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ManWithALemon

ManWithALemon

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ManWithALemon
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  • Not gonna let this thread die because this bug NEEDS to be made known. Clown does not function right now.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2294968#Comment_2294968

    It is winnable, my average gen speeds are 3-4 minutes and I still beat those teams as a Plague main. It's just not very fun.

    If you’re winning genrush games as a Plague, that is entirely up to the Survivors making really, REALLY bad mistakes. I don’t really see what point you’re trying to make here when these scenarios you’re painting are completely irrelevant to both your ability to win or the strength of Killers.

    Of course, that’s assuming I believe you, which I don’t, because Plague mains don’t exist.

  • Because Survivors suck. This is the game where the majority of the Killer cast is objectively, mathematically hard-countered by running in a straight line.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2294919#Comment_2294919

    Even the best survivors struggle against a good nurse though, there is no counterplay to her

    Correction: There's no counterplay to her in a CHASE. You can still genrush a Nurse. You can still stealth a Nurse. A good team who knows what they're doing is going to genrush and stealth a Nurse.

  • With the amount of crashes I've been getting lately, even BEFORE the Nemesis patch, I hope the DC penalty stays off until BHVR can make it differentiate between a voluntary and involuntary disconnect.

  • This is gonna come as a surprise to a lot of people but my vote is on Rancor. It needs a full rework. It's not strong or anything; it's actually quite bad. It's just that fundamentally its design is terrible. The entire Perk and the way it interactions with the obsession is literally "screw that person in particular."

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283997#Comment_2283997

    Bruh....you're playing DBD in 2021 where all 5 gens can be dropped in 4 minutes or less.....ALL STALL IS GOOD STALL....

    Most of the killers in this game are M1 killers....the only difference is most of them don't have secondary objectives nor do they have stalls...which is why you see them running ruin+undying pop goes the weasel all stacked together.

    There are only 2 stats in this game that matter...mobility, and time. If your killer doesn't have either of those, you then become a slave to the survivors mobility and time. And against rank 1 survivors its usually a combination of both time and mobility and 2nd chances you have to deal with. The fact that you don't see the value in TIME or 30 seconds prooves you either do nothing but face rank 20s or usually end games in a 1k....especially with this crazy idea that "oh well if you get more than 1 trap on a group of survivors they are potatos" <---FOR YOU maybe.

    Unless the stall accomplishes something meaningful, it's not a good stall.

    Pig's stall accomplishes nothing meaningful. It's not good stall.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283943#Comment_2283943

    Its still a stall....time is going to be spent no matter what, once they have a trap on their head they aren't leaving the game without exploring jigsaw boxes first. And you're also assuming that only 1 person ever has a trap on at a time....like....do you think pig players just tunnel the guy with a trap on all game? If so...yer doin it wrong....

    Have you even played pig bro? Cause if you haven't you should probably play the killers first you're talking about before speaking about a tier list....matter of fact don't just "try" be effective with each one then come back and discuss tiers. Cause this idea of a stall not being a stall is delusional. Its literally free pressure. And this isn't even including add ons to make searches take longer.

    The stall doesn't matter if it's BAD. That's literally what it means to be bad. Pig's stall is BAD.

    And like I said before, if you have more than one trap on at a time, the Survivors are probably handing you free snowball and you don't need the stall anyways.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283873#Comment_2283873

    "Temporarily distracting X# Survivor from doing generators for a short time is NOT good stall"

    What...other stall is there??!?! WTFF

    The alternative is the survivor is just dead......#########...thats not a stall they're just dead....

    How long have you been camping and tunneling to the extent where you think 30 second to 2 minute banish stall isn't a stall?!??!

    https://media1.tenor.com/images/04079c559b5acc2573a9c55870ff51f3/tenor.gif

    Well, there's stall that actually slows the game down. One random Survivor taking a little time off the objective is not effective when three other people are doing gens.

    I can see that the "big brain" in your username is an ironic joke.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283458#Comment_2283458

    So what...you get lucky and get it off in 30 seconds...I don't care....I still have 3 more head traps. At the bare minimum I buy myself 2 extra minutes. Assuming every survivor takes 2 or 3 attemps, I just bought myself 4-5 minutes......

    Meanwhile....other killers who are not Doc, Plague and pig, are sweating their ass off because they're literally counting the seconds needed in between chases, and staring at the amount of gens left as if a nuclear bomb is about to go off any second.

    Meanwhile pig players can take that extra 4 minutes and do a little roleplay, or sneak up on someone next to a gen for a grab, OOOOR even afford the time to not camp, tunnel, or slug......

    Your argument doesn't make any sense. Killers like trapper and hag WISH they could have an extra 2 minutes to just...play the game....

    On top of this I can run slow down perks and relax....EVEN MORE!

    https://media.giphy.com/media/26FfhVHtQcAn1eW5y/giphy.gif

    Have a napkin to wipe the sweat off for your upcoming games....I truly feel sorry for the other killers high bloodpressure....

    You did NOT buy yourself 4-5 minutes. While the Survivor you trapped is getting the box off, you have 3 other Survivors who are free to do gens as they please. Temporarily distracting one Survivor from doing generators for a short time is NOT good stall. And if you're able to snowball hard enough that you can get traps on multiple people? Well, then the Survivors were trash and you didn't need the stall anyways.

  • @CrowFoxy said:

    Excuse me? As a veteran player, did you SEE Legion? Christ, that was an awful patch. Map got disabled on some platforms I believe. The killer was god awful to face after a week....please. don't throw away history.

    At least the Legion chapter didn't disrespect Nemesis like this one does.

  • @QwQw said:

    I agree.

    Only A Binding of Kin can match this level of shity-ness.

    This chapter is somehow worse. I don't know how they managed to make a chapter that performs worse than A Binding of Kin, but at least that chapter wasn't bricking people's consoles.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282825#Comment_2282825

    You're trollin. Pig is one of the only killers besides Doc, and Plague with the longest stall and consistent stall out of anyone in the roster, even with the RNG nature of head traps, which makes her, doc, and plague far superior than a lot of killers. While the rest of the killer roster is sweating its ass off and popping blood vessels, Pig, plague, and Doc get to casually take their sweet time. I haven't had a game end in under 10 minutes on any 3 of those characters in 4 years.

    Man, I have a trap on. I'm really worried.

    *Does a gen*

    Oh no, my timer's ticking down. Better hurry and get my trap off

    *Gets it off in 30 seconds at the first box*

    Man, Pig's stall is so intensely good.

  • People are saying Nemesis has already been dropped because he's weak, but I disagree. I think the reason people are already not playing Nemesis is because he's boring.

    His power is one of the most bland in the entire game. Nemesis has the least identity out of any Killer.

    1. The zombies. The one thing that makes him unique, the zombies, are an extremely slow, buggy, and unresponsive mess that the Nemesis has absolutely zero control over. Even when they actually manage to do something, which is extremely rare on all maps except RPD and, again, completely indeterminate by the Killer, they are just worse Trapper traps. Worse Victors, at best. It is such a nothing power that it may as well not exist, leaving his entire power as the whip.
    2. The whip. The whip itself is the most copy-pasted thing in this game. It's like Shred and Punishment of the Damned had a baby, but it turns out Shred and Punishment were cousins all along. It is a bastardized, crappy version of two pre-existing midrange special attacks. You have zero reason to use this power when Pyramid Head and Demogorgon exist. Not only are their special attacks direct upgrades to the whip, but their secondary abilities are too—Rites of Judgment and portals are leagues, LEAGUES ahead of zombies in terms of usefulness, interactivity, functionality, and fun factor.
    3. Mutation. Completely underwhelming. Mutation does nothing interesting. The abilities you get from mutation are lame, uninteresting buffs that should honestly be available from the get-go. Maybe if it did something unique, like changing the way the whip's hitbox works, or mutating the zombies instead of Nemesis and making them better, or giving him a new ability, or something, ANYTHING, beyond taking Nemesis's weak, boring midrange attack and turning it into a slightly less weak but still boring midrange attack, it would actually be cool and fun.
    4. Contamination. Literally exists just to screw Nemesis. The only purpose Contamination serves is to make Nemesis weaker by adding an extra health state to his power. You are getting infected by the T-Virus, one of the most lethal and most terrifying pathogens in all of science fiction, from the Nemesis, one of the most lethal and most terrifying monsters in all of science fiction, and all it does to you is sign the Nemesis's permission slip to actually do damage to you. Boring in concept and frustrating to deal with in practice.

    All four of these combine to make Nemesis nothing more than a weaker and less enjoyable version of Killers that already exist. I don't know how they managed to make a Killer that's less unique than Trickster, but they did, and they did it to Nemesis of all Killers. You have no reason whatsoever to play Nemesis beyond the fact that he's Nemesis. On paper his power sounds cool, but in practice, the zombies basically don't exist and the whip might as well play a sound effect of Mcote screaming "GO PLAY PYRAMID HEAD" every time you use it.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/258570/my-tier-list-5-0-0

    Theres no way you weren't drunk when you made this list. You put pig below nemesis, plague.....this list is drunk.

    This is the real Tier list.

    https://us.v-cdn.net/6030815/uploads/EEOHROAVBML7/opera-esjg88plga.png

    Pig is the second worst Killer in the game. Her power is to move at 90% movement speed and apply a stall mechanic that's more RNG than Nemesis's zombies.

  • About as long as it took them to get rid of the self-slow on bottles.

  • Posting here again to update you all: Trickster's lullaby was made bigger with the Resident Evil patch.

    Notice how in the video is extends from 16 to 32 meters. Well, now, it goes from 8 to 40.

    ######### 40.

    image.png

    Because if there's one thing a 110 Killer with no map traversal and a mediocre chase power needed, it was a bigger-than-average Terror Radius.

  • Nemesis's whip has the range of, like, T3 Myers's lunge, with one-fifth the maneuverability. Only instead of a 1-hit down, it's a 3-hit down. Contamination exists solely to hurt Nemesis's effectiveness in a chase. It does absolutely nothing beyond just requiring Nemesis's power to hit Survivors an extra time.

    As for zombies? At their very, very best, they're a Trapper trap that hits Survivors instead of locking them in place. And unlike traps, you have absolutely zero control over where they go and there's only 2 of them.

    Nemesis is doubtlessly weak. The only time he does okay is on loops with very low walls where the whip can hit Survivors over them, and at that point even someone like Trickster would be more effective.

  • They're bear traps that move slower than a crouch-walking Survivor and that the Killer himself has absolutely zero control over. Their AI is slow, unresponsive, and has the worst pathfinding I've ever seen. The only thing they do decently is tracking and even then they're so slow and stupid that they'll often be chasing a Survivor in the opposite direction of where they actually are or just get themselves stuck on a rock. They're a lame tacked-on part of his kit to the point where the whip is pretty much his entire power.

    The zombies suck. A lot.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274343#Comment_2274343

    Less than 1 percent? Shoot, I was just making up that thing about the New York Times poll. Since you've got a copy, would you consider sharing it? I'd be curious as to what else I and my fellow less than 1 percent incorrectly enjoy about this game.

    ...Actually nah, never mind. If it's already been established that I and anyone else who enjoys this map make up less than 1 percent of the game's fanbase - which by your comments it clearly has - I'm not really in the position to ask for anything. I'll just go off and continue to make bumbling false observations about the rampant entitlement of this community. I'm sorry to have wasted your time.

    You know what? At least you have the integrity to apologize.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274290#Comment_2274290

    I thought Midwich was the worst map. Or wasn't it the game because "too many pallets"?

    I don't know. Again, I can't argue against empirical, quantified fact. Even if I could, it would be terribly selfish of me to enjoy something that the MAJORITY doesn't. RPD is horrible, most people from both sides hate it, you've decided that it's badly designed, I've come to realize that dissenting subjective opinions have no place against scientific evidence. I take back my arguments.

    It IS objectively badly designed. The loops are polarizing in their strength, the map is claustrophobic, traversal is sluggish, it encourages running forwards in a straight line—it is a bad map, whether or not you, member of the less-than-1-percent, "enjoy" playing on it.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274268#Comment_2274268

    My mistake, I thought I raised some cogent points. You have spoken, the map must be changed.

    Bad map design is bad map design. RPD is the worst map design since Haddonfield.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274193#Comment_2274193

    It IS an us versus them argument. I hardly ever see anyone but killer mains whining about the map, usually because their preferred killer doesn't have an inherent advantage or because killers that they don't even play will be "further obsolete", etc. In other words "I always want the advantage, I want all the maps to be suited to me and the way I prefer to play".

    At least I can admit that my own observations are anecdotal, which I hardly see anyone else doing. I'd love to see the New York Times article that published the poll regarding how "the majority" - this ominous, silent crowd of people that apparently has sway over anything that is added or removed from this game - has decreed that the map is JUST THE WORST THING TO EVER HAPPEN TO MANKIND.

    So much ######### crying and hyperbole. I played the map multiple times during the PTB. It was fine. Not only could survivors find the gens, the killer won each game. But who cares, one map out of 36 is upsetting to THE MAJORITY. Let's delete it, as well as everything else THE MAJORITY doesn't approve of. And we all know that THE MAJORITY hates indoor maps, so naturally they've already spent weeks whining about this one. Yawn.

    It's fine that others don't like the map just as it's fine that I do. But I'm sick to death of people just throwing out de facto commands like "just delete all indoor maps". "Make this one smaller". "Change it". Or making a thousand threads about how many stupid pallets or windows there are. Big deal. Play the map, be upset at the loss of all that you hold dear, then when it's over move onto the other 97% of maps that aren't this one and breathe a sigh of relief that the most painful ordeal of one's life has ended. Meanwhile other people will enjoy it, but - as THE MAJORITY will be sure to point out, as they already have - those people shouldn't count because they're bad and the map is bad and we only want what we want.

    Both sides hate this map because of how awful it is to traverse. Survivors hate it for the weak pallets strewn about. Killers hate it for the god pallets strewn about.

    Most people hate the map. The outcry against this map has been the hugest since Midwich. It is not fun to play on. It needs to be changed.

  • @miketheratguy said:

    I've needed to say this about a dozen times now, somehow I feel like I'll need to say it a hundred more.

    Some people like this map. If you don't, cool. There are more than 30 other maps for you to enjoy. Playing on this map isn't going to give anyone cancer just because their personal favorite killer doesn't have an inherent advantage on it.

    How about we just combine all the maps into one medium-sized open field with no obstacles whatsoever? Would that make killer mains happy?

    The vast majority of people's opinions on this map are very negative. If the playerbase at large dislikes something, it's problematic.

    Who cares if there are other maps that aren't this bad? A bad map is a bad map.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273204#Comment_2273204

    I disagree there too. I enjoy the map as a Survivor too. It is merely a matter of learning it. There is more than enough to juke Killers in there. Give it a few weeks. This map is a compromise between an indoor and outdoor map. It has qualities of both.

    It has one large atrium and then the most narrow, claustrophobic, limited hallways and rooms in the entire game. It does NOT have qualities of both.

  • @WheresTheGate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273158#Comment_2273158

    I can understand that. For killers all these indoor maps are great. Not so much so for survivors.

    You joking? Indoor maps are trash for Killers, and RPD is the new worst map to play on in the game.

    Never before have I spent half the match knowing EXACTLY where Survivors are but been COMPLETELY unable to get to them. It's absolutely miserable.

  • @Moundshroud said:

    I'm loving the new map. It is Disneyland for my Myers. I'm also enjoying Lethal Pursuit.

    Myers gets cucked by this map. Survivors with ears will hear his stomping and breathing entire minutes before Myers can get to them and start stalking them.

  • I get lag out the ass when I play on the new map. Choppier than a PowerPoint presentation. PC by the way, so you can't just blame it on console optimization.

  • They're not bad, but they're not good, either. I still think they're very easy to counter both on the end of each individual twin being oppressive, and on the end of disrupting their ability to work together. The issue is that because nobody plays Twins ever, Survivors don't get that many opportunities to learn and practice this counterplay. Hell, Twins have been out for half a year now and I STILL have about a 5% chance of meeting a Survivor who understands that crouching towards Victor disables Killer Instinct in any given match, and an even lower chance of meeting someone who realizes Victor's stun time was increased to 5 seconds a few weeks ago. If most people still don't have that down, they certainly don't know actual good gameplay tactics against Twins.

  • Jill's new totem Perk, Counterforce, is disgustingly overpowered and should be given a hard nerf. I see no point in even attempting to run a totem build now that this Perk exists.

  • Brutal Strength and Save the Best for Last. As a 110 Killer with no catchup who gets countered by blocking line-of-sight, Perks that prevent Survivors from getting distance on him in the middle of a chase are very good.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268482#Comment_2268482

    If they're being camped (yes even proxy camped) and you don't have BT. Thats exactly what you should do.

    The Killer has minimal map pressure from staying near a hook. Slam the gens and gtfo of the game if the Killer refuses to play don't be a hero. Altruistic people that try to play hero are more likely to make things worse than better.

    Have you ever heard of this thing called a coordinated hook save?

  • Oh, please, CornHub, our Prometheus, please bestow upon us the fire of knowledge in using a Hex Perk with a cooldown.

    Oh, we use it in the way that makes it suck so much booty ass?

    Oh, please, CornHub, our Prometheus, please bestow upon us the train of thought that led you to thinking this was a good idea.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268731#Comment_2268731

    Immobilised for a minute?

    It doesn’t take that long to recover from dying state.

    Read the sentence again.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268631#Comment_2268631

    That’s the point.

    “Leave my teammate alone. I’ve given you a free hook. If you don’t pick me up you’ve wasted it because I can revive myself.”

    I don't exactly see a Survivor being immobilized doing absolutely nothing for half a minute as a waste, either.

    Just saying.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268528#Comment_2268528

    Not if I intentionally go down and force the killer to realise they HAVE to pick me up. Yes BT is great. But this strategy with No Mither is also effective to curb tunnelling.

    I'm not really seeing the benefit of forcing the Killer to pick you up. I just see that as a free hook.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267301#Comment_2267301

    I’m talking about those times a killer stubbornly camps, or stubbornly returns to the hook.

    In that case, I guess It could work. Still, though, being uninjured with Borrowed Time is a million times more effective.

  • Back during the early days of the game, when Wraith, Hillbilly, and Trapper were the only three Killers, my Jake was bugged to be stuck in place. I couldn’t move. A Wraith saw this, proceeded to absolutely slaughter everyone else, and carried me to the hatch.

    Still remember him to this day.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266459#Comment_2266459

    I’m definitely not sleeping on it. If the killer isn’t immediately returning to the hook, it’s great to heal the other survivor super quick, which is why I still take a med kit with this build.

    But the really fast minimum unhook speed of 37% is really, really handy in clutch moments, let alone when others are also injured, or Leader is also in play.

    I feel like if you keep finding yourself in these “clutch moments”, well... you’re a bit too reckless with your hook saves.

  • I think sleeping on Desperate Measures' healing speed bonus from No Mither is a bad take. Just because you don't need healing doesn't mean that the other three Survivors in your match don't.

  • @Altarf said:

    Instasaw wasn't viable?

    Anyway, Hillbilly does need buffs - here's what I'd do.

    1. Full add-on rework. Again. Too many of them do nothing, hurt Billy, or have incredibly minimal effects. Add chainsaw cool-down add-ons, slightly increased movespeed while revving, things that actually help rather than "Cool down faster when a flashlight is shining on you". While you're at it, include some kind of addition to the Engravings to reduce heat from revving so double engravings aren't dead.

    2. Overheat now equates to charge time. The higher heat the Chainsaw has, the faster it charges. Charge time increases in intervals of 20% heat, and at 80% heat or higher will have a reduced charge time of 1.8 or whatever number of seconds rather than 2.5. This would make Overheat less of a frustration mechanic and more of a risk-reward, rewarding Billies for keeping their Chainsaw high on heat with potentially easier downs, with the risk of fully Overheating being something to watch out for.

    3. Remove the roar. If it must stay, then have it only play on successful chainsaw hits. It is unnecessary and ear-grating, as well as giving even more info to the survivors on when to dodge.

    I don't think that making overheat reduce charge time is a good idea since you could heat up the chainsaw to get easy basekit instasaws.

  • Once you realize they have Bamboozle, they’re gonna play every loop very predictably. Once you see them start moving towards a window to block it, what you gotta do is you gotta hold W until you get to a different window.

    I know, really difficult counterplay.

  • Dowsey plays Twins like a worse, roundabout hit-and-run Wraith.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261414#Comment_2261414

    Once he gets a lullaby, this will change.

    Play him without M&A to test it.

    Most of my Sharpshooters are done in the middle of a chase.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261357#Comment_2261357

    So did I. On high ranks, his 15 meters exposed addon is useless, because survivors will break free most of the time.

    Giving him a lullaby will only make it worse.

    The thing that makes that addon useless is that 15+ meter spears on healthy, uninjured Survivors in particular are rare. Reeling them in is fine. I get Sharpshooter multiple times a match and most of them end in a hit.

  • I think that the only model that's a straight upgrade is Jake. Everyone else is just the same with a smoother, cleaner face that has less grit and character, or they're... shudders new David. Eugh.

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261347#Comment_2261347

    It is all a matter of preference! I really like her backstory and liked her original model. Now I will stick with her for her backstory and for the paid cosmetics I've sunk money on! 😊

    https://forum.deadbydaylight.com/en/discussion/comment/2261348#Comment_2261348

    I agree! Which is what sparked this thread of me showing my edit that I wish she got!

    I'm not a fan of her backstory or her model, personally. Backstory-wise, she's just a good-aligned Trickster, and Trickster being a sadistic psychopath is what made his backstory interesting. Model-wise... she looks like a discount version of Taylor Swift back in her country days. And I hate Taylor Swift.

  • @Tsulan said:

    If he hits you from 18 meters, then your chances of breaking free are extremely high.

    If they give him a lullaby, then they also need to buff his chain.

    ... No. No it is not.

    Source: I've played more than three matches of Deathslinger in my life.

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