MadLordJack
MadLordJack
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1885708#Comment_1885708
I didn't know he did, i've been using this build for like a year, never changed it
and yes, ghostface with devour is most definitely the deadliest killer
He got his Ghostface 50 winstreak with Devour/Nurses/Surge/Discordance. I've already seen it in a few games in the last week, and I'm in a region rarely affected by big content creator.
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@Jholla31 said:
https://forum.deadbydaylight.com/en/discussion/comment/1885684#Comment_1885684
DBD is a game of seconds, making the perk extremely valuable. There's a reason survivors will often finish a gen in a killer's face at the expense of getting injured or even downed; because that gen might not ever get finished otherwise, due to Ruin, Pop, Surge, etc. I've seen survivors get heals off RIGHT as a killer is lunging, which goes from a down to a 30 second chase where two gens get finished. Popping that NOED totem right before someone gets hit. Opening the exit gate just as the killer is approaching. In a game of seconds, you can't say that shaving off 30+ seconds of action speed each game is not valuable.
No, it is a game of direct seconds, not seconds randomly scrounged from various indirect sources that barely even impact the game due to other indirect factors. Saving a teeny bit of time cleansing totems, unhooking teammates, or personally getting healed a little faster by a teammate rarely correlates to faster gen speeds and more escapes, and is rarely worth a perk slot.
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I never really used it,to be honest. I think I played maybe 3-4 trials with it and never touched it again. It's a good starting point, but it can very easily lead to exactly the problem you're having.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1885708#Comment_1885708
I can tell you that silent bell + wall hacks wraith with an indoor map offering is significantly more dangerous than ghostface if you can reach 3 stacks.
I do indoor devour hope builds pretty often with stealth killers and wraith is definitely the most lethal. Although ghostface and Myers can reach the 3 stacks faster (particularly hair bow + infectious Myers) once wraith hits it the wall hacks and unlimited stealth carry so much harder and he can actually defend the totem very well as well as secure the 4K much easier.
Okay, I wasn't talking about ridiculously powerful addons or map offerings.
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Probably because they have to hunt for a totem against what suddenly becomes the most dangerous stealth killer in the game.
And also Otz mega popularised that build, so it's probably getting really common.
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None of that is particularly useful, though. And not because it isn't flashy, but because its all stuff that gets done anyway without Leader helping in any real sense. Shaving a few seconds here and there sounds all well an good, but it's only a few seconds if you add up the sum total across the entire trial, because unless you're throwing to get Leader "value" you shouldn't be sticking together too much.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1885283#Comment_1885283
What if the OP wants to constantly trip over a dress as long as he/she gets to look pretty?
To each their own, but maybe the term "survivor" should be reimagined
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Huntress does have a basic attack and should absolutely use it fairly often. Sure, there's people that insist you should only ever use hatchets, but... Who cares.
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Uh, play DbD without having to worry about Bloodpoints?
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I want Billy's overheat either removed or reverted to post-PTB. Unlike Nurse, his problems really were just his add-ons, not his base kit.
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Have you ever tried to run in a skirt? It's not pretty. Or particularly feasible. Because your damn legs are stuck together and you can barely move them, so it's either hike it up and show of your underwear or rip the damn thing so you can do more than a brisk walk.
Sure, a particularly loose skirt doesn't have the same problem, but I don't think there's any loose skirts in DbD.
Edit: Phrasing...
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Once every half year or so.
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It's a complete waste of time unless you want the cosmetics, in which case you do you and I genuinely hope you have fun doing it because it is a GRIND.
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I have recording software that I can quickly switch on and record hackers. I don't get the first part of the game, and I don't get to catch those sneaky ones, but if the Devs need the first part of the trial to see that maybe the flying hillbilly throwing hatchets is possibly a hacker then... Well, I don't have anything else to say.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883245#Comment_1883245
Exhaust add-on are meant to counter exhaustion, as in remove it from the entire game. Demo has both a perk that gives 5 second exhaustion(Mindbreaker) and an add-on that gives exhausts you for 5 seconds when near a portal and guess what, I have never seen anyone use the perk(past adept achievement) or the add-on in 100's of game of survivor in any serious killer build. Its that bad. Blood Echo is even worse of a perk as it also requires injured status effect to even affect survivor.
In reality, all the killers should have exhaust add-on's because it creates risk vs reward for equipping the perk rather than 100% free second chance time waste. Another issue exhaust perks in general is that their trigger condition creates situational activation's of the perk rather than controlled situations of the perk(Excluding Dead hard which gives full control to the user). I think all the perks should just other exhaustion perks should work like Dead hard where pressing E activates sprint burst(Using E when Injured prioritizes dead hard, Uninjured prioritizes SB If both perks are equipped), E on during a Vault activates Lithe, E during falling to activate balance landing, Head-on has it through rushed actions already(but the 3 second window to use it is terrible balance). This gives all exhaustion perks full control over its activation and does not make one better than another in any situation.
If every killer had exhaustion add-on, than they would have a choice between dealing with exhaustion perks or eliminating them from the game. With current iteration going forward, they will actually need to weaken every exhaustion perk because those perks have potentially too high off pay off for game winning effect with no risk attached to them. So in the end of it all, they will add severe drawbacks to match their game-winning effect. So expect all exhaustion perks to have like 90/105/120 second cooldown instead of usual 60/50/40 seconds in the future if they do decide to remove every killer exhaustion add-on.
No, they aren't. Back when they were created, 30 seconds of exhaustion meant very little because exhaustion recovered while running. This made exhaustion addons annoying but they didn't remove it from the game. Then the mechanic was changed but the add-on weren't, which is where the problem exists: they are outdated.
Whatever your feeling for exhaustion perks (personally, I'm not a fan, especially Dead Hard), it doesn't change the fact that the add-ons are from a different place in DbD history and were never updated with the mechanic.
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Its yet another unintended side effect of The Twins' power that has yet to be rectified. I think you may be able to get past Charlotte by ramming her like a rhinoceros, which is supposed to cause a killers hitbox to shrink enough that you can run past them, but I don't think it works on her when she's idle.
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I certainly notice it, I can't get max range lunges any more, which makes a lot of once-playable pallets impossible. Averaging 70 ping, by the way, but getting screwed over because most survivors are closer to the servers than I am.
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I don't see it that often, but mostly it's from people that kind of did get screwed over very deliberately. People that legitimately get tunneled, facecamped, genrushed, lost to second chances, etc.
Most people seem to recognise that DbD is an unbalanced AF experience because of the disparity between what two people can bring in (killer or survivors, it doesn't matter, everyone's for broken toys), so its mostly the survivors that got hardcore camped and tunneled that get mad (as in the killer threw the game to specifically kill them for no real reason).
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I wouldn't call them "toxic" (some definitely are, don't get me wrong, but not the majority) but I do get a lot of very sweaty survivors with very strong builds, often the classic second chance meta perks. Most of them play like at least a 3-4 person SWF, and many of them are on Steam so I can check and confirm that and apply the same logic to non-steam groups. I'd say at least half my survivors are like that, and the fact that I don't seem to get teammates that play half as good most of the time (I run aura reading perks, I can see their gameplay and co-ordination) I'd say it's safe to assume that most of my opponents are sweaty SWF teams.
That's not to say they are doing anything wrong, or that it's an instant loss, it's just a thing I have to deal with because I play in the evenings. I'd call it my normal, but I know that most people I talk to think it's rather out of the ordinary.
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@Endorb said:
https://forum.deadbydaylight.com/en/discussion/comment/1883234#Comment_1883234
https://forum.deadbydaylight.com/en/discussion/comment/1883245#Comment_1883245
https://forum.deadbydaylight.com/en/discussion/comment/1883252#Comment_1883252
So, you want the duration to be short enough you can still use the exhaustion perk in the same chase? Besides, isn't the counterplay to just use your exhaustion perk early? It's still just as effective at creating distance that way.
They were created so that survivors could still use exhaustion perks in chases. The exhaustion change removed that without addressing the add-ons. Suddenly Huntress can remove an entire group of perks, bar Sprint Burst, from the trial just by equipping an add-on. Which is supposed to be inherently weaker than a perk.
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They're outdated. I would actually like more killers to have exhaustion addons, so long as they're closer to 3 seconds of exhaustion than 30.
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Not quite true. There's plenty of perfectly reasonable changes that the Devs could make that would make games more enjoyable over all. For example, buffing and nerfing perks via simple number changes.
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It would be more than feasible, but it's never going to happen. It would change the standard of behaviour that the community expects, and thus force them to be more active or risk losing their playerbase via exposure of their general unwillingness to to anything beyond chapters and cosmetics.
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Because the Devs are amazing at game balance and definitely take into account people who abuse mechanics.
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The community is obsessed with a killer that gives between sweet F all and actually no information to act upon, but who gets everything she needs either via skill at environmental reading, Stridor and good sound settings, or repeated, quick 50/50 attempts, and who also "mindgames" by just letting go of the controls for free hits?
This, by the way, coming from someone who loves Spirit and plays her as a guilty pleasure. She was my first killer. I want her to be fun and fair for everyone, like Blight, instead of able to wreck everyone by just not letting them know what's going on and also being insanely fast while she's at it.
I miss her breathing bug. It didn't do much, true, but at least it was something, and it was fun to play around with.
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I was also very, very negative this survey, but mostly because they were asking irrelevant questions about horror and burying important questions about gameplay and player experience.
I don't care about the horror, I don't think they should even bother pretending that it's a horror title after a player has sunk 50+ hours, that shouldn't be the focus. The focus should be those hooked on the game and helping it print cash, not new players that aren't jaded AF.
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It's because despite popular belief that it's your internet that's the problem, it's actually the server connection.
Which makes all those absolutely lovely people worshipping the DC penalty and saying "sucks to be poor" even worse than they already are, because it's not even the user's personal problem.
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I'd say about NZ$100-150, since I paid for all the DLC, but while they were on sale on Steam. Plus some cosmetic items because I like dressing up my dolls.
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If the offerring you had was the offerring that doubles specifically your survival points, then yes, something seems a little off. The ×2.5 multiplier (from WGLF+bloodhunt) brings it up to 65k, which can be rounded up to 66k if you got 26,400+ BP. If you survived, that should have been an extra 5k BP (from the +100% survival offering) in the very least, bringing it to about 71k
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The basement literally exists to enable camping. That's it's only purpose. People can go on about "risky saves" all they want, being hooked in basement isn't a problem unless the killer is camping it. In fact, if I had the option to disable it in my killer trials, I would, because it actually wastes precious hook spawns, and thereby precious seconds making it down to and up from basement, which is not paid off in any way unless you're a camper.
Plus, the second chance meta makes even basement camping a joke, so if anyone needed a third reason to hate it, there you go.
And a fourth reason: you can't really avoid it without prior knowledge, so to anyone who says "don't go down near basement" please remember that that's about a quarter of the map you're saying to not loop, which is impossible to tell which of the two quarters (almost always two spawns to a map) unless you burned an offerring or just got lucky and spotted basement early.
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Or how about we balance ridiculous items instead of making it rarer to find them?
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And if you don't have good headphones, you can just 50/50 loops.
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Honestly, I stopped seeing so many Spirits after crossplay was enabled. Don't know why, maybe it's because people think she only relies on sound and that sounds are easier to mess with on PC, maybe it's because the increased number of survivors have spread them out a bit more, I don't really know.
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Most of these are things that just come with experience. You can't blame someone for not knowing. However, doing dull totems is an objectively bad idea unless you know your teammates are being productive in some way. Even if NOED pops, it's better to know where it might be (or just leave some poor soul to die, even it that poor soul is you) than get everyone killed by not doing gens.
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Honestly, you kind of can. Not for immediately having an alternative available, but they could have just removed the ability to open hatch and doubled the purple key's duration with the promise of a proper rework down the line.
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Bubba is a very strong killer. He used to be rather weak, but his power got heavily buffed to allow for not only skillful gameplay but a much more dangerous character overall. He chews through pallets, can use his power in loops (with a lot of skill and practice) and has an instadown that can quickly snowball map pressure by taking a team of 4 cocky, full health survivors down to a team of 2 healthy people and 2 on hooks wondering how they screwed up so bad.
His only major weakness is a lack of map mobility, but the same thing can be said about almost every killer in the game, so it's kind of a good problem to have.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1880979#Comment_1880979
As I said: your logic. The lunge is basically unaffected. As I also said. speed can be increased by several sources, that is not necessarily changing the lunge mechanic. We can go on ping pong on that topic. Both of us are correct, both of us are wrong. Probably they had the same discussion and had to agree on one view
The lunge isn't basically unnaffected, it's speed curve is massively altered. That's a huge and important effect that should transform Spirit and Wraiths attacks to secondary. I could perhaps see your point with Hag and Nurse, but balance-wise it's still not right and they're still technically being affected by their powers and only got the hits directly because of them, even if the lunge is technically the same.
Logic is logic. The only way it shifts is if people ignore pieces of the whole for convenience. The Devs do this regularly to make their lives easier whilst pretending they don't. And I would absolutely be willing to bet that if Blight and Spirit had switched release schedules then Lethal Rush would be a relatively normal, if speed boosted hit that activates "basic attack" effects, and Spirit would have some wierd alternate attack when she comes out of her power.
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1880984#Comment_1880984
No killer in Dead by Daylight is intimidating.
That is your opinion, one that I heavily disagree with.
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I don't like Pennywise. I don't find it particularly scary or intimidating, a fact that will only be worsened by it now having its arms and legs metaphorically tied behind its back.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1880084#Comment_1880084
That's supposed to be your logic. I made a pretty clear example of what the logic would be to count those three as basic attacks. And there were enough posts about Blight. Not the same: no hitbox to hit walls, ability to destroy pallets, reduced maneuverability. Clearly not a regular M1.
https://forum.deadbydaylight.com/en/discussion/comment/1880297#Comment_1880297
It is not poorly thought out, it is pretty well thought to be honest. But your opinion. This is not about fun to play? OK bring back sloppy/thana on Legion's frenzy hits or on Huntress hatchets, the killers that can spread damage the fastest of all killers. That were definitely fun times. Would love to see Surge on those chainsaw downs. Or how about Exposed effects being applied to killer powers? That would be awesome!
Nor is Spirit or Wraith: they are megaboosted in speed. Nor is Nurse: she's still in her power. Nor is Hag: She's still in her power.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1863111#Comment_1863111
This is a quote from a post from someone else who kept track of all perks used by survivors, solo survivors included:
"Survivor perk stats:
81,81 % of the games had Self Care
115 SC --> 49,78 % of survivors had SC
76,62 % of the games had Decisive Strike
96 DS --> 41,56 % of survivors had DS
59,74 % of the games had Dead Hard
59 DH --> 25,54 % of survivors had DH
58,44 % of the games had Borrowed Time
73 BT --> 31,6 % of survivors had BT
57,14 % of the games had Adrenaline
64 Adr --> 27,71 % of survivors had Adrenaline
54,54 % of the games had Iron Will
54 IW --> 23,38 % of survivors had IW
44,16 % of the games had Sprint Burst
43 SB --> 18,6 % of survivors had SB
28,57 % of the games had Unbreakable
26 UB --> 11,26 % of survivors had UB"
Kindred doesnt even show up in 25% of the games.
"When I turn off crossplay and check friends lists"
So basically: solo survivors who only play against pc gamers use kindred.
That is an extremely biased statistic as the majority of solo survivors do use crossplay.
"the significant majority of players with perks like Kindred, Bond and Alert have no-one else on their friends."
Again a biased statistic, obviously people who use those 3 perks together are practically solo survivors, but that doesnt mean solo survivors use that only. You're basically saying all animals are dogs because everytime you check what a dog is, it's an animal. It doesnt work like that. You have to include all solo survivors to claim the majority of solo survivors use those perks. You cant use it the other way around.
"Sinc eyiu are making a claim that goes not only agaisnt my experience"
No, my claim goes against your data, which I have already shown to be biased.
"but against the experiences of everyone I have seen talk about this"
You're literally the first person I see talking about kindred being too common. And I have been on here for quite some time.
"no killer needs a camping buff"
Not a camping buff if all stealth killers can already do it, let alone that some stealth killers have access to an instadown. Besides, his terror radius would still be there, and last time I checked, the only way to get rid of your terror radius is the same way you get rid of aura's anyway. Both Dark Devotion and Insidious remove your aura too. The only "buff" is that trapper can lay down traps without being spotted, but its already easy to deal with Trappers traps if you expect them to be there. Because unlike Hag, you can actually run or even walk around without triggering one.
"Hag is a very territorial killer, claiming otherwise is showing a lack of understanding about her power."
Hag is like a spider, spiders are not territorial. Spiders set up a web for their victims to enter, and once they enter, they cant escape. Hag HAS to leave her web for it to be effective. She just needs to be close enough to teleport back. That's the opposite of being territorial. Being territorial means you wont leave an area unless its absolutely necessary. You claiming Hag and Trapper being the same type of killer just because they share traps is the lack of understanding powers. They have very different playstyles. Hag is a spider, trapper is territorial.
"She needs to be close to her web at all times or she cannot teleport to her traps."
Not that close, 32 meters is quite some distance for a 110% killer. And that is her vanilla range. Her other ranges(single addons, im not even including their stacked versions), 40, 48, 56 and infinite are each powerful enough to make her essentially run halfway across the map from the borders of the map, meaning that if the hook is slightly towards the center of the map, she can easily walk around 75% of the map and still teleport back to her trap. 75% of the map isnt territorial. That's not even including the fact she has 5 seconds to teleport to her trap(which means she has an additional 22 meters of range if she walks straight towards the trap). So meaning that once a trap triggers and you're 54 meters away, no addons, no perks, you can still go back. That's not territorial. She actually has to leave her territory for survivors to be caught in her web.
Meanwhile, Trapper needs to actually lead survivors towards his pre-set territory to capture them, and once he captures one, he needs to stay close enough to keep scaring survivors into his traps. THAT is territorial. A trapper, at most, can be 40 meters away from his territory, otherwise he is just an m1 killer.
"because to be perfectly honest the whole concept of a "territorial" killer is just a killer that camps an area real well."
Yes, and ideally, hag doesnt camp. She places traps, and then leaves the area. She literally doesnt need to camp an area. It's just a well protected area. That's not territorial. She isnt protecting it by camping it. Sure, the game allows people to use Hag to camp very easily, but any decent Hag wont even camp.
Hey, thanks for the wall of text that stillsbowes a clear misunderstanding of the core concept: TRAPPER CAN CAMP LIKE A BEAST AND YOU WANT TO MAKE HIM BETTER AT IT.
Also, I recognise those stats, they were from a very different meta. Perhaps gather your own. Back then I also saw way less info perks. No longer the case. And yes, stealth killers are a different problem that needs to be addressed, especially Wraith.
And you still don't know the first thing about camping to begin with, you literally explained how Hag is a territorial killer in your explanation of how she's not a territorial killer. Now I wonder: is territorial, in your mouth, just another word for "facecamping"?
Just stop and think about the situation you are trying to create. A killer that can lay down traps wherever he pleases directly around a hook and only damages solo survivors thanks to callouts. What a fun person you are.
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The system has been overtly busted for... Since it was implimented. It's the reason that matchmaking is moving away from rank.
Gen defender (names aren't my strong suit) is unfair. Plague and Myers get terrible deviousness. Them, Billy and Bubba also get terrible chaser. Legion and Wraith massively overperform thanks to Legion getting tonnes of hits and Wraith having "instant" chases. And those are just the ones I can name off the top of my head...
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1880058#Comment_1880058
Ehm... them you got my point wrong. I'm saying that they skipped these 3 on purpose, because they HAVE a clear idea of how to split basic and power attacks. I think pig dash was also reworked to be no basic attack anymore for example. And therefore I dont think they would make those 3 non-basic attacks if they were released this year
Every other attack that uses a power to get a hit is considered a secondary attack. That's supposed to be the logic. Hag, Spirit, Nurse and Wraith break that logic, and are coincidentally old killers that haven't been touched since the landmark Legion change.
They don't have a very clear idea, they have a very clear exception to the rule. One that shouldn't exist, given that it's buffing three of the strongest killers in the game.
Also, Blight. Same principle as the others, but Lethal Rush is a secondary attack.
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It's the game that's broken, not the survivor. A lot of maps have easily chainable tiles that good survivors can abuse the hell out of, and it's just part of the game. However, I can and do blame survivors that just play ultra safe (pallet camping, basically) and hold W. There's nothing fun about that, there's no skill. It's the biggest reason I'm a Blight main: To punish it and force them to actually loop.
The biggest problem, though, is the fact that killers need to get something out of a chase. A hit, a pallet, a slug, SOMETHING. But some tile combo's are set up in such a way that a good survivor is just actually untouchable for minutes before getting hit or using a resource. Once again, not really the survivors fault, but it is ridiculously frustrating.
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@Pig_Is_Pog said:
there not underpowered at all. they just have a different play style *cough cough slug* and win off there insane slug abilities. even people like otz, dowsey, tru3ta1ent, ohtofu ect put them in high a tier.
@OperationMintyHippo said:
They are not underpowered at all. If you can play Twins power (Victor) decently then they are about as counterable as a Deathslinger lol.
If the survivors stick together and aren't potatoes (in other words, they actually crush Victor) then there's nothing the Twins can do. You can't snowball, you can't slug, and two people to a gen is pretty damn optimal. That is what makes them one of the weakest killers in the game: going against survivors that aren't stuck in the meta of splitting up and doing gens.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1879993#Comment_1879993
You can bet, but most likely lose. Legion Frenzy attacks counted as basic attacks for a long time, and they changed that for consistency reasons.
Yeah, that's kind of my point.
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A murderous bean. A very, very murderous bean. With gun.
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Because the Devs didn't have the idea of properly seperating attacks you got via powers and attacks you got via base gameplay til afterwards. If Nurse, Spirit and Hag were designed this year you can bet that Sloppy Butcher wouldn't be one of their best perks.
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It's just how the game is. If something is unfair, people will complain, because people always complain about unfairness if they think something might be done about it.
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The same could be said for the miserable, sweaty, toxic teams that make killers camp, tunnel and slug in the first place.
But at the end of the day I don't think it's an actual thing, it's likely just that it's more noticeable.