MadLordJack
MadLordJack
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- MadLordJack
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1843506#Comment_1843506
Ruin is too strong for no real effort, however thats because the no effort is 2 ways, both killer having passive slowdown and survivors not looking for totems to remove it
And then Undying comes along and keeps it going, thus reinforcing the "no real effort" part because now the survivors are putting in a shiteload of effort and it's still up.
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Dead Hard, because it's pretty much the poster child of the second chance meta.
Ruin, because right now it's too damn strong for no real effort.
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I'd like it in the post game lobby so everyone could see that nearly every single team has a SWF.
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Never use it for precisely that reason. I always feel like I'll start relying on it to make up for my mistakes, and I'd rather try and learn from them (I swear it'll happen one day).
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1843257#Comment_1843257
Twins rep woop woop!!! Also nice Zarina pfp, she's a queen <3
Now, we all know that the resident Twins main is exited, but the problem is a LACK of Twins rep! There is a Twin-shaped hole in my opponent roster! Where they are I don't know, all I know is they aren't murdering me!
(And I couldn't go on misleading people about my main)
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Hag, Plague, Pig and The Twins.
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Frustration is the reason I STOP playing DbD. Seriously, I would absolutely put in a lot more time (and cosmetics money) if it wasn't so painful.
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The slowest repair speed from 0 to 100% without interruptions has already been answered, but in the off chance you were allowing for interruptions I'd also throw in Huntress Lullaby and Oppression. Assuming the killer can use Oppression twice, and the survivor misses the skillcheck, that's an additional 32% regression for a total of 182 seconds approximately.
Edit: Actually, in theory Surge would be even better because you could activate it 5 times for a total of 40% non-skillcheck based regression
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The thing about detahsquads is that they trump everything ever in the history of DbD. There is nothing that can be done about them. A good team can beat anything the killer throws at them (now that Mori's are third hook) but a good killer cannot beat a deathsquad. Why? Gen speeds. All the regression in the world doesn't matter when survivors, from mediocre to deathsquad level, focus on gens.
But you are right, the game shouldn't be balanced around that. They should just be forced to the top of the MMR ladder where they get 3 hour wait times only to go against the strongest, most obnoxious killers. That's the only solution that doesn't hurt anyone else.
Now all we need is MMR to be enabled and functional...
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That looks like an exploit or a hack. Blight cannot turn instantly, and that was an instant turn. AKA, a flick. Something Blight isn't supposed to have and, in my months of being a PC Blight main, has never had.
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Downing someone with MYC and then another with Dragons Grip.
Edit: also, getting a Legion Instadown - hitting someone in FF, them dropping a pallet on you, and you having Enduring/Spirit Fury.
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I do not think DbD is balanced. I think it's the closest it's ever been, I think the scenario's where both teams have a fair chance of winning are more common than ever... But I also go against a crapload of hold-W genslammers. They cannot be removed from the game, and they have no counterplay. No way to snowball map pressure if by the time the safe pallets are gone the exit gates are 99'd.
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Unbreakable sucks because it exists to solve a problem (3-4 person slugfest) but screws over the nicest possible way killers have of winning against teams that aren't allergic to gens (1-2 person snowballs). It also has the lovely, fair and welcome effect of making someone practically untouchable by slapping on DS completly for free and allowing them to do whatever they want for an entire minute and completly get away with it.
I don't begrudge anyone for running it, I just hate DS/UB and I hate that there is no basekit defence against slugfest just because UB exists and the excuse is "RuN UnBrEaKaBlE."
Also, nothing will ever stop me from running DS with No Mither. Come at me, killer.
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Well done. It's not something I have ever seriously attempted because it's so damn grindy and hard.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1841299#Comment_1841299
*Blight's power isn't Lethal Rush,it's the ability to admire those beautiful ground textures and the vegetation
Fixed it for you
... that's fair.
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Stridor is a perk that exists and stealthy IW gamers hate it and... Yeah, that's as useful as it gets. Countering Blendettes. Otherwise, it's only good on Spirit, because it allows her to hear people with IW while phasing.
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Blight's power isn't Lethal Rush, it's being a 115 killer that's sprinted to exactly where he needs to be.
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Blight is one of the strongest killers in the game. Personally, I think he's on the same level as Hag, Nurse and Spirit, the killers I go to for easy, consistent 4k's.
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BBQ is run so frequently because it's double bloodpoints and a decent tracking effect. Not because it's strong - if it didn't double the killers bloodpoints, it would barely be used, because it has so much very, very easy counterplay. Hide in a locker. Hide behind a generator. Get within range. For a tracking perk, it doesn't do its job very well.
Now, Thrilling Tremors? Whispers? Tinkerer? THOSE are good tracking perks. If they had the same BP effect, you would see them far, far more than BBQ.
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Wait, what happens to your chicken when you play Bubba?
Does it become chilli?
Award-winning chilli?
Oh. Oh no.
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My main Spirit build is TOTH, Haunted Grounds, Devour Hope and either Ruin or Retribution, depending on how fast gens have been going that day. My main Freddy build is PGTW, BBQ, Surveillance and Nurses Calling with dream pallets.
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Don't play strong killers with strong builds. Play in the late evening. Find a KYF group of good players that won't genrush for giggles and leave you absolutely no chance.
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I thought the game would be as advertised: Hide and seek with serial killers, where survivors had to be smart, careful and work together. I definitely thought that killers would be getting at least 2-3 kills a trial. Turns out that's not the game at all, but I still like it.
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WGLF and BBQ. Both are (clearly) run for the same reasons, but at the same time WGLF is my favourite anti-snowball perk and I would probably run is just as much even if it had no BP bonus.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838391#Comment_1838391
Not really. If you're greedy with your Dead Hard, you'll waste it and end up having no way to deal with the killer. Think of Dead Hard as the roll mechanic in Dark Souls. It lets you dodge critical or sometimes unavoidable attacks and letting you survive until you can counterattack. Is it broken good? No! And you can recover stamina while running in Dark Souls.
Dark Souls is Vs AI that isn't sentient and doesn't care about unfairness or its efforts being snatched away. DbD is Vs real people that have to put in a crapload of effort only to get "outplayed" by a button push with zero counterplay and no real skill.
Dead Hard doesn't require skill or timing or any of that. Killer too close? Aim and pull trigger. Done. Loop achieved. It's more difficult to hit a DS skillcheck.
And I can barely believe I'm saying this, but Dark Souls and DbD aren't comparable. They have different mechanics and different balancing systems and, on top of that, your opponents aren't AI and deserve to have their efforts rewarded.
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Dead Hard's purpose is to recover from a mistake by pushing a button. Whether that's dodging a hit or making critical distance, it's still the same purpose: pull yourself out of hot water. In fact, that's kind of the perk's description, and is the reason it's such a poorly designed perk (imagine if Coup de Grace was activatable on a cooldown - push a button to outplay the survivor).
(Okay, now I actually want a week of that just to prove that anything messing with loops like that with zero resource use or downside is dumb and shouldn't exist.)
And, based on the way the perk is designed, it does seem like the main intention was to dodge hits, with everything else being secondary.
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I think it's a fine perk. I don't like how effective it is agaisnt stealth killers, specifically Ghostface and Myers. Both of them cannot avoid its effects thanks to their need to stalk, unlike Wraith and Pig, but thematically it makes sense.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1837467#Comment_1837467
Hag's kinda understandable, but she still has counters such as running through her web while she's carrying someone, setting a trap off at the edge and running away etc.
But Freddy? Being awake makes him an M1 killer, and while asleep pre dropping and playing BL 50/50s are all counters. Plus using god windows, W key gaming and using god pallets as well.
First, that's the only counter Hag has, and it is both unreliable and requires prior knowledge of exactly where her web is.
Second, you are grossly misrepresenting Freddy. Being awake for any length of time whilst in a chase is rarely, bordering on never, an option. His only counters in a chase are to hold W and instadrop pallets, given that a single loop of any tile will give all but the worst Freddy's a hit. And that counterplay is both going away thanks to the progressive (and welcome) map updates, and fails to take into account the fact that Freddy literally teleports to whatever generator needs the most pressure with whatever regression perk he happens to have equipped, which usually negates the hold-W chase times.
Edit: Flashlights, Hag is also partially countered by flashlights. Rarely harms me, though, it's more an annoyance than a loss.
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Good for you. Doesn't change the fact that both of those killers are very, very strong and have little counterplay outside of just slamming generators, which is not something your average team even wants to play like, let alone has the capacity to.
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It doest have much practical use, and it likely wasn't intended to, but a little confusion now and then is still a nice thing to have.
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Blight, because speeeeeeeeeed
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I never use the term "double heal," but when I hear it that's what I think of.
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There's not really one, it started out as a joke among community members that people actually started to take seriously. Sure, someone's probably written one by now, but the "original" rulebook was a sarcastic phrase people threw at entitled players.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1834926#Comment_1834926
Still too far from one another and sometimes there are too many pallets.
The giant, unavoidable choke point takes care of all that. You just need to camp it and keep them out of the side with the most gens and it's a free win.
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I like Botany Knowledge. Not even necessarily paired with a proper build, just slap on a yellow medkit and that's two decently fast heals and a permanent 33% buff to healing others as well.
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@JimbusCrimbus said:
Or maybe they have a brain, and know that 99ing exit gates is stupid.
And yes, it's stupid. I've died far more times because some nimrod 99'd an exit gate and I hate to stop in the middle of a chase to try and open it than I have because it was popped early.
And don't give me that "but but but BLOODWARDEN ERMAGERD" crap - it's a perk less than 5% of killers run.
MORE TIME IS ALWAYS IN FAVOR OF THE KILLER. LITERALLY ALWAYS.
If the killer downs you thanks to the half-second longer it takes to open a 99'd gate, you were probably dead anyway given that there's still several metres to cover before you actually escape. Personally, I never really find it much of a problem - not something I can say about EGC breathing down my neck and forcing me to leave because there's literally no time to heal, go across the map, save someone and come back to the gate because some genius decided to open it early.
There's a reason the community shifted to 99ing gates, and it's not because of content creators. It's because once the gates are powered and 99'd, survivors hold all the cards. Theres no rush for them to do anything any more, now it's all on the killer. They can heal. Co-ordinate. Go for saves, take risky plays that suddenly lost all their risk because everyone's healthy. More time in the endgame benefits the survivors, not the killer - the killer wins if the timer runs out, after all.
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I have Kate at P1 (because I like the bloody slip dress) and Zarina at P3 (because I wanted to prove a point and so wasted a buttload of time doing it). Only two survivors I play, too.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1835537#Comment_1835537
You have to be as objective as possible. Look at what each killer is capable of, what their limitations are, etc. I like Plague too but she's just not that good at the end of the day. Hell I thoroughly enjoy Clown but he is without a doubt the weakest killer.
Yeah, I know what you mean. Still, it's difficult to be objective when you also have to take into account skill caps and the 20 or so maps that have been rebalanced over the last year.
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Yeah, I can understand the logic. Only thing I hard disagree about is Plague, but that's probably because I have a soft spot for my first proper main.
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He's a high-skill-cap-low-skill-floor mobility killer with a potentially amazing chase power that scales directly with the Blight players skill. He hard-counters basic, mindless strats like holding W and playing safe, and can even do something about actual genrushing thanks to the best mobility in the game. However, his power isn't super oppressive in a chase so outside of terrible map RNG the survivor can usually do something, at least.
Plus who doesn't want to repeatedly smack their face into a wall from time to time, y'know?
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Not very often, and when it does happen it's actually often true of my teammates (when I can check, that is).
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I haven't seen much difference as a survivor, but as killer I've had some really wonky stuff happen. Survivors mysteriously phasing through hits is the biggest wierd bit, that's happened a couple of times in the last few days (basically yesterday and today). Not common by any means, but definitely something that's happened. I've also not seen any difference as Plague, I still get survivors screaming and not getting infected/damaged, which made me big sad because last time hit validation was tested she played perfectly for me. Average 60/70 ping going against players with 20-30. If that's a major factor contributing to my experience I hope it gets changed, because it... Well, kinda doesn't seem fair. But it would explain who I haven't seen any killers lunge and miss as a survivor, since I'm the one with the higher ping (usually).
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1834764#Comment_1834764
It has a good 3 gen, but I don't think so
Why not?
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1834908#Comment_1834908
No because they got replaced. Deleted means they won't be replaced.
This is something we will never agree on. So far as I'm concerned, if its longer in the game it got deleted. Something that has the same name still being in the game doesn't change that for me.
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1787910#Comment_1787910
They got reworked, not deleted. I don't think he means rework, I think he means like actually deleted. Like removed from the game.
In this context, same damn thing. A rework in any other game has at least some ties to the original thing. The perk we called Tinkerer got completly deleted form the game. The killer we called Freddy got completly deleted from the game. Now exists two completly different things with no real ties to the original. They got deleted.
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Throw in Blight with Soul Chemical and you have yourself a deal.
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I still think Azarovs is the most killer-sided map in the game, even after the rework.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1834714#Comment_1834714
That's one aspect I will concede needs to be looked at. She's far too opaque and it makes those scenarios guessing games for survivors, something that's just flat-out unfair.
That's one of the two biggest things that make her easy - survivors have nothing to react to, and even when they do (like back with the bug that gave her breathing sounds in phase) she moves so fast in her power and gas such precise control that even if survivors could physically see her there would still be nothing they could do to prevent her from hitting them.
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Spirit was the first killer I ever bought. She was my favourite killer, and still would be if not for one thing. I really, really like playing Spirit. Or I would, if not for the fact that she's so damn easy.
Seriously, if all else fails, if you're like me and don't really use sound, if you struggle with tracking for whatever reason... You can just 50/50 every loop.
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Short answer? Yes.
Long answer? Yes, but not everything should be broadcast the way it currently is. There's a sweet spot that needs hitting, like with Huntress and Oni.