5 players builds and the post-game chat (with the names blurred, of course) would go a long way to confirming your claims.

  • There are few things more miserable in DbD than a team of stealth players. There is absolutely no right answer and finding them is basically a coin toss because you can't predict people you haven't even seen yet. As a killer you waste so much time looking for people that might not even be there while the generators are flying by in the distance.

    You say "demonise", I say "I want to actually try and play DbD."

    Thankfully, the vast majority of my opponents instead just hold W and instadrop strong pallets, so instead of not being able to play DbD because of one reason I actually don't get to play because of another.

  • Not really a horror show, but I'd love a Primeval chapter with a Future Predator as a killer. Being hunted by something that quick, that deadly, and that you literally cannot hide from bwcause it hears everything around it? Nightmare fuel.

    Edit: Also, John Constantine paragraph. Matt Ryan version, because that's basically the character from the comics.

  • Nurse is not the hardest killer to play, she's just one of the hardest to learn, and you don't even need to be that good with her to 4k the significant majority of trials.

    Trapper is the weakest killer in the game and even basekit Trapper Sack can't save him, it will just make him nicer to play.

    Iron Will is unfair with the current tracking tools that killers have.

    Survivors should have the ability to pick themselves up be basekit to prevent hardcore slugging, but not Unbreakable-style where you just get it for free.

    Medkits are insanely strong but that's probably okay.

    Deathslinger is one of the hardest killers in the game to play and transferable skills don't make that any less true. That doesn't make him fair, however.

  • Uh, that is still 100% his strongest build, it's just no longer easy mode because Ruin won't last the whole trial.

    One strong build is PGTW/Oppression/Surveillance/Infectious Fright. Personally I like PGTW/IF/Enduring and either I'm All Ears or BBQ, depending on how badly I need BP. A fun build is Undying/Lullaby/Unnerving/M&A with the soul chemical add-on.

  • This has been an issue ever since dedicated servers, and is the reason I stopped maining Plague.

  • @Shirokinukatsukami said:

    I know right? I mean how hard is it to give survivors DS, Kindred, Bond, Borrowed Time and Unbreakable as Basekit. These are necessary to bridge the gap between SWF and prevent Tunneling, Camping and Slugging, but BHVR won't do it.

    Crazy right?

    Yes, because those are perfectly comparable to things like basekit Rat Liver or Trapper Sack.

  • Shards are good for plenty, including buying skins. If you don't like the skins you can buy with shards, that's a you problem, not a game problem.

  • Ranks never really showed skill. If they did, matchmaking wouldn't be such a huge issue and the hidden MMR drama wouldn't even be happening.

  • Keys are not even slightly comparable to Devour Hope. One is an item that is extremely strong, requires very little thought, gets paired with an offerring to make it even more ridiculous, has zero realistic counterplay, and is only meh when it's on a solo with an absolute trash set of teammates. The other is an extremely unreliable perk taking up an extremely valuable perk slot that has perfectly reasonable counterplay and consequences, the primary utility of which is actually it's instadowns and not it's Mori ability (because it almost never reaches that point).

    If keys could only ever be looted whilst running all 4 plundering perks, I might agree. Might. But they're not, they don't require any sacrifice on the survivors part and offer a giant advantage that only increases the better the killer plays/the more people you are chatting with.

    And definitely don't try to use the stats the Devs claim to have, they tried to use them to not rework OoO then immediately announced an OoO rework.

  • Wow, people are using the perk that everyone was talking about using ever since the Undying nerf was announced? Oh my, well of course we should blame content creators!

  • The old map had zero playable pallets. Every one of them was safe. All survivors had to do was run to a pallet and drop it and the killer could do nothing but hope their teammates weren't on gens. The loops were too big to be mindgamed and most could also be seen through.

    The new map is even worse.

  • The sad thing is that people actually believe this.

  • Nurse + Ruin/Undying/Infectious Fright/I'm All Ears is easier than Spirit with Stridor, because once you get last that initial hump of learning to blink you can autopilot the extremely significant majority of trials but with Stridor Spirit you always have to play at least a little attention.

    Of course, I'm going to get crucified for that one, but I no longer care.

  • And what about the people that do play killer and still call out BS?

  • @gatsby said:

    Twins isn't even that good with Devour because they need 5 stacks to get value since Victor can't insta-down with exposed. It's sort of like running Devour on Legion, Plague, Billy or Bubba because they use their powers to get a lot of their hits.

    If you want a surprise Mori, maybe its alright. But in my experience getting a couple exposed hits at 3-4 stacks before the totem goes down is more consistent value than betting super heavily on the Mori from 5 stack... the odds the totem lasts that long are just so low.

    Also, people DC a lot against Twins... especially if you hard camp, which doesn't help your case

    Actually, Devour is insane on Twins almost by default. Spawn in, set Victor to sentry by the totem, play M1 killer whilst occasionally switching back to cancel the despawn/harass survivors. And even ignoring that playstyle, most of the time it's Charlotte doing the injuring while Victor keeps the injured people slugged and worthless, which is just super fun in every way.

    Of course, Twins can easily be countered by sticking in pairs, but splitting up on gens is the default behaviour for most teams so it's not long before you're mori'ing people.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944231#Comment_1944231

    I had a guy get salty on me just an hour ago because I stretched out a game on Hawkins for their benefit. He said, "imagine taking 30 minutes to 4K on Hawkins with a Scratch Mirror Myers." I was like, well I was trying to do you a solid after your first person disconnected and then the next suicided on the hook. No gratitude. In fact, I'm having problems getting to complete a game (now that I think of it). I had one team, the ENTIRE team, disconnect right after one person took a single hit from me on Lerys. I'd LOVE to get me some of those fast paced, rough games. What region are you in MadLordJack? Can I get in your que?

    I'm on Aussie servers and I'm sick of killer right now. My ques are taking 10 minutes, my opponents are all sweaty AF because the casual players left, and my survivor cues are instant, which is just salt in the wound to any Oceania killer mains out there.

  • Nope, because every single trial is 3-minute gens unless I'm running an s-tier killer with some of the nice trimmings. It was kinda fun at first, but the event kind of made even solo's genrush.

  • DbD is kinda balanced if the survivors aren't slamming gens and the killer isn't Spirit or Nurse with all the good stuff.

    I hang around red/purple ranks for both, not that that means much once you get there. It's super easy to maintain barring the current depip bug.

    Playing for... 800 hours? Plus console time, which I don't know how long it is.

    I don't even know how to answer that question because I ######### despise bland meta perks.

    I don't main a side. I play killer when I want to kill, I play survivor when I want to survive, and I get the short end of both sticks. Most of my opponents are sweaty AF and run the same 10 perks, while my teammates (if I'm playing survivor) think that "generators" is a brand of ready meal that their diet just cannot handle. SWF is pretty much my only reprieve because then we at least die together.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943772#Comment_1943772

    Not exactly, they have said that they don't want to take away player autonomy. You have a choice if you want to play toxic or not. You are blaming the devs for choices made by the players, the devs just don't intervene.

    As for the mechanics of the game, they exist to make it actually a game.

    There are 7 gens because if a killer could just camp 1 or 2 gens to win, the game would be pointless.

    Windows and pallets exist to give the chases some sort of excitement, some way that they prey can escape or hinder the hunter.

    The hatch was added to stop the last survivor from just hiding until the killer DC's from boredom. Because the last survivor was never going to do the gens.

    I don't think the devs prioritize one side over the other, things that unbalance the game have been added, others have been removed. I look forward to the DS nerf, I also look forward to changes to Freddy.

    Yes really, they have said both. They very, very clearly stated that they want the game to feel frustrating, in response to one of their numerous questions about toxicity. One does not cancel out the other, though one is clearly far more awful a reason than the other.

  • Most of this doesn't really make sense, but the gist of why the game is so toxic and how the Devs are involved comes down to the fact that they thought it would be thematic.

    I'm not kidding, that is how they justify things like hardcore tunneling, facecamping, t-bagging, etc. They want us to be frustrated.

  • Okay, well the event has made even casuals and solo's slam gens for points so good luck I guess.

  • @NomiNomad said:

    Dead Hard for distance, (or as I like to call it, E to Outperk) is the only thing I think is slightly bull about the perk, but it doesn't need nerfed. Survivors are allowed to have good perks too.

    But in most other cases, it's meh. In a dead-zone, it's useless. If actually using to dodge a hit, it's so easy to bait its kind of laughable. Also, it doesn't work 80% of the time. It's still definitely a good perk, but I think that's only because of the DH for Distance aspect.

    I'd rather go against four Dead Hards than four Sprint Bursts.

    Survivors have plenty of good perks, significantly more than killers in fact. That doesn't mean they should have a perk that lets them extend a loop for free.

    Seriously, even if Dead Hard was only used to dodge hits it wouldn't be fair. It would just be more unreliable.

  • Deathslingers shot moves at the same speed as a fully wound hatchet, which means that it is impossible to react to. The best you can do is try and juke it and hope the Slinger isn't good.

    Also take off super early, distance helps a lot.

  • Bond is a great perk, you just got sandbagged. Big difference, especially since the "sandbag" part of that is totally unreliant on Bond.

    Edit: That sounded a bit nasty, I didn't mean it that way. My point is that Bond is fine, and even if it didn't exist it's not like sandbagging is very hard to begin with, so how about we keep the extremely useful perk instead of removing it to make arseholes take an extra brain cell to do their thing?

1 … 81 82 83 84 85 … 165