MadLordJack
MadLordJack
About
- Username
- MadLordJack
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
They're visually pretty cool. I especially like the Disturbed Ward. For me gameplay is a lot more important though, and I'm not sure how they play out.
Also, I miss the orange tint that was all over Father Campells Chapel.
-
Is Blight underrated? I guess console players often say he's weak, but I don't know how much of that is people just overusing his power and how much is actual console limitations.
-
@FireSunBloodyMoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1871030#Comment_1871030
I can dream too. But it is necessary that the survivor does not throw off the board, it is necessary that he run through the open area ... This does not happen. Therefore, I repeat once again, the only time you can use an antidote is on the way from the hook to the generator. But the acceleration is not that great for a short period of time. And I really don't want to spend a bottle on dubious speed.
Wrong.
Scenario 1, easily the biggest: Throw the antidote at a survivor that's instadropping pallets and holding W. You will get the speed boost, they won't, because of its delayed activation.
Scenario 2: Use it at a loop INSTEAD of the tonic. Works best in medium sized long-wall loops. Throw to the end of the long wall, where you are, the survivor drops the pallet, you have time to run around and hit them.
Scenario 3: At bigger loops, throw an antidote at the end of the long wall on your side, toss a tonic at the pallet, the survivor drops it and you potentially hit them.
Scenario 4: At a long wall jungle gym, hold the survivor at the window while speed boosting yourself. If they try to loop it they will get hit, meaning they have to burn through their 3 vaults almost instantly.
Scenario 5: At a god window, toss the bottle before you vault. When the animation is finished, you should be speed boosted. If the survivor hangs around, they get hit. If they loop the god window, you're gonna hit them.
Scenario 6: in any area with a strong window and pallet setup, such as a jungle gym, throw an antidote at the pallet and a tonic in the centre of the area. The antidote wil be a nice juicy target, but if they try to go back through the tonic they will get the buff stripped, and then the debuff applied because they will have spent so long in the gas. They will likely leave the loop with their speed boost after instadropping the pallet, instead of going back to the window.
Scenario 7: literally just play the loop with the antidote. It is shocking how much a change in speed messes with survivors.
There you have it. Half a dozen ways to use the antidote on survivors that instadrop pallets the moment the faintest hint of tonic is in the air.
Edit: accidentally came up with 7 scenarios and relabeled them correctly.
-
I can think of a dozen different scenarios in which to use the antidoe in a chase. Granted, half of them require the survivor to not instantly drop the pallet, but still.
-
Kindred, Self Care, Botany Knowledge, Bond.
-
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1870365#Comment_1870365
I dunno, I've always found information perks very useful, solo and in duos (which is how I usually play survivor). My usual go-to build is Lithe, Bond, Kindred, and Spine Chill (though I am currently trying to wean myself off of that one). I have consistently made it to red ranks with that build. I don't think you have to run a bunch of meta perks in order to perform well, if you have good game sense.
Exactly. So why not 16m open handed?
-
Dragons Grip is decent, Trail of Torment less so (you scream constantly, so you're easy to track), and Whispers is just absolutely amazing. Plus, Infectious Fright for snowballs.
Personally, I would run MYC over Trail of Torment if you have it, or PGTW if you want slowdown.
-
People don't want to play killer because killer is way, way harder and way, way more stressful than even solo survivor. Everything rests on you playing well and not making mistakes because your mistakes are 4× more impactful.
Also, I would probably run Sloppy Butcher over M&A on Nurse, she screams all the time anyway so you're probably not going to be doing much sneaking and Sloppy is just so good.
Edit: I actually have no idea what that 3rd perk is, it just kind of looks like m&a. If it's shadowborn, fair enough, but it is a perk I never got addicted to and I do fine
-
This is going to sound cheesy AF, but the answer is: Pretty much every non-meta perk.
But, and this is going to sound even worse and more BS, my favourite probably has to be No Mither. I wish, wish, wish is would get buffed so that killers didn't know it was coming, maybe make it so that it doesn't give you broken but you still can't be healed. Or make it deactivate if you are healed, I don't know. I just like No Mither. Nothing will ever beat No Mither/Tenacitying away from the killer in a straight line, popping up and going about your business like nothing ######### happened because you're not a little ######### that gets ######### by a goddamn machete in the spine.
-
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1869870#Comment_1869870
That is interesting, and a pretty good point. Here's what their rationale for the buff is:
"Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand."
The current (live game) tier 3 Open Handed value is 8 meters, and it stacks. So, you would be able to achieve what they are proposing here with two players running Open Handed. As-is, if two or more people stack the perk, it would be insane, as you have thoroughly pointed out. So it seems like maybe they feel that 8 meters is too little, but they have now concluded that 16+ meters is too much. For various aura perks, it would result in:
- Bond: 44 meters (+8 per additional OH stack) in the live game, and 52 meters in the proposed rework.
- Kindred: 24 meters (+8 per additional OH stack) in the live game, and 32 meters in the proposed rework.
- Detective's Hunch: 72 meters (+8 per additional OH stack) in the live game, and 80 meters in the proposed rework.
- Windows of Opportunity: 28 meters (+8 per additional OH stack) in the live game, and 36 meters in the proposed rework.
- Plunderer's Instinct: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Better Together: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Left Behind: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
If I had a FIFTY-TWO METER BOND IN EVERY MATCH, along with all the Kindred shenanigans you have described (I run both of these perks), that would be nuts.
Maybe they'll split the difference and go 8/10/12 or something. That would still be really significant.
I honestly don't see how that would be in any way overpowered or anything. I've run Kindred/Bond/Open Handed with a friend, it's not some crazy autowin hahaha baby noob killer combo, it's a fun meme that replaces callouts. For all of that info, remarkably little is useful, and even then it requires you to be a good player.
I guess what I'm saying is I would rather this than, say, any actual meta build. Like, by a lot. A lot a lot. Please may the Devs buff Open Handed so people run aura builds instead of second chances, chase builds, healing builds, stealth builds, gen rush builds or... Yeah, no, maybe even chest builds, what with the sheer number of keys and medkits I've been handing out like candy recently.
Edit: I should clarify, most of the time I run aura build in solo que, I was just pointing out that I've ran them with a 16m buff before
-
The slugging mechanic should be reworked. Right now, the only defence against it are perks, one of which is kind of ever so slightly extremely unfair. There really should be a mechanic that just allows a survivor to pick themselves up after a certain amount of time has passed and/or a certain amount of people are slugged.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1868031#Comment_1868031
True but they are around the same height. Having a tall muscular female for example would be interesting
On the one hand, yes please, on the other, please gods no I already get sick of all the "David could beat up X killer," it's gonna get so much worse with two...
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1867855#Comment_1867855
Its not being a prick to be logical. If you full on tunnel and just take them out of the game thats being a prick. But if I get DS early I either go for the people around or go for the person depending on who they are or where they are Usually I eat it because people wanna get cocky so I punish them. But I never get DS usually because I dont go out of my way to tunnel when I see a perfectly healthy survivor
Wrong, being a prick and being logical are not mutually exclusive. That's the ######### problem, everyone's jerking off about this idiotic way of dealing with what is supposed to be a protective perk because it can be used unfairly aggressively but you're all completely ignoring the cycle of toxicity you are being a part of.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1867855#Comment_1867855
A few things here...
It’s either be a prick to get rid of a perk that allows survivors to behave like pricks, or allow the possibility of survivors being mega pricks at endgame. Unfortunately DS creates a “choose your poison” circumstance.
Secondly, they only become my target in 2 circumstances: the unhook in my face, which sorry, if the survivors are going to make dumb plays, I’m not inclined to be polite about that. It’s not like there’s some unwritten expectation survivors follow whereby if a gen is kicked, they’re not allowed to touch it again nd must go and find another gen to work on.
And if I happen to spot a survivor again after I’m positive they were only recently unhooked less than 60 seconds ago. I don’t go deliberately looking for them, but I DO deliberately make them my target if I think there is a window of opportunity to get rid of a potential DS.
As I stated, in any instance I eat a stun, I let them go (I ignore them), except if they’re are the last survivor not on a hook/slugged (no one else to chase).
If they don’t have DS and they’re now on death hook, again, as I’ve stated, I MIGHT give them some slack depending on the dynamic of the match. There’s some personal responsibility left on that survivor though. If they choose not to play stealthy from that point onward, and are brashly making themselves obviously known to me, then too bad for them.
So in other words you tunnel people to get rid of what is supposed to be an anti-tunnel perk and then come onto the forums to preach about it whilst carefully ignoring all of those survivors that, even if they have DS, still just got tunneled.
Paint it however you like, it's still a crappy picture.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867977#Comment_1867977
In no way am i victimising myself, lmao, just pointing out the toxic atmosphere is created by survivors
I never said tunnel them, maybe actually think before you put words in peoples mouth
yeah, and i wouldnt be suprised if you were one of the teabagging flashlight clickers who think they are better than everyone else
also, i play more survivor than killer
I dont click my flashlight, i dont teabag, i dont run crutch perks, i dont locker jump and i dont bully the killer
its not difficult, survivors just see strength in numbers and act as toxic as they ######### want, but try and smack down killers for even looking at doing something toxic
If someone is farmed in front of you and you knock them down, that is not tunneling, that is not toxic, taht is doing my job
please, grow up, for your sake as well as others
You are pretending that all toxicity from the game is from survivors. You are accusing me of being exactly the kind of person DS protects. And you are telling me to grow up?
I am simply pointing out that DS is a highly abusable perk that, thanks to such, is encouraging killers to tunnel people off the hook to eat the DS if it's there (which encourages people who don't have DS to equip it), which is exactly the behaviour the perk is supposed to discourage. You are going on and on about toxic survivors to justify this form of tunneling, thus painting yourself as the victim.
But of courses its easier to smear your opponents and continue to tunnel people off the hook than it is to admit that maybe DS isn't a great perk to have in the game and that it really should be nerfed so that it only does what it's supposed to. Even though you claim to be someone who doesn't use or abuse it which makes this whole argument of yours very difficult to understand.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867953#Comment_1867953
I hook them, it'll be their second hook if they are lucky, otherwise, feels bad I guess, but you play to survive or get killed, team mates shouldn't farm anyway, its not like I face camp, I got pressure to spread (always) and traps to place (usually)!
Anyway, stop acting like survivors are these innocent victims who don't deserve to get hooked unless they are toxic. The point of playing killer is to be merciless and kill everyone, I'm a lot nicer than I need to be!
We wouldn't have a toxic atmosphere if 99% of survivors didn't automatically make themselves the victim and verbally abuse the killer for using certain perks or killers or doing thing they weren't then going out the way to teabag and click their flashlights and locker jump and use perks like DS to troll!
Stop victimising yourself. There's shite in DbD that's just plain awful to deal with, and the advice of the OP, and you, is to use one version of BS to justify another.
DS exists to stop tunneling. You are justifying tunneling to get rid of DS. Can you not see a problem here?
-
Tournaments are a thing that exist and I really, really hope people stop taking them even remotely seriously because this is such an RNG-based game that shows off no skill because of gen speeds and a lack of interactive chases.
I just had a trial against a tournament squad holding tryouts. 3-minute gens and nothing but W holding and basic looping because that's the most effective tactic. Please, just stop. Tournaments for fun with wierd and whacky stuff that isn't serious at all, like the Into The Fog one, are awesome and fun because they are so self-aware. Serious sweaty ones just hurt the community by making other people think this game is tournament ready.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867884#Comment_1867884
Fun fact, i do use choice number 3, its common sense not to unhook right in front of the killer without BT, unless they are face camping without an insta down!
If i see an opportunity to force someones DS i take it, and its not really making them miserable, plus, half the people who use DS do it to troll, all the flashlight clicking and locker jumping, not like they are trying to make the killers day any brighter
(Also i play more survivor than killer! I have absolutely no issues when playing like this, I dont rely on second chance perks, I never even put them on, barring one time my friends forced me to. Especially since, if a killer takes mine or OPs attitude of if you dont use them ill prolly cut you some slack, then life gets better for that survivor that was previously "miserable")
And what happens when you "force" someone's DS only for them to not have it and just be a victim that just got farmed?
Can you not see the behaviour that DS creates? The toxicity? The miserable trials? It is supposed to exist to PREVENT toxicity and yet it is the root cause of some of the most BS things in DbD, either directly or indirectly.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1867890#Comment_1867890
I thought macro teabag on ghostface didn't actually did the full animation, but good to know how they look and do.
I haven't seen a facecamping bubba in a long time and I have never seen a chest defender bubba personally.
It doesn't, I had to set my macro to 0.4 seconds. And it is LOUD.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1867864#Comment_1867864
Unbreakable can help you resetting your whole team after all of them made super big missplays.
There were also times where i had to force people out of the exit gates to prevent further saves but while doing so the person on the ground got up and escaped through the other exit gate/hatch.
It definetely leads to free gen time because noone has to save you after getting slugged and you recover faster which makes it easier to pick you uo from the ground
DS is the root cause of half my Unbreakables. The other half are "amazing" game design that I don't really blame survivors for hating because slugging is just the worst thing to deal with.
Like, seriously, if I've got 2-3 people on the ground, I'm really hoping they have an UB. Mass slugging sucks. I wish it wasn't the "nicest" way to win. Especially since snowballing and mass slugging aren't necessarily the same and I often don't end up being screwed by UB nearly as much as DS, but I guess that's a playstyle difference.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1867787#Comment_1867787
I understand that, I was just basically wasting my 4th year cakes so what better way to waste them than memeing around.
But honestly I have never encountered a toxic ghostface as far as I remember or maybe I didn't noticed? Basement bubba? Like facecamping bubba and stuff?
Toxic Ghostface is my fav meme because it sounds super ######### but it's actually when you just constantly t-bag. I bind crouch to a macro.
And yeah, Basement Bubba is the classic insidious Bubba. Its easy to confuse it with Chest Defender because they often look the same, or occasionally end up being the same of the bubba in question is a bit salty.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867870#Comment_1867870
There's no hardcore tunneling involved, that's when you chase a survivor until they are dead no matter what
If they get farmed right in front of you, the no brain play is to smack them down and take the chase (I usually dont commit to a whole chase unless I know I'll get them), I'm not gonna actively chase the unhooked person if I wasn't there!
But if I am, if they dont have bt active then they get knocked down, no ds, hooked, hooked again, then ill give them another chance later if their team mates don't let them die. And if their team mates let them die on hook then I'm not giving them second chances at all.
Simple
It's not toxic
Just efficient, and still fair
The only way to get DS out of the way early is to tunnel someone down and pick them up, or hope they're terrible at the game and will try to force it out (which is something that needs to be removed form the game). That is what the OP is advocating, unless everyone just wants to ignore good players with DS that will wait til there's a snowball starting to go for formerly-risky plays.
So there's your choices:
1) Accept farms and get cucked because someone equipped a perk, but perhaps win later on. Definitely not fair for anyone involved, that survivor didn't ask to be farmed. Doesn't help with the real problem, either.
2) Tunnel everyone down to eat DS as early as possible and just say whoops as you give them a miserable time, especially if they don't have the perk. That is the only proper way to eat DS early. Every other way relies on survivors being bad and also is still you teaming up with a survivor to BM another survivor. Sucks, but it's always going to be true that it takes two to farm.
3) Just play completely normally.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867855#Comment_1867855
No one at is recommending toxic killer behaviour! But being scared of DS because you let it become an issue which would inevitably be your tipping point between winning or losing, is pathetic, if you know survivors are gonna have DS (in all my lobbies recently at least one has), then plan ahead and make sure to fix that
That isnt toxic or playing like a prick
Plus it's just common sense
A one time perk
If you deny them further access to it they have basically wasted a perk slot!
Same with unbreakable, which is arguably weaker!
So hardcore tunnel people off the hook and just say whoopsie daisy if they don't have Endurance status form BT, or DS? Sounds pretty toxic to me.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1867855#Comment_1867855
Unpopular opinion: In the so called small pp-Build (still a dumb name, people should run what they like), not DS but Unbreakable is the problematic Perk. Worse design than DS IMO, most of the time not being used but when used, can be a complete game-changer.
I run it occasionally. It's for compensation. Nothing else. I will forever call it the small pp build just to piss off the people that think they need it. If someone wants to run it, they should at least acknowledge how stupid it is, and the easiest way to do so is call it by a dumb but kinda accurate (if a little sexist) name.
And Unbreakable can't be used for a free escape or free gen time. It's poorly designed, but... locker DS, unhook with DS, DS on gens, and of course the fact that it is the core of the second chance meta and the other perks kind of don't have much synergy without DS.
-
So, you're victim blaming in a videogame whilst encouraging killers to play like pricks and ruin the experience of survivors that aren't running the second chance meta so they switch to the second chance meta and perpetuate the cycle of toxicity?
Whilst Ignoring the fact that a team of small pp build is the freest escape of anyone's life and that DS is the lynchpin of that build and creates the in-your-face toxicity, such as... Literally anything survivors can do to abuse DS?
-
To be fair, a lot of meme builds are toxic AF, or end up being toxic AF, or could be misconstrued as being toxic AF. Not saying that's what happened here, but... Toxic Ghostface, Basement Bubba, Chest Defender Bubba, Basement Demo, any megaslug build, BK Myers often ends up camping and tunneling... Not sure what any of this has to do with your specific instance of meme, but it does help answer the extremely broad question you asked
-
Yes, because ganging up against Victor should be even MORE effective to drive the killer even FURTHER toward forced camping.
-
It's a nice consistency buff. Makes it so he's now the only stealth killer that's not destroyed by open areas.
-
You only need to go against one team that doesn't split up while injured to see how weak they can be. Plus, it's not fun to have a killer that's only really decent when slugging, camping and tunneling.
-
Blood Fury is rather easy to use and comes with a hell of a lot of mobility that more than makes up for the shorter duration. Plague's only stronger if the survivors aren't spread out across the map, which just isn't the case most of the time, and also she gets heavily screwed by robbed hits because her power is kind of bugged.
-
Use the gas spread, zoning and objects to lock survivors on an ungassed area while you get the buff, then push them towards it to trick them into thinking they can get it to but in their greed they forget that
1) You're a 125ms killer
2) Even with the gas you're still faster than them.
Basically, use greed and pretend you're a potato to get them away from pallets. Or set it up as such but loop them as a 125 killer if they don't fall for it.
Edit: Also, antidoting up an area and lobbing a slowdown right after it. Don't know how it's gonna work transitioning from Hasted to Hindered, if it's instant or if they have to spend a second in the gas *after* the Hasted effect is taken away, but in the least it can be used to trick greedy survivors.
-
It lets you stealth around areas that Fixated doesn't, namely small junk tiles and low walls and even generators.
-
@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1861413#Comment_1861413
But Leatherface is a cannibal (cooks humans into Chilli according to every source?), and on those last summer BBQ hooks, there was certainly some BBQ and Chilli going on there.
He gets one hooked for the death stew, and the others are put in the same gravy boat (if I may) with their auras revealed.
So, yes, BBQ and Chilli does in fact pertain to its killer and has some feasible relationship to its effect.
Undying on the other hand has only the feasible relationship to its effect. Does it pertain to the killer? ehh, only if you really stretch it.
Well, I never knew that cannibalism gave you the magical ability to see people through walls.
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1863445#Comment_1863445
I find the whole Ruin/Undying to be silly at best and no I don't play with either of them. Ruin is shell of it's former self and current Undying can stand on it's own as an aura reading perk. The fact that survivors are even bothering cleansing Ruin shocks me.
I digress, the post isn't about how the perk is now to the way it will be or whether or not it should be changed. Its about the way it was portrayed as a compromised change.
First off, Ruin is now objectively stronger than before the nerf - the only reason it was a nerf is because it didn't last long enough to effective, which is what Undying fixes by making it, often literally, uncleansable. Second, if you see no value in the new Undying then you are squinting so hard it's distorting your vision. IT KEEPS TOKENS. That is something I'm willing to bet is going to get reverted.
-
What're you on about? Are you holding up the times that Undying is cleansed first in the current meta and pretending that that's what happens every time someone cleanses a totem right now? Because that's not true or Ruin/Undying wouldn't be so oppressive.
New Undying duplicates a totem. Run Undying/Devour Hope and you basically have 2 perk slots dedicated to Devour Hope, and 2 Devour Hope totems that the survivors have to cleanse, but also you have random aura reading on dull totems. That is the purpose of new Undying: Duplicating a single totem.
@Almo said:
We kept aura reading so that it does SOMETHING when you use it alone.
And if you only run Undying then that's 4 potential loops that have wallhacks. Or, you know, none, but I feel like most of us have felt the power trip of Undying totems in loops.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1862914#Comment_1862914
How is it false? Most solo survivors do not use killer aura reading perks. That's simply a fact. Besides, once again, stealth killers are also immune to aura readings and they tend to be more effective than Trapper is. And yes, SWF's use Kindred too, because a lot of hooks have limited vision. You only need 1 kindred in an SWF to work. And yes, I check if people are grouped up before. You'd be surprised how many SWF's use kindred, and how little solo surv's do.
It kinda is a buff he needs tho, and there are plenty of situations where placing traps nearby the hook is not only smart, but actually the best option. And no, it's not giving an excuse to camp, as once again: stealth killers can already do this too, some even worse than others.
And no, because Hag actually isnt really a territorial killer. She can easily leave the perimeter and return at the push of a button once someone enters, with the only real counter being flashlights. Which are not guaranteed in the game and they are shown in the lobby in the first place. Trapper needs to be there to make his traps work, that makes him territorial, and not hag, as funnily enough, hag is like a spider and spiders arent really territorial by definition. Territorial animals need to be there for prey inside the territory to be in danger. Spiders dont need to be there for prey to get captured. So no, by my logic, Hag doesnt need the same effect.
Please provide this proof you so clearly have. When I turn off crossplay and check friends lists, the significant majority of players with perks like Kindred, Bond and Alert have no-one else on their friends. Sinc eyiu are making a claim that goes not only agaisnt my experience but against the experiences of everyone I have seen talk about this, you must have some damning evidence.
And as for the rest, no killer needs a camping buff. That's just stupid. Hag is a very territorial killer, claiming otherwise is showing a lack of understanding about her power. She needs to be close to her web at all times or she cannot teleport to her traps. And your logic was a string about how it's justifiable for someone to be territorial, of which Hag is perhaps the greatest example, because to be perfectly honest the whole concept of a "territorial" killer is just a killer that camps an area real well.
-
Get rid of all the nonsensical, stupid, idiotic BP offerrings that actually cost more than what you will make from them and replace them with a single offerring for each tier.
Brown = 25% bonus BP for you. (Hollow shell+ whatever the other one is)
Yellow = 100% bonus for you. (Escape cake/survivor pudding)
Green = 100% bonus for everyone. (Bloody party streamers).
And just for kicks, add in a purple that's a 300% personal bonus and an pink that's a 300% global bonus.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1862847#Comment_1862847
Except that Trapper isnt really the average M1 killer, now is he? His main gameplay revolves around securing a territory. Aura reading directly counters territorial killers in the same sense that it would counter stealth killers. Basically, territorial killers and stealth killers share the same weaknesses in aura reading.
And besides, most solo que survivors NEVER use aura reading perks, so they already play against trapper without ever seeing his aura. So that's not exactly the best "advantage" anyhow. And no, that is not the same reasoning against using aura reading against other killers, because other killers dont rely on setting a perimeter.
Your second point is so objectively false I don't even want to touch it, so all I will say is where do you think all those Kindreds are coming from? SWF?
And as to your first point, that's not a buff Trapper needs. It's just a big FU to solo que that does nothing against sweaty teams. And if a Trapper is within the range of Kindred while setting up multiple traps, they aren't really the kind of Trapper I care about having a bad time, because that's not smart gameplay, that's someone giving themselves an excuse to camp a hook while also making it ridiculously dangerous to unhook a teammate, which in itself is miserable game design and the biggest issue with "territorial" killers. Which, by the way, aren't countered by Kindred or Alert. Only OoO.
Also, by your logic Hag should have the same effect, only permanent.
-
I don't think the status effect will stack. Hindered doesn't, after all.
-
No non-stealth killer should be immune to aura reading, that's a big, big, unnecessary advantage to give them over solo que. It would be better to remove OoO than to make Kindred and Alert worse (also, anything allowing the survivors to see a camping killer/killer setting up traps around a hook is a good thing).
-
He can stealth with the power of being stealthy boi and super crouching behind stuff and through grass til everyone's worn themselves down then stab the last person in the back without doing any fighting.
You know, the honourable way to win a battle royal.
-
May as well have something.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1861712#Comment_1861712
I agree. Devour Hope is basically the best Slowdown-Perk in the game, once it reaches 3 Stacks. I have never seen a match where Devour Hope reached this stage and anyone was still doing Gens, especially, because the Killer got Hook Number 4 (and afterwards Stack 4) at this point when the Survivors know that Devour Hope is in place.
I also like that you can go for other Hexes now that Undying lets keep the Stacks. Because, lets face it, it was a Perk that helps Hex-Perks, but was only used with exactly one of them.
Let alone that Totem Spots are improved all the time, when the Asylum gets reworked one of the worst Totem Spots in the game will most likely be gone. And a Map with good Totem Spots + Ruin and old Undying can mean that the Survivors might never be able to cleanse Ruin. And Hex-Perks are not meant to stay up all game, if that would be the case, they would not be tied to a Totem.
Honestly, as glad as I am to be rid of the need to cleanse 4-5 totems, I am very, very scared of the Undying change.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1861712#Comment_1861712
This is a very good point. I think they’ve placed emphasis on Undying providing better mileage to Devour, Lullaby, and TTS.
However, disappointingly, for a Hex like Blood Favour (which I personally like), 1 transfer isn’t good enough anymore. Blood Favour was proportionally strong (or weak) depending on how long Undying lasted.
It's the curse of inconsistent Hex perks: Some are strong because they build in power, some are strong because they get oppressive as the game drags on, some are trapped to punish cleansing, and one of them is so wierd and hard to place that the only things I can accurately say about it is that it's name is Hex: Blood Favour and that it often blocks pallets.
It's hard to balance defence perks like TOTH and Undying around protecting the weak perks but not the strong ones.
-
Not sure what point you are arguing here, you seem to have been playing one of the only killers that turns The Game into a killer-sided map. (I actually think, with current gen speeds, that PH might be the ONLY killer able to properly thrive on The Game (sorry Ghostie/Pig)). You've also not mentioned anything about the result, just that someone accused your perks of carrying you, the hypocrisy of which is not lost on me.
-
If they hadn't added the caveat that allowed a transferred totem to keep its tokens, I would maybe agree. However, the simple fact is that who TF needs Ruin when you get all the game stall and map pressure you need by running Devour Hope. Gens flying by? Wait til you get three hooks, they'll stop like a truck into a reinforced concrete wall as everyone scrambles to cleanse Devour.
Plus, it's still okay with Ruin. Two effective Ruin totems is plenty decent, it's just not game-winning like Ruin/Undying currently is.
Edit: I reread your post and I kind of see your point, but also just adding in TOTH and a mobile killer and suddenly it's even worse than current Undying.
-
I for one am very excited. At worst, he has an add-on pass, a buff to mobility, and a buff to reloading. At best, he's going to be able to play formerly safe tiles and get rid of that awful, awful "counterplay."
-
DS is arguably one of the single strongest perks in the game with an insanely powerful effect that can be used very aggressively to gain a hell of a lot of pressure. That is a lot of positive things, so I guess the downsides are that it only lasts for 60 seconds and that it has a relatively easy skillcheck.
It's not much of a downside, but it seems to exists so that people can point to it and say that it's a downside. And if it sounds like I'm biased then I'll also add that I'd rather DS in its current state than a version of DS that was inneffective agasint casual tunneling.
-
@Antrapace said:
https://forum.deadbydaylight.com/en/discussion/comment/1861413#Comment_1861413
Leaving the name is just another kick in the teeth to those who are wounded enough by the incoming mega nerf. The tasteful thing to do would be to rename it at this point.
Sure, that makes perfect sense. Pander to people that have little objectivity.
-
PC
Survivor: 5-10 minutes
Killer: 5-20 seconds
I play on AU servers in the late evening