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MadLordJack

MadLordJack

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MadLordJack
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  • I not some diehard Nurse main, but one tip I have is to not simply blink directly at the survivors last position, but rather where they definitely went afterwards due to animation lock (you can only switch directions so fast as a survivor). It doesn't seem like a big deal, but the extra half-metre can mean the difference between catching them or not. You can, when you're close enough, also blink to where they would be if they continued running - if they kept running, it's a hit, if they doubled back then it's also a hit.

    Also, float around a bit. You don't have to blink all the time.

  • First of all, SWF is one of the major contributing factors to DBD's success and will continue to be open of the prime reasons people keep playing and by extension feeding money into bhvr.

    Second, the problem isn't SWF, its the fact that matchmaking is awful and also survivors don't have enough info without perks, so... Yeah, that's fun too.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893818#Comment_1893818

    I know. Like i said its ok. But it doesnt hurt to look whether the killer is facecamping or not.

    Kindred.

  • @posterum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893071#Comment_1893071

    You are worth more bloodpoints than any other survivor. You'll get more tunneled - as if there weren't enough tunnelers already.

    ... Sure, that's totally a thing.

  • If the killer is facecamping and there's no-one else there to take a hit, then there's no point trying to unhook. That's just giving the killer a free kill.

  • I think that actual genrushing is an issue that's never going to go away so why even care about buffing a niche perk?

  • I would prefer for traps to spawn open on loops than reset themselves throughout the trial. I agree with alleviating his early game, but Iri stone does the opposite: it helps trapper in the late game, when all the traps are already set up and he never has to worry about them ever again because now even if they're disabled they're going to reset.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893419#Comment_1893419

    I struck a nerve I think.

    Explain to me how any of the characters that I mentioned, that have uninspired designs that convey nothing about their personalities, that have backstories that have every phrase ending with a full stop like they were told by an asthmatic after a kilometre run, that have some of the most out-of-place cosmetics in the game that just exist for the sake of existing, are interesting?

    You can still like them. I never said that because they aren't well designed that you shouldn't play as them. But don't use the word "nuance" to describe what is literally a collection textures.

    I'm not gonna lie, it really does seem like you hate nuance. You want characters to be one-dimensional, you dislike the variety in their outfits and you criticise the syntax of their backstories. Sorry you can't tell everything about a character from their appearance, but I guess that's what happens when developers want a little realism in their game.

  • Because then killers would have something akin to Dead Hard.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893389#Comment_1893389

    For a game like dbd, that has almost no character dialogue and has to convey it's overall story completely separate from the gameplay, having characters that you can easily relate to just by looking at them is great design. Dwight isn't very complex by any means. But he's recognisable since the "nerdy" architype is well known by the people who watch horror films and are whom dbd is marketed towards. So he's a well designed character for the game.

    Most of the characters that the developers have designed since Dwight somehow have even less of a personality than he does. They do not fall into traditional architypes and instead have bland, poorly written backstories and no characteristics other than their physical appearance. They're empty puppets that the player makes dance around in game that exist solely to have a specific visual aesthetic and nothing more.

    Imagine if Jane, felix, or any of the other poorly designed characters like them were put into an actual horror movie. They'd be fodder for the antagonist so the main characters, (that all good slasher films make clearly distinct from the side characters), seem more under threat.

    Dbd had a much simpler identity earlier on because the idea that the devs realised into a video game was the only goal of theirs at the time. They had no idea the game would take off like it has, so they focused solely on realising their vision. Now, they don't even have to bother anymore. The game is far better designed to make money than give players an interesting experience. The 2 are not synonymous. Just look at the Fifa line of games. Dbd has way more in common with them now than the slasher films it was based off of.

    That's why its identity is so scattered. The original idea behind the game as been so morphed and twisted that it's barely recognisable anymore.

    I love how you call interesting characters "poorly designed." Do you just really hate nuance?

  • Characters, specifically survivors, aren't supposed to fall into visual stereotypes, especially since there's so many characters and not that many typical stereotypes. They all have their unique identities that aren't shown in their entirety by equipping clothes because the Devs have moved away from 1-dimensional archetypes. In fact, I would say that Dwight is the flawed character, because he has little depth. One look and you know what you are dealing with.

    As for the rest... Yes, but also DbD has never really had much of a direct and simple identity to begin with, as someone who has been aware of and watching content around the game since its release but didn't play it til early 2019. It's a problem with being the only successful example of not only a big genre (assymetrical team-based PvP games) but also a niche in that genre (assymetrical horror).

  • Just play whatever, but don't justify it. If you want to win, try to win. Use whatever. Lots of it is broken, but whatever: you're trying to win, and I genuinely wish you luck and fun. If you just want to have fun playing a certain killer, whatever: play them, it's just a killer. The problems surrounding certain killers isn't the communities fault, it's the developers, and the only fault that the community has is trying to justify or misrepresent perks, killers, add-ons, etc. for the purposes of telling themselves that they are the victims and that everyone else is wrong, I.E people that complained about nerfing Prayer Beads or Omega Blink. Not people that used them, people that complained about them being removed.

    TLDR: Just play what you want, but it's important to acknowledge that some things are inherently unfair and will carry you and/or make your opponents miserable.

  • Because the Exhaustion timer is paused when the survivor runs, meaning they could be exhausted for a lot longer than 60 seconds.

  • How? Every obsession perk the killer has benefits you either by making it profitable to ignore you, punishing to touch you or straight-up buffing you, and it tells everyone in the trial whenever you get chased.

    Where is the downside to being the obsession?

  • Never forget, the Devs seem to think that being the obsession is a debuff...

  • I stopped paying attention when you tried to claim that the last time survivor was nerfed was with pallet vacuums. Even ignoring all of the direct nerfs... Map reworks.

  • @Hex_UrbanEvasion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1892081#Comment_1892081

    I'd say the only reason it appears that way is that for every killer playing a match, there are four survivors. It's real easy to feel like they're overwhelming when there's four of them and only one of you.

    And of course they're not. But I tried to explain in some other posts the deal with bully killers. People say the killer isn't really the "power role" in this game, but they have a lot of power to control how a match goes, especially on a 1v1 basis. That is why tunneling/camping the same person over and over is so awful. If you're the target, there's nothing you can do, and if one player is tunneled out early, the match immediately becomes harder on the remaining three.

    If you have ever gone agaisnt a proper sweaty team as, let's be generous, Nurse with all the good stuff, you'll know exactly who the "power role" is. You, even as the strongest killer in the game with whatever trimmings you desire, become a plaything. I would rather be hardcore tunneled than have to deal with that ever again in my life. But, of course, I play in the evening and so I get those trials quite regularly, although I don't often play Nurse so it's even worse because what is poor old Legion supposed to do. Coincidentally, I much prefer playing survivor.

    Also, tunneling and camping are easily punishable, it just requires everyone on the team to not be a potato and actually do the generators.

  • There are just as many, if not considerably more survivors that enjoy ruining killers games. Arseholes are not limited to one side.

  • The problem is that being slugged sucks and the only counter to it is perks. Plus there's Blindness and Knockout which just exist to bully solo players, and killers that abuse the crap out of the mechanic and only ever get 4 hooks, if no-one bleeds out.

    Snowballing is the way to win. 3-4 person slugging, however, ######### sucks to go against and naturally everyone blames the survivors.

  • Use them if you want, there's nothing wrong with that. The problems around second chance perks are more that people using them often pretend that all's fair and balanced and that they aren't just playing to win. Which is fine, win all you want. Good luck.

  • @ALostPuppy said:

    "Survivors have figured out how to exploit the lag from grabs"

    Lmao what? Are you people seriously now blaming survivors for dedicated servers? I have no words.

    Actually, I've done it before with hooks. If you continue doing the action for slightly longer than if you were faking it, the killer goes into a grab animation. It doesn't really help with unhooks, but I can see it being translated to gens.

  • Yes, I think the Devs are too secretive, and I'm starting to suspect it's because there isn't a lot going on behind the scenes besides half-hearted attempts at bug fixing and new chapter creation.

  • Plunderers Instinct. To be fair, though, I do very, very often get keys with it.

  • I agree, but I also don't think his initial live-release state was a problem. In fact, it added a nice dynamic to playing Billy. Then the Devs adjusted the numbers to somewhere between his live release and PTB forms and suddenly Billy just feels punishing to play as, because the threat of overheating is very, very real and always in the forefront of everything you do.

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891456#Comment_1891456

    I mean, for a start they cleansed multiple hex totems (3-4), They used DS multiple times, they each got 5K+ for escapes and obsession escaped points, They also worked on gens together a lot, they didn't heal an awful lot.

    also I think the 10-13k is a bit misleading by a couple thousand

    They had 2 DS's, the hex totems and 5k escape points I already took into account, and you were Nurse with Ruin/Undying. And yes, 10-13k is very, very misleading, but I wanted to be generous and not point out that the actual number is closer to about 8k.

    You were a Ruin/Undying Nurse that three of them got 20k+ points against. Only one of them had DS. If we give everyone 1500 from a hex totem, and 5k for an escape, that's still 14-19k points.

  • Yes. Trials have gotten much, much shorter, chases have gotten much more skill-based (ingore Dead Hard), and m1 killers like Legion have a much easier time of it and are actually a bit stronger than they were thanks to not needing to kick every pallet in existence (shakes fist at The Game).

    Plus there's all the fun new builds that the new/buffed perks create.

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891441#Comment_1891441

    I would like you to explain away how in ######### name points at all corralate to gameplay opportunity, chance and overall ability to perform.

    If they had genrushed, they would have maybe 10-13k points. The only way they could have gotten as many as they did is if they were actively participating in the trial via chases and altruism to fill up those two catagories as well.

  • I wish I had known that DbD is not even remotely the game that's advertised. That's not to say I don't find it fun, it's just that DbD is advertised as hide-and-seek but it's gameplay is... Not that.

  • Looks like you had more than just a chance, judging by how many points the survivors got.

  • Allowing the killer to close the exit gates after they have been opened is an interesting idea, however it's not going to come up in gameplay very often because 99ing the gates is a thing and Bloodwarden does a similar effect and is almost never used, let alone run. And even in the rare trials where you would use that ability the gates would probably just get opened again.

  • Unfortunately, as with camping and tunneling, the developers like this sort of behaviour because they don't understand and/or care about the line between art and gameplay.

    In a nutshell, they want people to let their team die.

  • It's what happens when people mistake common courtesy for capitulation and go on to expect it from everyone.

  • So, ban everyone that runs the game on low, medium and high graphics?

  • Standardising it like that would make countering it harder. You could be hit by it with no real indicator that you're about to be hit by it. I don't know whether that's worth removing it's M&A synergy or not

  • It's not overpowered, it just goes too well with perks like Ruin. Most of the time Tinkerer does very little if the survivors are actually trying to finish the generators (except tell you that the survivors are trying to finish the generators), but Ruin allows the gen to quickly regress back below the activation point of Tinkerer.

  • It seems a solid idea for a buff. Not too strong, but it would go nicely with perks like Trail of Torment and Surveillance, which need a little regression to feel worthwhile but get invalidated by PGTW half the time because it just absolutely slams the gen.

  • You literally screamed someone to death. They screamed so much they died. That is a moment to cherish.

  • Ah, yes, I see that Persephone has finally brought out his more humourous side.

  • All of the killers are physically unbeatable thanks to the entity basically giving them it's own little supersoldier treatment, so anything like this should be pre-entity-powers, and given that I'd automatically put Bubba and Billy at the top because they'd bring chainsaws

  • A little off topic, but I just want to say that I find survivor significantly easier to play on a controller Vs on m&k, especially for doing things like dodging hatchets.

  • Haddonfield and The Game are the two worst. Apparently even the updated version of The Game is terrible. Which just bodes super well for Haddonfield.

  • It does when the map is active, you can just run around tapping it. I tested it with a friend.

    Edit: Actually, we used two open handeds, so it was even nicer

  • I especially like Open Handed with rainbow maps.

  • The fact that everyone justifies Nurses complete lack of counterplay by saying good Nurses are rare but just automatically assumes every Slinger and PH is uncounterable despite the fact that most of them I go against are potatoes that are easily mindgamed and most Nurses I go against don't predict like idiots.

    Edit: And the fact that people insist you should only ever predict as Nurse even though that's a recipe for getting yourself outplayed. Both of these make my Nurse experience extremely frustrating both as and agaisnt. If there was one killer I could disable, it would be Nurse.

  • Spirit has been hated since around the time of the last Nurse nerf, when every killer that wanted easy wins but found that Nurse suddenly took skill jumped on the Spirit bandwagon and suddenly all the survivors started hating Spirit because, well, she steamrolls nearly every trial with little in the way of effort and no real counterplay because the survivors are taking blind guesses as to what she is doing. Surprisingly enough, people don't like playing against that kind of killer.

    I remember back in the days of Prayer Beads, oh dear... That was peak Spirit hate right there, damn it was bad, and it was even worse playing against her... Then they removed her collision and nerfed Prayer Beads, thankfully, but the hate didn't die down that much and has been steadily burning along because the Devs never really addressed her core gameplay issues.

  • @Lemoniax said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885543#Comment_1885543

    This. Right. Here.

    I explained this a hundred times to one of my friends but he doesn't want to listen. "Spirit OP end of story"

    Yeah, as a Spirit player, please do these things. It makes it so much easier to down you because I can hear your footsteps. Or your breathing if I'm in a bad mood and want to spread the pain with Stridor.

  • Top 3: Blight, Legion, and I wanna say Plague but her robs hurt my soul, so Spirit (You have no idea how loudly I cackled when I read the Undying rework. It fits into my build so nicely.)

    Bottom 3: Trapper, Wraith, and Clown. Not just because they are weak, but because they're weak and frustrating and I just cannot play agaisnt half my opponents because more than half of them run some combo of second chances and those killers get screwed so hard.

    Special mention to Pig and Demogorgon, I would like them better if not for specifically Dead Hard. And also to Nurse, she's pretty fun to play but I don't find her that hard and so I get really guilty. Ironically I'm fine playing Spirit.

  • @TiredBaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568400#Comment_1568400

    Shoutout to the Zarina mains who are lowkey just as guilty of blending but never get called out because everyone's busy memeing on Claudette lmaooooo

    There's plenty of characters with dark outfits, but none of them match the potential for genuine invisibility as P3 Claudette.

  • @Jholla31 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885894#Comment_1885894

    You mean like the multiple "direct second" scenarios that I previously listed? Of course cleansing a random dull totem a 2 seconds faster isn't going to affect the outcome of the game, but there are plenty of scenarios that Leader helps with that WILL help.

    Personally, I don't run Leader. I don't think I ever have except for when I first started or for a memey "help your teammates" build. But when I see someone else running it in a game I'm in, I genuinely get excited. I can unhook in front of a killer faster without getting grabbed, I can heal my teammates faster, allowing them an extra 3 seconds on gens, I can open an exit gate faster for that last survivor that is running the killer and PRAYING that someone is opening the gate they are running towards. There are so many "direct second" scenarios that you are choosing to ignore simply because you wrote the perk off as useless because DS, Unbreakable, Soul Guard, and BT exist. lol

    I have never once seen any of those things ever happen because of Leader, so as far as I'm concerned they almost never do and shouldn't really have much pull in the argument over whether or not it's a useful perk. I've seen Monstrous Shrine win trials but that doesn't make it the second coming of Whispers.

    A perk is as useful as it's average, and leaders average is negligible. Most of the time you're helping finish something quicker that didn't need to be finished any quicker, which means you didn't actually do anything useful with it because those few saved seconds, that really do only add up over the course of a trial, don't mean anything. Those extra 3 seconds on gens? Yeah, no, probably not going to be 3 seconds on a gen, not with random teammates, and even if it is it's rarely crucial.

    Better to run a perk you have direct control over, like WGLF, Botany Knowledge or even Resiliance. Leader is a feeelgood perk that lets you go "hey, you got buffed!", not an actually useful tool. Unless perhaps you're in a full squad with decent co-ordination, or get sheer dumb luck.

  • The "most dangerous stealth killer in DbD" is different to "the most dangerous stealth killer in DbD that cannot be run every game because it requires the use of breathtakingly rare consumables."

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