MadLordJack
MadLordJack
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- MadLordJack
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Comments
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It is annoying that the only consistent way to earn WGLF stacks is to be extremely self-destructive. I suspect the Devs don't want to bloat the stack-earning actions so much that it gets confusing... But they could just add in healing health states at least, the perk is literally a perk for picking people up.
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Yep. The only possible way to win against a team of good survivors that know gens and looping but who also don't stack together to beat your little gremlin butt the moment you even try.
We are a complicated group of people.
Edit: Did they conga line til someone bled out?
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Corrupt Intervention is completely passive and doesn't rely on other perks to be effective.
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Pop, BBQ, MYC, Dragons Grip.
Blight's ability to practically teleport across the map makes instadown perks with notifications amazing.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1813666#Comment_1813666
I was just playing addonless wraith with meme perks and destroyed some not so good survivors does that mean wraith Is a god tier killer?
Tell me when you beat multiple SWF teams with clan tags that you recognise and know are good players because you've faced them several times before.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1813628#Comment_1813628
Where are people getting this idea from that hag is just god tier? I just can't see a killer that gets countered by flashlight and maps being a godly killer Not to mention smart teams won't let her set up and will have someone following her at all times telling the team where the traps are
Because I took the time to get good with Hag and have absolutely had evenings of perkless, addonless Hag where I absolutely wreck everyone
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Nurse. Spirit. Blight. Huntress. Pyramid Head. Freddy.
But especially Hag. That lady can take on anything even with no perks.
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Apparently the lipstick was so strong they had to cage it out back and call the pest exterminator.
(I hope the add it later on, in all seriousness)
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Rank means nothing to me except a higher concentration of sweaty players the higher I get.
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When you only bring the strongest stuff, and your opponents don't do the samez then it's easy to forget. But when you don't? If you go up agaisnt a decent squad pretending it's all for cash? Even a god Nurse with an old Ebony is ######### sideways.
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I generally found Autohaven maps were relatively easy for survivors to escape on unless you got Azarov's and a territorial killer. They were middle of the road, sure, but most maps are (or were, I guess) pretty survivor-sided so middle of the road still left killers in the ditch.
I need more experience before I form a new opinion, but I can agree that they are way too dark.
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Trapper. A lot of effort for little reward, and that's at his best. Without a bag he's even worse. And if the survivors decide to hold that W key then you actually put in a lot of effort to reinforce their playstyle.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1812424#Comment_1812424
That would be a fair, legitimate downside. That way anyone using an Exhaustion perk in conjunction with Iron Will still has a period they can be tracked via audio until their Exhaustion recovers.
Perhaps if it also prevented fast vaults until recovered too?
Maybe. Wouldn't hit Dead Hard as much as the other perks, though, and that's likely the most problematic.
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Exhaustion does feel a little inadequate. It's just a timer that doesn't go down if you're sprinting. I'd like it to add proper panting noises that make stealth impossible and make it easier to track mid-chase.
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When someone screws up and BM's ironically like nothing happened.
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I do blame the game. Right up until I'm being left to bleed out on the floor.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1811811#Comment_1811811
So I need to run Bond and not ever fast vault anything, ever, if anyone is near me? Should I slow vault on my way to make hook saves if that means the person will go into struggle? Should I bring green keys with add ons for greater range? What are the rules that I must follow so that other people are happy with how I play this game?
No, you shouldn't be fast vaulting things outside of chase or trying to distract the killer. You already gave the example as to why.
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I actually do think it was considered an exploit some time ago, back before anyone had even heard of DC penalties. Not sure now, though
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1809852#Comment_1809852
You're allowed to fast vault. The killer came over, we both ran. How is that abandoning him? Should I have stayed at the loop and perhaps unintentionally sandbagged him? I left the loop so he had the pallet. I was 100% going down if the Bubba came after me. He chose to chase the other guy.
You're actually trying to tell me that fast vaulting out of a locker could be considered trolling? Come on.
You did sandbag them, you called the killer directly to them for no apparent reason which directly caused them to go down. There's no escaping that, no matter your intentions.
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Keys aren't that much weaker than old mori's, they just ######### suck when your team does. Same as old mori's sucked when the killer did. I've beat more than my fair share of old mori's and more than my fair share of keys and both are are absolutely busted. At least one's gone, now the other needs to vanish too.
Sure, 4 escapes with a key without comms is hard. With comms it isn't. 3 is easy, you just 3-gen yourselves and let someone die. 2 is a given. 1 is practically guaranteed.
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I don't really have that problem unless I ######### up bad, so it seems to be a controller issue. Or maybe even a console issue, I've played Blight with a controller and, while extremely annoying, I still managed to hit rush attacks without the problems you describe (not saying it's easy, I just found that on PC it does translate across controls).
Maybe a little actual autoaim wouldn't be amiss if it's that hard to track on console, if they won't buff the sensitivity. Doesn't really seem fair to be unable to use a killer unless you're some kind of seer.
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If you made noise that drew the killer directly to your teammate and then abandoned them, that's pretty easy to see why they called you out for working with the killer. Doesn't matter how you intended it, only how it looks from the video evidence in the report, should a report with video evidence get submitted.
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Every single killer in the game, except perhaps Myers and Plague (although Plague is pretty damn good, she just gets screwed over with pips and BP).
Seriously, it's so easy to pip. If you just go for a 12-hook trial, you're probably going to black pip most of them.
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Rotten Fields with no structures. It's just corn and gens. Corn and gens for miles and miles.
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So, become one of my opponents? No, too boring. Too pointless. It's DbD, not some sweaty tournament game.
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Yeah, this is likely going to be the new norm. Now that Mori's have been officially nerfed, survivors are going to be getting rid of their keys just like with instaheals and toolboxes. And just like with them, there's no real counter. They just have to pick the key up and put it back down and suddenly the timer is cancelled and they can go for it whenever.
Personally, I kind of wish they'd waited til the key nerf was ready to go out the door just so that one side doesn't see their opponents broken toy go and have that shock realisation that theirs is next so they should use it while they have it.
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@BigBrainMegMain said:
Oh stop being so dramatic, Jesus Christ you killers.
I'm a killer main and I've had 0 issues with keys. My GOD you overreact.
This is the most common use of keys I see, at least a couple times a week. And I don't play a while lot these days. Survivors 3-gen themselves, then key out when someone dies.
I'm usually one of the survivors.
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My reaction is that it's pretty damn easy to change a "1" to a "2."
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No, nothing will change. Appraisal is a perk for people that want to have fun, not for people that run the small pp build. And that build sets the meta for killer, aka making gens go as slow as possible to try and make up for the fact that meta-users get second chances like killers get individual crouches.
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It depends (sort of). On a high-mobility killer that can kick the generator and immediately catch up to a survivor (or at least within a reasonable amount of time) then sure. And as a perk it is definitely worth having even if you're only going to use it two or three times in a trial, and though there are probably better options PGTW is never the worst regression perk.
However, it does have some hefty downsides. It takes a lot of time to walk to a generator, kick it, then resume whatever it is you were doing.
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Both for style points and Mori dailies.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1806005#Comment_1806005
I wouldn't say so. Moris are almost always going to have a major impact on the match. If matchmaking is fair, it all but guarantees a 3k + hatch or 4k. There are no real counters from the survivor side; you can't rely on your loadout to counter Moris because 1) nothing counters a Mori, and 2) even if something did, you don't know the Mori is in play until it's too late to change your loadout. Keys have a number of counters, though: Franklin's (especially with Hoarder), defending gens so that the hatch doesn't even spawn until the EGC, tunneling/camping the person with the key (especially once the hatch spawns), dodging the lobby (you can see the key before the match loads in - if it bothers you, just dip), etc. Even if you do nothing to counter a key, though, they're only useful in a minority of matches. If the survivors win handily and can escape through the gates, the key did nothing. If the person with the key loses the key due to Franklin's, if they drop it to avoid Franklin's with a plan to retrieve it later but die before they can (meaning non-SWF-mates would likely never find it), or if they key leaves the trial due to a weaved ring, the key did nothing. If the last survivor in the EGC escapes through the open hatch or the exit gate, the key did nothing.
In order for the key to make a difference, you need to survive in a competitive match until the hatch spawns and not lose your key along the way. You also need to find the hatch without getting caught and killed by the killer, which is easier now if you bring hatch offerings, but which is otherwise not trivial. And, even then, you're most commonly just escaping yourself. In rare cases the killer will have an excellent three gen set up but a key allows three survivors to escape. Somewhat more commonly, but still not that frequently, you'll see two people escape at 2 gens in a match they were going to lose. That majority of the time, though, just one person is going to escape. Especially in a game where the EGC already exists, meaning a 3k + hatch and 4k are functionally really similar, I just don't think this is a big deal.
Another thing to consider with keys is that they require survivors not to bring more useful items and add-ons during the trial, such as a loaded up medkit. Meanwhile, Moris can be used along with the sweatiest build you can dream up. The offering slot typically gives you very weak effects, but the old pink Mori was undoubtedly the strongest single loadout item in the entire game. The fact that killers could run that loadout item out of the weakest loadout slot makes it even more busted. I still think really good medkits are more likely to help more survivors escape the trial than a key. That's a big reason why they don't bother me so much as killer.
A final very important point is that Moris essentially end the match early. If your first teammate gets Mori'd at 3+ gens, the game is pretty much already over. It's just a long, slow spiral down, even if that Mori was an Ivory. This takes a lot of fun out of the game for survivors. Keys, meanwhile, hardly change the game until the hatch spawns. The game frequently ends within seconds of using a key, meaning the killer got to enjoy the match as normal up until that point. If you're abnormally focused on pipping, yep, missing out on those devout emblem tiers and such can be frustrating. If you don't care about pipping and just want to enjoy your matches and earn BP, like I do, keys don't hurt me in the slightest. "Oh no, my 4k became a 3k. Still a fun match though. I guess I'll re-queue and be back in game in less than two minutes with four un-maxed BP categories." - notstarboard, probably
And when you put a key, an old Ebony, and 5 good players into a trial they key will come out on top because that's 3 gens in 2 minutes and they will leave their teammates hanging til the last possible second. Meaning only 1 gen has to be finished and then it's 3 people out.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1806044#Comment_1806044
I'm telling you that most of your experience is against people who don't know how to play against Nurse. Bad players will just keep running or just keep doubling back. They don't adapt.
When you blink to the place they broke LoS, there isn't any time to try anything else, and either will land a guaranteed hit because you aren't predicting anything.
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I have 500+ pink, glowy offerrings that are about to get burned.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1805920#Comment_1805920
This isn't true, especially on a map like Leary's. When you are blinking through walls you have to guess if they are going to keep running, turn, or double back. If you aren't able to see them on the first blink through the wall, then you have to guess.
Indoor maps are the only time it doesn't work well, but even then it still works a lot of the time. Or are you trying to tell me that I haven't had the experiences I've had?
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My only fear is that the smart survivors will realise keys are on the chopping block and use them all up while pretending it was difficult to key out.
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It depends entirely on how co-ordinated the survivors are/how strong the killer is. Give me an old Ebony on Spirit Vs a decent squad with a key and I might get 1 kill, if that. Mori OP.
I mean, Mori's were OP and I'm glad they gone, but keys really did hard counter them. The more people you killed, the likelier the rest would key out, because the less gens needed done.
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Its not like killers can win against 4 good survivors, the game is balanced around having a potato or two that keep making mistakes.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1803191#Comment_1803191
Maybe out in the open. If you have anything that can break LOS it's not a guaranteed hit, there's literally a layer of RNG you've created as survivor.
Just because it's hard or inconvenient doesn't mean it doesn't exist, but Nurse haters can't seem to wrap their minds around that concept.
Blink to the place LoS was broken, second blink lands absolutely guaranteed unless you are completely boosted or you get bugged. It's what I do when I play Nurse.
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It's better on mobility killers like Spirit and Blight, who can take advantage of the scream notification. For hit-and-run stealth killers Deathbound is more like a consolation prize: they healed, which you don't want, but at least you know where two of them are.
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Items could definitely be more consistent. I think a pass on each to give them the same amount of add-ons would really help clean up the mess that are survivors bloodwebs.
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Her counterplay doesn't exist if the Nurse knows what she's doing, and if she doesn't then I see no reason to use her as a barometer for what can and cannot be done agaisnt a Nurse.
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Yeah, that's actually part of her power and a very strong ability for chasing. ITH's aren't the only way she is supposed to get a hit.
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Or the Devs could build a colourful and diverse cast from across the globe because the department's that handle character design and cosmetics aren't the ones that handle bugs and game design.
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It is literally a free camping tool. That's why so many people hate it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802366#Comment_1802366
Although I would honestly rather the Devs just roll a dice to determine such pointless stuff.
Alright, you've changed my view. That seems like the most equitable way. In fact, they should probably do this for every character, just randomize country of origin, skin tone, sex, and orientation.
"All right, that's a 2, a 6, a 2, and a 3."
"So, a South African deeply tan pansexual man."
"Okay, what does that change?"
"Well, they're still a family doctor that was kidnapped by a local street gang in order to treat their leaders child, sold into virtual slavery and forced to cook drugs after finding out they had a PHd in chemistry before the entity snatched them from their cell."
"Huh."
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Can confirm, I may as well not exist so far as most people are concerned. Have DEFINITELY been in LGBT+ groups that would rather it be LG+alittleT.
Although I would honestly rather the Devs just roll a dice to determine such pointless stuff.
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1802254#Comment_1802254
There’s nothing wrong with that but it’s wrong basically crying about it and telling this game isn’t diverse enough. People don’t seem to get this game is. A kids game. Filled with pc and all that bs
Wait wait wait wait wait, you think that an R18 game is a kid's game? And that there's something wrong with a kid's game having diversity?
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So you are going out of your way to complain about sensitive people wanting "gay stuff" and see no irony in that?
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Yeah, no. There's a reason I mostly play Blight, and that reason is because the significant majority of my survivors love both their sprint function and dropping pallets like it's going out of fashion.
Edit: Also gens, that is the third thing they really just cannot get enough of. There's a difference between a "challenge" and "bench pressing a cement truck."