NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/734792#Comment_734792
Oh wow they consume the ENTIRE brown medkit, how scandalous. The issue you've mentioned with BP is absolutely irrelevant as good survivors will make sure the killer is chasing someone else before using it. Keys have no downsides and I'm not hearing anything about it, whoever says otherwise is ignorant and oblivious to this game entirely.
I don't remember claiming these were huge downsides. Just that they are downsides and thus that the claim there were literally no downsides is false.
The things I didn't bring up (Keys, DS, Adrenaline and Toolboxes) I didn't claim even had that.
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@MemberBerry said:
Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.
Ignoring opportunity costs for a second. Instant heals consume the entire medkit, meaning that you lose any additional heals you could have possibly gotten through them, and BNP's require you to stay on the generator even if the Killer comes for 5 seconds, making it much harder to run away during that time.
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You mean 2v8?
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@joshuashep22 said:
https://forum.deadbydaylight.com/en/discussion/comment/733963#Comment_733963
Only to those who tunnel
DS works against Killers that aren't tunneling
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Huntress.
She may not be the strongest but hatchets wizzing by you has got to be terrifying. Billy is a close second.
Spirit and Nurse are strong. But terror isn't quite their thing, they Kill you before you know what hit you.
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Thanataphobia is required on her. Dying light is good on her too.
Other than that take perks that synergize with injured Survivors. That means perks like M&A, Bamboozle, Endfury ect.
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@Mr_K said:
Male survivors have larger models than female.
Some survivors are louder than others.
Ace is Ace.
Jane is thicc.
Ace is Quiet
Claudette is Dark
Baba is You
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/729966#Comment_729966
It's a range of 6 between the killer and any given survivor (barring SWF, which may drag a newer player into a high ranked lobby). So as a rank 10 killer, they could get survivors between rank 4 - 16 (depending on how long they are waiting).
They explained it to me already.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/731464#Comment_731464
You can scratchmark juke or use windows too, also don't use unsafe pallets to try to get away
Normally yes, however with Prayer Beads she can hit you before you even know that you are supposed to be running.
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Survivor: Runs distortion
Killer: Runs I'm all ears
Survivor: Basically gets a buffed dance with me every time they vault within the cooldown
Killer: Nani!?
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Really good chainsaw.
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Meg. I like the Deathgarden mask.
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This... is.... AMAZING!
I love it! I think I'll listen to it on it's own it's such a great soundtrack! I really hope this or something like it gets into the game because it's so cool! I love the transitions as well it really makes it all click.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/729956#Comment_729956
We need at least one easy down your drink condition, otherwise we won't drink enough
If you are going to have a drinking contest then downing the bottle should mean something.
Also if it means less people being drunk then I'm all for it.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/729963#Comment_729963
That doesn't make it any less stupid though. Why should a rank 15 survivor fight a purple ranked killer? They are clearly going too get destroyed.
A rank 15 will be fighting at worst a rank 9.
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@alienschmalien said:
I'm a rank 10 killer. Survivor I think I'm currently rank 3 or 4? Either way...
I've now had 4 games back to back to back, where I had survivors bordering the red ranks and one that was actually rank 3 and 4 while the other two were 16 and 12.
I'm a very casual player in general, but especially at killer. I don't want to have to sweat to books on tape to enjoy playing my favorite killer.
If you are a rank 10 Killer then you can get Survivors between ranks 16 and 4 including Survivors of exactly rank 16 or 4.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/729966#Comment_729966
But its actually because op is rank 10. 13 to 10 is a gap of 3 and 5 is a gap of 5 (6 obv. being 4) all of which are inside the allowance. I don't think it's overall rank difference, its rank of the survivors compared to the killer.
The OP did not say what the Killers rank was. Just that he was rank 10 and the other Survivors were 13, 5 and 6.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/729959#Comment_729959
You don't stress test Amazon servers in a game like this. You stress test MMORPGs to see how many people you can have on one. It's just not the same thing.
Either way people who have paid for the game should not be forced to playtest Behaviors game. They have the option for a voluntary PTB.
People who are trying to rank up are being hosed.
I have no idea what servers they are using (but Amazon is probable I just haven't checked).
Also I didn't say anything about if live testing is proper, just that stress testing like this can't be done with just a handful of paid volunteers.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/92417/lol-ranking-in-matches-sure-is-fixed
That's probably because they have been sitting in a lobby for a while. The natchmaking system will slowly open its standards up to a maximum range of 6 ranks. :)
5 and 13 is a range of 8 not 6. So it's still not the appropriate ranks.
Though it is pretty close to be fair.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/729831#Comment_729831
A stress test isn't needed. You have 5 people in a given game. It isn't a MMORPG.
5 people per game but way more than 5 people per server.
I'm sure if there were only a total of 5 players on the game then the connection would be much easier to handle.
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I would like to add: "By a perk or addon" to the condition.
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@BunnyTheHutt said:
Spirit really isn't bad too play as, but she is just so damn unfun too play against. Every time I fight Spirit it just feels like a chore and a half just too avoid my first hit. She needs some QoL changes IMO, like making it harder too hear injured survivors, or making her phasing sound directional.
Those aren't QoL changes.
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@DemoDaddy31 said:
https://forum.deadbydaylight.com/en/discussion/comment/728556#Comment_728556
im not talking to you ya goof im talking to this copycat OP
In that case go for the throat
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@DemoDaddy31 said:
hey you copied my discussion!
It was my post tho. But yes that's where I originally posted it
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@NoEdCrUtCh said:
https://forum.deadbydaylight.com/en/discussion/comment/727712#Comment_727712
First of all, every killer should be that way, correct? If your answer is no then that is a problem.
Second, I have not played against a spirit or noed in a few days now, still does not mean she needs work.
All survivors are the same without perks, there is no stronger survivor without perks, so why should there be a stronger killer than others without perks?
Yes. All Killers should be strong.
I have suggestions on how to alter the Killers I consider insufficiently strong to this effect.
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Copied from another thread, this is how to counterplay Spirit in detail.
First off understand that this is in regards to basekit Spirit. I know for a fact that addons can make her a busted, particularly prayer beads but not exclusively.
When facing Spirit:
If you are heathy/have iron will the counterplay is Window Jukes, Pallet Jukes, Scratch mark manipulation and generally unpredictable movement. WIth the later 2 being relatively unreliable in most cases.
If you are injured then Scrathmark manipulation and just trying to aimlessly gitter your movement is futile since she can determine your exactl location once she is close enough.
That means the key to facing a Spirit boils down to:
A - Put her in a situation where she must predict where you will go.
B - Be unpredictable so she predicts you incorrectly.
The first step usually requires a window or pallet. If you are in a dead zone where the pallets are broken and there aren't any windows then you will very likely take a hit, period. You are in a deadzone, what did you expect. A leatherface could get you there too no problem with no addons.
Luckily 90% of the time there will be a window or pallet nearby you can work with even if the loop isn't particularly strong.
From there you go to it. If she's still going for you then you can obviously just run it like normal, however most of the time she will start phasing if there is any real distance to begin with. Once she's phasing you have a mindgame situation. The mindgame is NOT about where you are, she knows you are infront of the window. The mindgame is about where you WILL be.
For example if you fast vault the window she needs to have already been going around, otherwise you have time to vault back if she tries to go around late. For example you could fast vault there and then slow vault back. Or my personal favorite is to fast vault the window and then walk around a wall. I'd have done a slow vault back earlier so they assume I'm doing that again and just hit the window with me being completely out of sight.
This goes double for most pallets since you can fast vault back much quicker compared to windows.
If you suspect she's faking a phase then you should keep running. By the time she starts phasing you will have enough distance to reach the next loop and continue the process.
As for how you are supposed to determine what action she is doing in the first place remember this: Humans are never perfectly random.
The first attack may be implausible to predict and so may the second, but the more time she attempts a mindgame the more data you get. This data isn't anything mechanical like the red stain or anything, but rather it is about what kinds of plays that specific Spirit attempts. Using that as your basis you can predict which play she will make next and act accordingly. The more attempts she makes the more data you have and the more accurate your predictions can become.
The Spirit is doing the exact same thing of course since she is predicting you every time she phases at a window/pallet loop even if she doesn't think of it like that. So another way to determine the Spirit's next move is to counter the counter to whatever it is you have been doing. This is the basis behind conditioning where you be predictable on purpose so you can deliberately break a pattern you set up when you really need to.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/728174#Comment_728174
Yes, you can mindgame a good spirit maybe once or twice but it usually doesn't matter. They can easily catch up to you with their high speed when they stop phasing.
110% isn't high speed.
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@Mochan said:
Such double standards. So hiding the entire match to prevent the kill from killing you is bannable, but camping three gens to prevent the survivors from escaping is fine?
Laughable.
Going immersed isn't bannable either.
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We already have that and I like the addon on Myers. I see no problem here
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They are both viable. It's hard to say which is better though.
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Mmmmmmm
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/725523#Comment_725523
Ruin is required. Whether you substitute Ruin with another delay the result is the same, a perk devoted to counter an effect. Prayer beads are fine, you have no entitlement to an easier game.
Technically Franklins
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/725536#Comment_725536
When did I say that I didn't want you to answer them?
Technician doesn't stop them from hearing survivors working on gens, its still super easy to grab survivors.
It makes it way harder.
And this is the 2nd time you've gotten upset at me for answering your questions with a straight answer
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/725524#Comment_725524
How does that counter prayer beads exactly? Technician is one of the most trash perks in the game. Even if it did counter prayer beads, you are just proving my point. You shouldn't have to run a specific perk to have a chance against one addon.
It makes it harder to hear you and thus makes it harder for her to gen grab.
You asked what other counters it has. I answered. Why are you asking questions if you don't want me to answer them?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/725513#Comment_725513
Ruin is not required. But Killers used it for so long that they dont even try the better options available (Corrupt Intervention and PGTW).
@Topic:
Not happy about the Downsides, they sound too strong. Making it a Pink Add-On - yes, but it would not change anything of the problem.
If Collision would be removed, Gengrabs would be way harder to do. This might be an option.
Another thing I have read on the Forums: Prayer Beads makes the Phasing Sound affect the whole Map. So no Survivor will know where she is.
Corrupt Intervention isn't a better option most of the time. The Killers that DO make good use of it are trap based Killers, Stealth Killers, Doctor, and anyone running an early game tracking perk like Whispers or Spies From the Shadows.
PGTW is meta but serves a slightly different function. Specifically PGTW is mid-late game stalling while Ruin is early game stalling.
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Technician.
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you can and should use Spine Chill every game.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/725493#Comment_725493
Yes,I agree that it is a good perk. But it is not fair for survivors to have absolutely no counterplay for one addon unless they have a perk. You can literally catch survivors without chasing them super easily with one addon. It is just bad game design.
https://forum.deadbydaylight.com/en/discussion/comment/725499#Comment_725499
No
You asked if it was realistic. Not if it was fair.
The answer to the question you actually asked is a solid yes.
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######### is up with everyone hating on clown.
He's effectively a 130% Killer when the Survivors are effected by the bottles, which is at least 4 seconds per use. Much more if he throws the bottle ahead of them in a loop. If the drop the pallet early then throw a bottle on one side and force them to run through it while you break the pallet.
Sure he's not the best Killer ever but he's easily better than all of the other Killers on this list.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/725448#Comment_725448
Do you really think it is realistic to use spine chill every match just in case the killer is using prayer beads?
Technically yes.
Spine Chill is a good perk in general and is particularly good against Nurse/Spirit. So I'd absolutely bring it every game, the fact that it also counters Prayer Beads is a cherry on top.
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Having a lot of walls makes it harder to stalk too. So it's a double edged sword.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/725463#Comment_725463
I have to agree, but reduce it to 2 seconds instead of 3, to prevent players from simply getting behind a wall and become almost impossible to reveal him on maps with alot of walls
I'd just replace that aspect of the mechanic entirely.
Instead of having the timer continue just have it gradually remove reveal progress over a longer duration. Or just pause the reveal progress without having it continue progressing during that time.
So if you have 1.3 seconds of progress, and then he ducks behind a wall for 0.5 seconds, then you'd only have to look for 0.8 seconds to finish revealing him instead of resetting it to 1.5 again.
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I know it's a thing. But I don't think it should be.
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I like the downside option. My suggestion: They hear a phasing sound INSIDE the terror radius.
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I'd be ok with unlimited duration if and only if it both didn't work on grabs and was disabled on someone else being hooked.
Otherwise Killers won't have any way to avoid the perk, which a problem for a perk like DS that both stuns the Killer and acts as a free health state
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/724501#Comment_724501
It's almost like killers get the same thing called Bloodlust, something that can be activated an unlimited time in a chase and rewards the killer for playing poorly (excluding infinites that no longer exist of course).
Bloodlust is a big part of why infinites no longer exist.
And more importantly serves as a failsafe for when chases start going on for long enough that it's silly.
AND also has counterplay in the form of pallets.
And also also can't be used outside of a chase unlike Sprint Burse.
And also also also doesn't have nearly the same overall effect per activation. A hypothetical bloodlust 10 would be required to give the same speed boost, and while not quite as much is required to get the same total extra distance it's still a lot of time, plenty of time to reach a pallet and reset it.
Also also also also it's not a win more mechanic
Also also also also also the amount of time to catch up to a Survivor. Not even talking about loops here, just Survivor starts running somewhat early or has Sprint burst or something, is actually very large without bloodlust. It's still large even with bloodlust but it helps make you not instantly lose just because a Survivor ran in a straight line away from you. Even then it's still insufficient in a lot of cases and is why the top tiers are who they are. All of them have some way to bypass the issue.
Hag can just instantaneously be next to the Survivor. Huntress has range. Freddy teleports. Demogorgon teleports. Nurse blinks are super fast. Spirit's phase walk is extremely fast. Billy's saw is insanely fast.
Meanwhile Killers like Leatherface have to spend upwards of 20 seconds just closing off the initial distance, let alone actually running whatever loops Survivors find.
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/724451#Comment_724451
Experiment for you, get chainsaw'd irl, hooked, then unhooked. What happens after that, good as new? That type of logic is literally the worst thing when it comes to this game along with the worst argument to whether this game should be realistic or not.
That's not quite a fair comparison.
.
.
.
You need to be rubbed for 16 seconds. THEN you become good as new.
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@ImmortalReaver said:
https://forum.deadbydaylight.com/en/discussion/comment/724413#Comment_724413
how often do you see a spirit?
how often do you pull a rip cord in front of yourself and heal wounds?
how often do you survive being hung from a meat hook multiple times?
At least 4 times a day kappa
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Bring it on. Lobby dodging is for cowards or people with high ping.
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Also predicting your opponents next action is never luck since Humans can't act randomly. Since there is always a pattern which could be read (and it is in fact optimal to use a pattern of some kind) that means you can figure out what that pattern is and act accordingly.
The reason why having a pattern of some kind improves your odds is because "acting accordingly" is itself a pattern.
So if you opponent has a pattern then you should have a pattern which counters theirs. And if they don't have a pattern then it's 50/50 anyways so you may as well.