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OrangeJack

OrangeJack

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OrangeJack
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  • @OrangeJack said:

    Gates are open and one survivor hooked, rest of team fully healed.

    A lot of killers don't consider it camping and to them camping is staying on hooked survivor on their first hook until they die during early game.

    thoughts?

    I made a thread a while back about staying on hook during EGC and a dev said it was fine. I would still personally advise not to do it so you can improve as a killer. Most likely they'll escape but if you want to get better, you should always aim to get as close to 12 hooks as possible instead of kills.

    @ClickyClicky said:

    The ones that make me laugh are the ones that say “iM nOt jUsT gOnNa lEt U unHoOk iN fRoNt of My fAce”

    They say this as they spend 40 seconds roaming the hook within a 12m radius even though there has been no indication a survivor is there.

    So tell me when did you plan on leaving so we could get the unhook?

    I agree but also as survivor you can't see scratch marks and sometimes I've seen scratch marks near a hook and no info from BBQ and another survivor is still obviously hiding there straight after a hook and not taking aggro. 40 Seconds is a bit much though, I would spend something like 10-15 sec then just move on regardless if I hear a save.

  • Huntress lullaby was already a niche perk that synced well with some killers such as doctor and pig. Now it's just not going to used.

  • @Awakey said:

    No...?

    Why exactly would I waste an offering slot that does me nothing? I could put a map or an oak or something there.

    I think he's saying Moris will do what Moris do but the also give BP for survivors and Key still function the same but they also give killer BP. Don't think it's a bad idea since it'll reduce DCs and dodging lobbies when those two things come into play.

  • Come on, this probably only happened to you once. BW is a very niche perk.

    If a killer is dedicating half of his perks to endgame, then him getting 4k from over altruistic survivors isn't really a problem

    @WARW0LF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651787#Comment_1651787

    no?

    you don't know if bloodwarden is coming, how is leaving your team a counterplay lmfao

    You should leave more for NOED than anything else.

  • Would be worth a thread if you had a vid

  • Just don't stack on one gen. Ruin+tinkerer hurts groups that commit to one gen.

    Even without ruin, 3 or more people on one gen is usually a waste but I still see it.

    If a killer chases you off a gen, don't run to the other side of the map. Once they're gone, return to the gen.

    Do this and the killer will be forced to commit to a chase at that point, it's just a matter of looping.

  • Oh I see, You're saying people who play the solid killers play fair and good whereas the bottom tier camp and play bad usually.

    Still don't know if I agree with the tier list even with that though.

  • There are videos showing you how to approach all variant loops as an m1 killer.Eg: TL loops.

    I think scottjund made one though i'm not sure.

    Since it's your first time you should be grey rank so as long as matchmaking is working correctly you shouldn't have to worry about looping that much.

    I would focus on learning how to use the killer power and perks first.

  • @ClickyClicky said:

    Execution is dead now and deathslinger will be getting gutted next.

    Ghostface is way stronger than myers.

    legion is junk

    doctor and blight ok I guess

    You’ll want a strong killer for when you deal with the toxic multi-thousand hour swf. Out of those killers you listed I’d narrow it down to Ghostface, Doctor or Blight. Doctor is very latency dependent though.

    GF has no anti-loop (no red light don't count), no mobility and his power can be revealed and has a cooldown. I agree with the other two though.

  • @TapeKnot said:

    I've played Dead by Daylight on and off for a while, and I've always cycled through different killers as time went on. I want to find one killer to main, but there are so many killers I really enjoy playing. The killers I enjoy playing are the Shape, Doctor, Legion, Ghost Face, Deathslinger, Executioner, and Blight. Does anybody have tips on how to choose between all of these killers?

    I would main doctor out of all of those killers. Reliable anti-loop even with pallets down. (if you use it correctly) and you can find survivors whenever you want. No mobility but again finding survivors easily compensates for that. Very well rounded killer.

    PH is getting changed so generally I wouldn't commit to maining him until y'know what he's going to be like. He may be stronger if he can just spam now more but we'll see.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646684#Comment_1646684

    I have that done comp. This I'd referring to normal pubs because of one simple fact:

    Not every one is comp. Using that as a point in an argument makes no sense.

    I was joking shouldda added /s I guess.

  • DS is not getting nerfed (though it should) because of a few threads comparing it to pop. It and NOED has endured so much criticism and they're still here.

    DH is strong and technically a crutch but it's not that big of a deal.

    @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646642#Comment_1646642

    I'm usually rank 1. So now I have to an even higher red rank. Alright man I see what you are trying to do.

    Do comps then.

  • I mean its already been discussed to death, buff its anti-tunnelling aspect, nerf its aggressive, do objectives infront of killer, anti-momentum aspect. Scottjund's idea is an example but there are others. No one is saying that DS doesn't function as anti-tunnel but it also does more than that and you know that.

    Then again, I see people on here actually justifying its use as an anti-momentum perk rather than an anti-tunneling perk as if you deserve to get anti-momentum for the killer doing his objective and getting hooks.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645554#Comment_1645554

    4 DS games are possible, they are not " very likely". Even if that were true, 4 players with DS /=/ DS is used 4 times in a match. If you're gonna say 11 Pops is something that never ever happens (even though 10 Pops is actually not that ridiculous), complaining about 4 DS games as 'very likely' is really stretching it.

    @Science_Guy said:

    Or, maybe... they realized 60 seconds for a perk you can use on-demand 11 times in a game may be excessive in a way 60 seconds for a perk you can use once per match is not.

    This post reveals one thing about the OP: salt.

    You should simply respond to the scottjund video because your understanding of DS compared to POP is very off.

    https://www.youtube.com/watch?v=4VT0Ca-nnGo


  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644354#Comment_1644354

    I’ve seen you complain about Undying/Ruin. If you nerf Pop what do you think killers are now going to be more likely to run?

    You’ve even said before about Hag being able to run across the map and Pop a gen within 45 seconds. It she does that shes giving up all existing pressure she may have on the map. Its not worth it at all, that was the issue with Pop in its original form.

    And no if you take a DS it doesn’t mean you’re winning.

    I dont like to accuse people of only playing one side but from all your arguments I cant come to any other conclusion.

    I think if the devs made more incentives for playing both sides, the game and forums would be better.

  • I can't remember the last time I used a mori.

  • He's still got no antiloop so just get better at looping and be conscious that you have a pallet to run to when doing a generator. If you know it's perma tier 3 don't waste time healing. Don't stack on one gen either.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644221#Comment_1644221

    Happens to the best of us. I don't see how either of those examples disprove my case though. Like it or not it takes time to stalk and down someone, and having 15 extra seconds is incredibly useful. Is it necessary? No. Is it helpful? Yes.

    Yeah GF doesn't have any antiloop and no mobility with a power that has a cooldown so time/gen management is alot more important.

  • Think a really short killer would be interesting. We got half of that with blight's POV.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643975#Comment_1643975

    Why do you guys nerf one of the most balanced perk in the game, but you keep the one who has absolutely no counterplay? How is that even fair?

    Even though the nerf is negliible, the fact that they randomly chose to nerf one of the more well-rounded and fair perks:

    Requires hooks therefore killer needs to get consistent downs to get use out of it. If you're a bad killer, that won't happen.

    Only 5-6 uses that matter per match

    Doesn't stack. You hook 2 people , you don't get 50% regression on a gen. You do see killers sometimes making sure to kick a gen using pop, pick a survivor up and get another pop but again the that killer had to earn that.

    Still consumes time for the killer hooking the survivor and travelling to gen and kicking it.

    Only 25% regression which is 20 seconds if one survivor hops back on but only 10 second if two survivors hop on following the kick.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Okay and why is the killer doing other things before he uses his pop unbalanced?

    @Ghoste said:

    This nerf was a slap on the wrist. Pop is still an S tier meta perk. Idk what you're complaining about.

    Just criticizing the lines of reasoning/logic the devs are using that they might apply to other things.

  • Yeah scottjund's video covers pretty much all points made in the recent threads comparing the two.

  • +1 per survivor would make it go from 16% to 20% combined with sloppy and another gen regress perk like pop or ruin and it might not be so bad.

  • Even with the nerf, pop probably will still be alright but why? Was there anyone genuinely arguing that it was unbalanced aside from a few threads here and there. It rewarded the killer for doing his objective, still required some thought from the killer as to which gen to use it on and the regress is not that insane and you can't stack it. Even if we gave pop an unlimited timer until you used it on a gen, It wouldn't make the perk broken by an stretch. Again 60 seconds to 45 second to use it is barely anything but I just don't understand the devs line of thinking.

    This is just going to make more new players hop on the ruin+undying+tinkerer train regardless if pop is still meta because the former is already easier and stronger.

    Thana buff might be really good. Current max penalty is 16% so if they bump it up from there it might see alot of use and people already combined it with sloppy already so the fact it doesn't affect healing doesn't matter.

  • Depend on the stun after but either way not too much off a problem. Lethal dashes mean you need one dash and slam so it won't be like his iridescent add-on where you can point blank destroy pallets replacing brutal strength


    This will only come into play if his dash is already pointed at a pallet and you bring it down early. I assume you can still pallet stun him and force him to break it normally in that case anyway.

  • If it's your deathhook then it's a bit excusable but yeah for the most part it's trash.

  • I really don't think it would help the legion that much tbh.

  • @[Deleted User] said:

    *Insert counter-"argument" about DS + Unbreakable, possibly with Dead hard + BT / Adrenaline, and then say "Killers finally have a chance" and then assume that every survivor is running this build, also don't forget to complain about SWF"

    I mean... OP is literally complaining about 3 meta perks and assuming every killer is running it. Pointing out perks mentioned above to showcase hypocrisy is fair imo.

    Just because you Inb4'd (argument xyz) doesn't diminish it's validity 😂.

    Either they're both valid or they're both trash arguments. You can't have your cake and eat it.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636997#Comment_1636997

    So you as re telling me even if the killer is being outplayed. Even if the killer is losing mindgames they should still win a chase? Im not saying the survivor should win the chase easily, but if the killer is losing the chase why do they deserve the anyways?

    Yes that is obvious you want to buy as much time as possible. Nobody said that we want to loop and never be hit or win chases guarenteed. I also never said I want 5 gen chases all the time I do want though is a fair chance to extend my chases through skillful decisions but some killers (slinger) ignore that.

    An m1 killer's "mindgames" are completely dependent on the survivor and are the same things survivors have seen over and over. They're a joke. I would call what survivors can do especially with linking different loops actual mindgames.

    An experienced killer can try attempting or bluffing a mindgame but again it's on the survivor to panic and even then a good number of times it just results in an early pallet drop rather than a hit. That's not even considering the filler loops where the survivor can just see you.

    It's not gamebreaking because m1 killers can usually get hits outside of loops anyway Eg: Stealth killers.

    I'll agree that some killers are unfair eg: DS and spirit but lets not pretend that an m1 killer vs survivor is the model that the devs should be basing their game around.

  • Depends on the killer tbh. I have no idea how people consistently main m1 killers at high ranks.

  • He's more of a one moment he's there the other moment he's not type of killer. I just think he'd look ridiculous in a chase.

  • Sounds like a reasonable idea tbh. don't main PH tho so not completely sure.

  • Nurse's counterplay is blocking LoS and taking unique pathing so she loses you and you can hide which if you do repeatedly along with the nurse players mistake is enough against your average nurse.

    but if you're in an open area and the nurse's blinks are accurate (which btw for most players it's not) then it's on you not the killer.

    The fact that you call running at her blinks "mindgames" is really telling.

  • The perks with the more situational/convoluted requirements have weaker rewards than the straight forward perks usually

  • Just hide, take unique pathing and maintain distance. Just don't do multiple rotations like you would with an m1 killer.

    Is there any killer that can do anything besides moonwalking at loops that survivors are happy about?

  • He doesn't have 0 counterplay. It's called hiding, maintaining distance, taking unique pathing and using LoS, not to loop him but so that he can lose you and you can hide again. I know it's not the most fun but not every aspect of the game should cater to you.

    Also his 1v1s are his only redeeming quality since he has subpar map pressure. Nerfing him whilst leaving him a 110 killer would effectively kill him.

  • BT bodyblocking is fine and doesn't even work alot of the times.

  • 110 killer who already has to reload her hatchets getting a CD? I don't think the devs are that evil. They probably just removing/reworking iri.

    @Aven_Fallen said:

    Hilarious that people still think that with all the Buffs Killers got and all the Nerfs Survivors got the Killer with the best Map Mobility and an easy to use Insta Down should not have been looked at. Or the Killer which simply blinks on top of Survivors (what she still does) and which would have probably never created from 2017 onwards, because at this point the Devs would have realized that it would be a wrong design, was totally fine.

    Huntress will most likely not get a Cooldown, she has a quite meaningful Cooldown (unlike Nurses fatique) by reloading at Lockers AND 110% Movement Speed without any way to catch up to Survivors quickly.

    They will give her the correct number of Add Ons, will rework Iri Heads and (hopefully) Exhauastion Add Ons, but nothing more.

    Nurse is fine. If we look at how she does stats wise with people playing as her she probably isn't even in top 4 killers (in terms of getting of 4ks). Even people who commonly talk about unbalanced killers like scottjund will usually specificy going against a "master" nurse when talking about her balance.

  • Holy ######### what are these essays

  • Killer nodding could be in character for killers like GF but everything else is a no

  • Yeah I would like to call the killer a camper and tunneler but they can't see what i wrote 😪

  • @Opex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546976#Comment_1546976

    I'll asume you are new to nurse or just still learn her ;D. Multiple floor maps are actually the best maps for the nurse. Thats why the game is the best map for her. In my opinion Silent Hill is the new best map, there is only one compromise which makes that map not as good as the game for nurse. These deadzones are literally everywhere, you are not the only one who has that problem, EVERYONE who plays nurse has them. Also because of some buggy deadzones you can get blinked into the basement, it can get really annoying. I mean OF COURSE BHVR when I do a fully charged blink and look straight up I totally intend to go to the basement.

    I disagree the game isn't her best map. Some areas of the bottom part function as a line of site maze and her counterplay is denying her los. I think the game is a decent map for nurse but defo not best. Worst map for me is lerys.

  • No, he gets free easy first hits at all ranks but with inexperienced players they panic, don't move to another loop and get downed or they just don't use pallets/loops at all and just hold W till they get downed.

    He has his stalk but alot of the times it's just wasted.

    For the most part he's just an m1 killer with no anti loop other than removing his red stain.

    Spinechill

    Expose him

    and just basic looping

  • Someone has been watching some scottjund I see.

  • I mean going against hiding survivors as a killer is just boring nothing else. They usually don't do gens either so the game extends with me looking in complete silence for some blendette in a bush.

    Especially annoying when I play nurse since if I blink I'll probably miss them so I have to look around as the slowest killer in the game.

    ^ This is only referring to people who hide 24/7 ^

  • I've only mained post-nerf nurse.

    I think she's still a strong killer but her bugs make her annoying to play tbh.

    There are still deadzones and random objects that you can't blink through in some maps especially the newest one.

    I think cooldowns are a lazy mechanic for balancing. The devs need to be more creative than just locking the killer out of their power for x amount of time. and unlike other killers nurse is completely dependent on her blinks for everything.

    This is already on top of a stationary, obscured vision fatigue.

  • DH is not a problem, people focus on it because it's the cherry on top of getting several strong loops next to each other as a killer.

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