MadLordJack
MadLordJack
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- MadLordJack
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110 killers have the strongest powers that can always be used to get hits. 115 killers cannot always use their powers and sometimes have to rely on basic chases. And Nurse is Nurse.
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Right now? Plague with Surge, Surveillance, Corrupt Intervention, and Tinkerer.
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@Yamaoka said:
If you think PH needs (another) nerf then you have most definitely never faced a full Rank 1 SWF team who just hold forward all game instead of camping pallets.
Yes, because instead of fixing problems it's more productive to point out another and pretend the first one is justified.
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The PC Vs Console war is as old as the Console War itself. Basically, people think their platform is best and so promote its advantages or, when they run out, ######### and complain about the rest, taking every little thing and blowing it out of proportion while pretending that it's everyone else that does it to them.
It is in no way limited to DbD. It isn't going away any time soon. Just try to ignore it.
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I'm so jealous. I had to stop after dedicated servers because I get so absolutely screwed over by them thanks to my inherently 60+ ping agaisnt survivors with 20, which only really makes a difference on Plague. I still love playing her, but I can't main her any more, even though I, too, love her hybrid playstyle of careful-management-into-godmode.
Ironically, the first test rollout of hit validation actually fixed her ping issues for me. Like, completely fixed. I don't know what they broke between now and then but they broke it hard.
(Side note - I've been playing her with her purple emetic and it is genuinely kinda crazy. It's like easy mode - and it more than makes up for all the robbed hits)
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@scottymo said:
Well yes the frame rate, and latency are certainly factors but so are mods and UI which coincidentally few are commenting. What about those cross hairs? How come I can wiggle the heck of a killer that doesn’t have one of the counter wiggle perks on console but PC forget about it. Obvious. Thus why any tourney should be distinguished between consoles and PC. PC has massive advantages in cross plat. PS5 is just a bargain gaming PC. $700 you can build a PC that will blow away the PS5. The concern here more the mods, UIs/mods, and yes cheats being used on PC.
What are you talking about? UI mods? My friend has DbD on his Xbox and use his TV's built-in crosshair and gamma settings, does that mean he's a PC player because he breaks your idea of console limitations? And whats this about cheats? You think hackers are some kind of common garden weed? I go up against maybe 1 every 200 trials, and that's being very generous.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1906441#Comment_1906441
I am worried that I won't get much use out of it. Survivors will most likely step in my traps a lot of the time. Do you have any other suggestions?
Actually, Sloppy and STBFL go well together in those scenarios. When they step in a trap, you hit them to apply Sloppy and get a stack of STBFL. In fact, you should do the same thing with Infectious Fright as well, just to see if it's snowball time.
Or, if they are already injured form a trap, you just hit them and apply sloppy anyway. It stays until the survivor is fully healed.
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Sloppy Butcher would be a decent pick. Some nice healing slowdown that pairs well with the damage-spreading of STBFL.
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The problem with passive abilities is that they require absolutely zero effort, and that's not so good for DbD. Why do you think Freddy is so despised? It's not because he's the strongest, it's because he gets a bunch of passive abilities.
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First of all, Blight isn't easy. Not for most people. I took to him quick when he first came out, but I know that most people didn't and continue to not. He is a hard killer to play unless you're used to taking in a huge amount of information and also have good reflexes/prediction.
Second, he could use a slightly longer cooldown for swinging out of his power. And also the removal of the 180 exploit, because I have no idea how that is in any way fair. Or, if it gets converted into a feature that everyone can use he needs some other hefty nerf.
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Yeah, I'm not a huge fan of gen defence. I like to use anti-healing builds, or tracking/chasing builds. I still use gen defence builds and perks, it's just not that common.
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Something about DS just poking it's head in on the end of that build is genuinely funny to me. It's like "I want items, I want a fun chase perk, but also NO TUNNELS!!!" Not shaming or anything, it just genuinely made me giggle for some reason.
Seriously though, it's an interesting challenge and I hope you're having fun with it. I'd never be able to do it myself - I like hoarding as much as the next person that also likes hoarding, but that's just because I don't feel comfortable without items/add-ons in the bank for me to use the crap out of.
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Uh... Remove the Hex portion so that it cannot be cleansed, but still allow it to create a totem or two?
Edit: I should clarify, I really like Retribution and use it in a lot of Hex builds, and I don't think it's as weak as people think.
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Yeah, this could work if the on-injure blocking actually forced people off gens Corrupt Intervention style (surely we've all had, or at least seen, those trials when the survivor hops on a gen and gets kicked off because suddenly the perk loads in).
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Spirit is hard if you don't use Stridor, the survivors have Iron Will, you're not ramping up audio to detect footsteps, and you aren't using a full meta build.
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I want your teammates. It is clear that you actually have the time to spend several minutes going around cleansing totems, which can only mean they are slamming gens like crazy.
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Wraith. Bloodhound doesn't do much, Shadowborn isn't necessary (and is kind of detrimental thanks to its addictive nature), and Predator is just a debuff.
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If more than half my team escapes, it's a win.
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You have to do 1/4 of the work. Sure, you may not escape, but that doesn't mean survivor is harder, it just means that it requires your teammates to pull their weight.
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Um... Neither? Most trials are a mix of the two to begin with, and I honestly don't play any differently for either extreme.
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@The_Bootie_Gorgon said:
Among us...
I wanna be murderbean.
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The only time vc becomes a problem is if it's a group of ultra tryhards that basically just exploit it, and I don't think they're the majority.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1900366#Comment_1900366
The survivor that gets pulled out of a cupboard and hooked twice comes to mind
And how are they to know that that wasn't the survivor that did 3 gens solo? Bearing in mind you asked a general question, not anything specific about the trial you are mad about?
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How exactly are killers to know the specific details about what a survivor was doing all trial?
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Wasn't that Spirit skin released to celebrate the release of the Oni?
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1899089#Comment_1899089
It used to drain charges, not anymore
Charges get sucked while it's on the ground. I've had more than one brown medkit become almost completely useless
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Franklins Demise has been a pretty hated perk ever since I started playing, and not because of keys. It's just kind of an anti-fun perk, especially now that it drains charges.
Personally, I think it's whatever. I don't like it but I'm not going to scream my head off about it.
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Unfortunately,I can never really run build alike these because the killer just always hooks me. Either because I suck so bad the tunnel is practically free, or just ran them around for a couple of gens and they're like "######### off buddy, I'm not chancing it."
Which... Yeah.
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Just to clarify, are we strictly talking about killers who just don't even mindgame and bloodlust people down? Because recently I've been accused of bloodlusting people... Even though I don't have bloodlust and just actually and successfully played the tile. Which, given the amount of hits I get at jungle gyms, is a bit embarrassing.
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It hasn't been changed because the developers, outwardly at least, see nothing wrong with it. It's deactivatable (ignore that it's detrimental to try), the killer has to play with only 3 perks til the trial is practically over (ignore that this idea of "earning" is entirely passive), and it supposedly doesn't have a particularly big effect on the trials that its in in terms of kills/escapes (ignore facecamp insurance, AFK-into-NOED, or the fact that most NOED kills are completely undeserved and force unprepared killers to go against better opponents and becomes a genuine crutch. Basically, ignore the gameplay issues.)
In terms of raw balance, NOED is fine. As is Deathslinger. And Pyramid Head. And bad survivors absuing second chance perks. And playing safe while slamming gens. See a trend here?
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Please no. Breakable walls are a terrible bandaid for poor design, and so far the only good use for them has been to block off ridiculous loops such as the ones on Badham (the other use seemingly being to create god loops or windows that force the killer to break the wall). Survivors shouldn't be able to give themselves such permanent advantages in a game where they're supposed to manage their resources. A better suggestion I've seen was to make survivors build the walls in the first place - for example, the god-window walls at Ironworks and Storehouse.
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So you deliberately dragged out the trial and wonder why someone got annoyed? Really?
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I don't want any more killers that are unfairly strong in a chase but have zero mobility. That's not balance, that's misery, just like facecamping.
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Actually kind of fair. Pallets have decent counterplay and the killer has to be able to... Well, to play M1 killer.
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Blight. Find he's the only killer where me and the survivors are actually having a somewhat fair competition. The only killer in the game that punishes playing safe without being unfair about it.
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Shut up, I'm not friendly, those are... Umm, scare tactics. Yes. They lull you into a false sense of security. And then you get big spooked when I betray you. Mmm-hmm. Yes. It happens after the endgame screen, don't worry if you miss it.
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She has an uncounterable luck-based (at best) chase power, very good mobility and very good add-ons.
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Because most people would just hang there out of pure spite, and also because the only way you're getting out is with perfectly balanced and totally fair perks that absolutely didn't hand you an escape in any way.
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Bully squads.
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They don't exist because balancing passive stat boosts that justifies exhaustion without becoming completely overpowered is a very difficult prospect and... Well, to put it nicely I don't think the Devs want to spend time on it.
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I honestly don't think they're much different in strength, bar a few exceptions. First, while neither of them are easy killers to play, Oni requires more tactical skill (managing blood and all that), wheras Billy requires more actual skill. Also, now that Billy's add-ons have been nerfed, Oni gets the "free win" badge with the Scalped Top Knot, which is just absolutely bonkers. And also Billy now has the overheat mechanic which is just plain unfun and makes it super hard and annoying to manage chases by essentially lowering the bar to be good against him.
But, both are very strong killers, so it's pretty much just up to preference.
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On the one hand, I agree with nerfing Ruin/Undying, on the other hand...
Laughs in Hex: Devour Hope
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Killer is amazingly difficult and stressful when compared with playing survivor, mostly because as a survivor chases are only a moderate part of your job. On top of that, in order to promote healthy gameplay the killers designed have to have sufficient counterplay to feel like the survivors have a decent chance to play the game whilst not being so weak that they just don't work. In addition to all of this, maps have to be designed in such a way that killers can either ignore or punish hold-w-safe-players.
If any of these things are off, killer gameplay just feels bad. Either you're bullying or getting bullied, which is not fun when you're supposed to be the big, scary monster. Add I to that the stress of basically countering the efforts of 4 people who could potentially have perks that just straight-up undo their mistakes and it's easy to see why a lot of people don't play killer.
The irony here being that DbD is as close to balanced as it's ever been.
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You mean a good fix for DS would be making the perk that's only active after being recently unhooked and only activates when the killer tried to hook you again in that limited window into an anti-tunneling perk?
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Slow startup and little momentum without some serious mistakes on the survivors end. I would call him trash per se, but he's kinda weak at the moment.
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He's balanced in the worst possible way anything could ever be balanced, but he's balanced.
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Tunneling is only effective against chill teams that you could have 4k'd anyway (your job is to kill everyone, not one person), and genrushing is just plain unfair and unfun for everyone involved. It's like putting the difficulty in the game down to "beginner." Small wonder why people hate it.
Plus, especially with tunneling since that's something that can be done by yourself, you know it's hated and makes people miserable and you still do it. Hmm. I wonder why people get mad?
Then again, you clearly are bringing a competitive mindset into a noncompetitive game.
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@MeltingPenguins said:
Same reason people hate Deathslinger:
Hag's a killer who takes away control of chases etc from the survivors, and generally meddles with the 'engage the killer in a chase and keep them busy while gens get done' tactic you see all too commonly.
... what other tactic is there? Actual genrushing?
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I think that most people would, they don't seem particularly demanding employers judging on the quantity and quality of recent content (as in the last few years).
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NOED needs to be reworked so that it benefits 12-hooking instead of 2-hooking.