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ScottJund

ScottJund

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ScottJund
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  • @[Deleted User] said:

    do people still take Jund seriously?

    I've gotten nothing to do so I'll bite. Why wouldn't they?

  • @[Deleted User] said:

    LOL, I can't believe even Scott Jund fell for that bait by the guy with the Demo PFP and even made a video about it. He's actually a genius.

    imma be honest i didn't even read the post, I just opened the first thread about it I saw on the forums for background to the point of the video

  • Its a video game. As soon as I stop playing my day will be exactly the same as it was before I started playing.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894397#Comment_1894397

    At their current pace probably never.

    https://forum.deadbydaylight.com/en/discussion/comment/1894398#Comment_1894398

    Yeah but a survivor can run a killer for 5 gens and a killer cant do that so survivor is stronger. Like (????)

    If you are getting run for 5 gens it's definitely not the games fault.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894384#Comment_1894384

    I don't think low tier killers like legion, pig and clown really have the upper hand on maps that string strong tiles into more strong tiles. Thompson house and Ormond can still string half the map into each other with loops.

    Right but at the end of the day they can still kill the person and the survivor can't do the same. So, killers are objectively stronger than survivors in the 1v1

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894363#Comment_1894363

    I guess i see it through a killer lense but i've never really had a problem with playing against spirit. Yeah it can suck sometimes but i see the game as a 4v1 instead of a 1v1 four times. If the killer doesn't have the upper hand in the chase what do they have. And with how bad most of the cast of killers are and how stupidly strong some tiles and maps are the killer doesn't really have the upper hand in the 1v1. If they don't have that what do they have?

    Every killer in the game has an upper hand in a 1v1 setting because they can kill the survivor.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870548#Comment_1870548

    So theoretically speaking clown could just hit the survivor, they get a boost, clown throw the yellow bottle in front of them walk through it and get the speed boost (since it doesn't take long for the cloud to change) and switch instantly to the purple bottles to catch up to the survivor and down them immediately. Is that about right?

    There is no "immediately." You gain roughly 2.3 meters extra distance with the full antidote buff as killer. You move at 4.6m/s. You gain literally half a second of time with the antidote. You're better off ignoring it and just throwing his normal bottle in that scenario.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742044#Comment_1742044

    What takes 6 seconds? Transitioning from Victor to Charlotte? Certainly didn't seem that way to me. More like 3 seconds or so.

    it actually takes about 5 seconds before you have normal movement again.

  • @Jeffalations said:

    For me, the twins have what the Blight lacked. They have a powerful ability that looks fun to use, a cool visual appeal, and a cool element of clinging. They don't just do some variation of running fast. I'm very excited to play them!

    i must be on crack because The Twin's power is one of the worst in the game at the moment

  • I feel like I'm taking crazy pills. Her power description has not changed in 2 years. What is everyone talking about?

  • I really wish the devs realized statistics are almost meaningless when you have a game with this many variables. By that logic, Nurse is the worst killer in the game.

  • Then why did you bring up tournaments from other games like it has any relevance here?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682369#Comment_1682369

    I never said they were. Street Fighter ain't remotely like Hearthstone.

    Yes, but they are both symmetrical games to an extent. You cannot apply any of the same balancing strategies around an asymmetrical game. It does not work.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682172#Comment_1682172

    Again, it does for nearly every other game that has a tournament scene.

    None of which are remotely like Dead by Daylight.

  • Okay so people using tournaments as a justification for nerfing survivor, what do you actually want? Every time I see this topic there is never anything actually constructive.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679760#Comment_1679760

    I'm not really interested in a discussion with you. Oni op. Spirit op. New nurse totally fine. Have a good evening man.

    I've literally never said current Oni or Spirit are OP.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679694#Comment_1679694

    Strong survivors don't really get in bad positions. That's why killers like clown and deathslinger aren't really considered "good". Even strong 1v1 doesn't really makes a difference at the end.

    DbD is a depressing game.

    That's such a ridiculous statement. The killer makes areas "bad." If there are generators near where you previously chased someone and broke pallets, the areas is bad but the survivors have to be there.

  • @FregglesFred said:

    You run around a car. His power is useless.

    This is probably the biggest mistake people make when underestimating Blight. You don't use your power at every loop. The car loops you are talking about last 10 seconds, then you hit them after breaking the pallet and they are running to the next loop.

    Its such a weird argument. You don't use Billy's saw at every loop. You don't throw a hatchet at every loop. Both Billy and Huntress are still good killers.

  • Couldn't agree more. His height makes absolutely no sense. I know its common for games to have FPS cameras more along the upper chest but it does not make any sense that a survivor has a taller field of vision than I do, when they're also in third person. Also, when you pick a survivor up he grows by like 7 inches, to what should be his normal height. All of the worst things about Blight are just weird QOL issues which is just bizarre.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648162#Comment_1648162

    I'm tired of having to type the same stuff over and over again. You balance for the top and it's balanced for everyone. That's how it works.

    https://youtu.be/X1p42KtZOCw

    For top tier players PH is a laughing stock with very little chase utility, no map presence, and piss-poor tracking. It's not an opinion, it's a fact.

    I'm not sure why people keep attributing balancing techniques from other games to Dead by Daylight, a game that is asymmetrical and has essentially no comparisons.

  • @Chilidawg said:

    Scott's wrong about PGTW though. How is the distance traveled to the gen and the kick factored into the time taken away from the gen through PGTW? He says it's really 13 seconds, that's just plain wrong! it's 20 sec MINIMUM (disregarding perks, toolboxes, and duo on gen) if the gen was above 25% and that's guaranteed PLUS the amount you would get through the regression of the gen. You could regress a gen that's about to be completed if you kick it with pop and if the survivors don't go back to it because they are unaware as a team then you get EVEN MORE value than 20 sec. Even if the survivors do know and go back to work the gen than you could just use his argument against him by saying that they have to travel to the gen and stop the regression while moving slower than the killer. His argument about PGTW makes 0 sense. SEND HIM THIS I WANT A REPLY.

    You're taking it too literally. Its 13 seconds (in that example) of "gained time" not "actual time" on the generator. The time spent walking to make use of the perk is time spent not pressuring any of the survivors on the map, so it is "lost time." For example, when you down someone after a 20 second chase, you are actually still spending more than 20 seconds to get anything out of it, as you'd have to spend time picking the survivor up, then walking to a hook, then hooking them.

    Gens regress at an extremely slow rate, taking 4x as long to regress as it takes to complete, so the effects are fairly neglible unless the gen is ignored for half a match.

    To your other point that a survivor has to spend equal time walking back to the gen, yes, you are correct, but you are also ignoring that there are three other survivors whose have no relevance to that situation. Every second a survivor spends doing something, a killer basically spends 3 equivalent seconds doing it. So one survivor walking to a gen takes 5 seconds, but a killer walking to a gen, although still literally taking 5 seconds, allows 15 seconds of gen progress overall on the map due to the other survivors doing their own thing.

    They're not even close.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629010#Comment_1629010

    There isn't an issue with the build. Killers have only themselves to blame. These builds wouldn't be effective of killers didn't tunnel or slug all the time. You can't get mad at survivors for doing the most optimal build to survive.

    Do you get mad if you get tunneled off the hook and mori'd before you got more than 15 seconds to actually play the game?

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628386#Comment_1628386

    The better question is how often do you lose a match because of this? If you snowball so hard that everyone's ds is active all the time that bit of anti momentum makes literally 0% difference and you will still 4k while eating a sandwich.

    Yeah but I also play this game for a living. Expecting everyone to deal with that the same way is ridiculous.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/discussion/comment/1628282#Comment_1628282

    Oh really? How often do you hook a person, find another person, chase and hook that person, find the person that has DS still active out of 3 other possible survivors, down the DS person and pick them up, ALL WITHIN 60 SECONDS? Yeah, I figured as much. You're just finding excuses at this point.

    Besides, it's ironic - you have a Pyramid Head on your pfp - a killer that currently has no counterplay in a chase. Well, let me tell you - DS has counterplay. Unlike PH.

    Literally every day

  • @EuphoricBliss35 said:

    It’s an anti momentum perk. It’s not an anti tunnel perk. People refer to it as an anti tunnel perk to incorrectly justify why it belongs in the game.

    Also I can’t tell you how many I’ve watched a killer just tunnel someone out of the game. So if I can throw myself in the line of fire and buy them even a couple of seconds, I will. If I get hooked and unhooked, and again can buy them a couple of seconds taking a hit, I will.

    ive been called “toxic” because the killer thinks I’m “shoving DS in their face” while they’ve missed the forest for the trees of their own actions

    I really hate when people say "its an anti-momentum perk" despite several devs that are not Peanits saying there were anti-tunneling benefits made with the rework in mind.

    Even if all of the devs said it was just an "anti-momentum" perk then its still a bad argument because that's just a terribly designed perk then. Its like saying the old Mettle of Man was fair because its "anti-momentum."

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585772#Comment_1585772

    Honestly, I'm waiting for the day where the survivors realize how ######### easy it is to track spirit on grassy maps.

    What does grass have to do with tracking Spirit

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611915#Comment_1611915

    The issue with this game is that on the right map against the right killer, a below average team that only knows how to split up and hold m1 will take out above average killers with ease. I watch a lot of your videos, and one issue I see with them is that although you talk about killers and killer balance, you seem to gloss over the fact that good survivor teams will decimate the strongest killer players playing the strongest killers, so you talk about game balance in the context of some of the best killers in the game vs relatively less skilled survivors. This is particularly highlighted by a recent video you did centering more around deathslinger. You imply that deathslinger can be too strong in the right hands, but then admit that strong survivors will just destroy killers.

    I bring this up because it shows a disconnect of the true balance of the game. Tru3 isn't facing tournament squads every game like he says, but he's facing decent survivors that just dumpster on him because survivors don't need to be as good as the killer in order to do that. He's mostly just rationalizing his losses, but that doesn't mean there's no truth to what he says. I suppose getting mad at 'tournament sqauds' is a little healthier than getting mad at severe balance issues this game has that are present in every single match.

    I disagree a below average team that spreads out will win against most killers as long as the player good. However, there are exceptions, like if you get a giant map like Red Forest where yeah, you just cannot physically get places fast enough. But, that's more a map design issue, not a game balance one. I don't gloss over the fact the best survivor teams will wipe the floor with any killer at all. Its just a rarity so its not discussed much.

  • @NursesBootie said:

    I'm not a fan of all of them.

    Tru3 takes the game way too serious.

    OhTofu got weird opinions about some topics.

    Scott tried to get completely fine things nerfed in the past for some reason.

    You mean 180 degree Oni flick? Prayer Beads? Omegablink? Those things didn't need to be nerfed?

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611755#Comment_1611755

    You can be in an area and play survivors from different places. I am in Texas and play Brazil all the time.

    https://forum.deadbydaylight.com/en/discussion/comment/1611777#Comment_1611777

    I disagree. Other streamers get a healthy potato ratio, and the occasional decent teams.

    I've seen you, and just about everyone else get crushed by strong teams, but you dont get them that often, which leads to a certain arrogance. I sympathize with tru3, because up till crossplay, I had the same issues.

    I was stuck in purple ranks, trying my best to deal with that nightmare and getting really frustrated with the game. Soon as crossplay hit, I flew up to rank 1, like went from 9 to 1 without a single draw or depip.

    I'm just going to say that if you repeatedly say you are going against tournament squads almost every game, even if they are simply above average, you create an echo chamber with your viewers where its a never ending loop of thinking you are going against this, when most of the time its just a standard solid team.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611707#Comment_1611707

    Do you actually watch his videos? Look at the survivors he gets, there's a clear difference in strength compared to other streamers.

    Certain regions are just chock full of sweaty teams. Everyone I talk to that plays on south American servers note a ton of swfs, with thousands of hours, and they're all sweat lords.

    I watch his videos and notice literally no difference between his games and other streamer's games.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1608320#Comment_1608320

    You mean the survivor that had distance on me and had time to run to a pallet? Yeah I ignored him because there was someone on an unsafe gen who I downed and hooked. If I left him alone they would've popped that gen anyway. There wasn't much one decision could have done besides having another person on the hook

    ..so the alternative was to chase no one and go kick a gen 20 seconds away? Its Hawkins, everyone can always run to a pallet. The pallets all suck.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1608313#Comment_1608313

    Ignored everyone? I hooked them and saw no one on BBQ( survivors had perks against it) so I thought they were nearby

    You were literally 5 meters from a survivor at 2:15

  • You took two minutes to hit someone and then spent 30 seconds draining your power running away from the entire team to go pop a gen. What did you think was gonna happen while you ignored everyone?

  • @themirrortwin said:

    Otz frequently posts games that highlight this high level phenomenon, where he (a thousand hour streamer) struggles because all the survivors are high skilled and have the meta perks. I really appreciate that he posts this content because the average viewer can go see for themselves what the higher levels of play are like!

    The "higher levels of play" are not 4-man tournament squads on Haddonfield with 4 DS 4 Unbreakable 4 Soulguard. That is an extreme rarity and not a single big streamer shows a different story.

  • @Nicholas said:

    These perks are actually based on The Killer's decisions. If you don't slug, no one has the opportunity to use Unbreakable. If they can't use Unbreakable, SG is rendered useless. Everyone has been crying about DS knows exactly how it works, if you grab a Survivor within 60 seconds of them being rescued you will be stunned. Eat the stun or avoid that player. Red rank PS4 killer and I never run into these perks. In fact I love when people run these perks because they get zero you use out of them. 75% of their perks are worthless. Unbreakable works one time, yet people can be slugged unlimited number of times. Deal with it, don't slug. If it makes sense to slug, there's a risk that someone will have Unbreakable. When you make the decision to slug you have to factor in that risk. People run these perks because they feel they get use out of them based on how many killers play. The problem isn't survivors that run these perks, it's the way some maybe most Killers play that compel people to equip these perks. If no one slug, you would never see unbreakable because it would be pointless and a waste of time.

    If no one slugged high skill matches would never be won by the killer.

  • Its pretty universally accepted as overpowered.

  • @Sonzaishinai said:

    It's always funny how when you have killers that do well people always say ignore those matches the survivors weren't good

    Don't they realise when a killer plays well he makes the survivors look bad

    Not going to make much comment on how balanced the game is or not on high levels but that's just a pattern that I'm noticing

    Also nurse is not the best killer in the game. I really wish that myth could be busted. With all her bugs and wankyness she's bottom A at best.

    Just because in theory a perfect nurse can never lose doesn't make it that way in a real game

    Bro some of the survivors literally weren't even looking behind them

  • @Stinde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600008#Comment_1600008

    Any killer with 2 braincells would have done well against the team Otz went against. I was kinda disappointed because I wanted to see him against a serious sweat team.

    Like, kindred, lightweight and 2 (TWO) autodidacts, who brings those at a tournament?

    About camp/tunnel, they have always been used strategies at tournaments so nothing new there. Sometimes it is the right play, sometimes not.

    Eh just because the other team played badly doesn't imply Otz didn't play well.

  • I feel like a lot of the teams had no right to be there based on how they played, which makes me excited for next week when the weaker teams are weeded out. That being said, amazing production value, ironically 10x better than the one "official" tournament this game has had.

  • If it didn't take so long to activate it actually be a viable chase perk.

  • I mean it directly proves the chasing potential of the killer. Obviously not the only important point of the game, but to say it proves nothing is a bit disingenuous.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1597995#Comment_1597995

    Or maybe, as I said, Scott is just a way better player and all this would do is prove he is a better player not that Spirit has no counterplay.

    But I see what you guys are doing. "Oh just 1v1 me bro... oh yea he is scared he won't do it that must mean Spirit has no counterplay". No that's not what that means. It means I know I'll die because Scott is just better than me at the game.

    Like if we were playing Mortal Kombat and Scott was one of the top players in that game and I'm just some guy that plays like a third as much as him, and he said "Scoprion is overpowered" then 1v1'd me as Scorpion, don't you'd think he win regardless? Yea pretty much the same thing here.

    He's never going to get someone to do what he wants in this challenge because there are only so many players on his level. Why don't we make it fair, let's have Scott's Spirit against Zubat, Puppers, Monto, and IDK True I guess. Some of the top players in the game, that seems like a fair match to show whether or not Spirit is OP. But I don't see him going out of his way to set this kind of thing up either.

    Don't be intellectually dishonest. You guys know exactly why this challenge is BS.

    The sad thing is though I don't even do anything amazing as Spirit. Its not like a fighting game pro who has dedicated his craft to the genre. I just have a good headset and use my power in short bursts so even if I mess up I can just do it again in five seconds. Its really not that hard to play Spirit.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1597455#Comment_1597455

    1) There is a fighting game called Divekick that is literally that. You die in 1 or 2 hits. The entire game is a bit of a meme, but fighting games like this do exist.

    2) Some infinite combos exist in some games such that, basically getting hit once or twice is death against a good player. UMVC3's Zero is a prime example of this, he has a 0 to death combo on pretty much every character in the game. All it takes is 1 hit confirm and your character is dead.

    3) Yes crossplay is on but there are some issues. First frame rates are still god awful on console and it's honestly not fair at all to play against a PC player with uncapped/stabled 60 FPS while our game can barely run at 30 FPS. If you don't believe me go play on console and just wait until you get hit by Sloppy. The game shits itself. Second, and I've made this point before, you are a good killer. I honestly doubt I could outplay you when you are Bubba let alone Spirit. I mean just the fact you have that one video of you getting like 40 4k's in a row with pre-update speed limiter Bubba should say to you "hey there's not many survivors that can outplay me, period."

    Maybe later in the year when the game comes out on Series X and such I'll take up the offer but for now I don't think it will actually prove anything.

    I feel like its not fair to have the defense of "Well you're good at the game so there wouldn't be a point." No one is complaining about bad Spirits that don't know what they're doing.

  • You can literally disable it whenever you want.

  • Why do people still compare DBD to fighting games? That's just such a ridiculous comparison IMO. Would you really claim to be able to 'read' an unknown opponent if you died in two hits while being unable to see or hear the opponent in a fighting game? You have no time to learn that at all if they are an expert at Spirit.


    @thesuicidefox Crossplay is on now. I'm willing to let you show me these Spirit counters at any time.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582579#Comment_1582579

    The same way you do in those games. I'll use Street Fighter as an example as i am familiar with that.

    Take Ryu, in SF, one of the most basic characters. Generally his strategy is to use fireballs to keep you away, then when you get close try to punish you for avoiding them. How do you do that? Well an opponent can't react to a fireball at close range. It comes out too fast. In Street Fighter 5, a fireball from Ryu has 14 frames of startup. During that time you are performing an animation that indicates that you are throwing a fireball. The game runs at 60 frames per second. Which means to react to the fireball, you need to have a reaction time of 0.23 seconds. The world record reaction time is 0.15 seconds. The average human reaction time is 0.28 seconds.

    That's not all though, a fireball has 31 recovery frames after it starts. Which means that you are unable to perform any action for 31 frames. Jumping over the fireball takes around 20-25 frames, depending on the character and their jump arc. This means that if you react to the fireball, you are probably reacting to the end of the startup frames, and you generally have about 5-6 frames to work with before the Ryu can do their own move. Well. Most jumping attacks have 7 frames of startup.

    This means that even with amazing reaction time, you generally can't react to a fireball. So what are you to do? You need to make a read. You need to predict that they are going to a throw a fireball. But, here is the kicker, they could, NOT throw a fireball and then when you go to jump over it, now you are in the air, unable to block, and be punished. It becomes a "guessing" game.

    But you aren't just guessing, you react to how your opponent plays, and you condition them. It's a lot like poker. You might condition them to think that you always throw 1 fireballs, then fake the second, then throw the third. So when they successfully read that you would throw your 3rd fireball. You have now conditioned your opponent to think you always fake the 4th fireball, and then when you get into that situation, you do something else. The next time, instead of throwing the 3rd fireball, you fake it. Then they go to jump over it, only, you aren't throwing a fireball, so now you can get a punish combo off of it.

    That is exactly what spirit is but just for DBD.

    Please stop comparing DBD to a fighting game. There is nothing of the sort going on. You aren't conditioning me in the 15 seconds it takes to down you as Spirit. This also assumes I am completely incapable of changing how I play myself.


    Also, to your comparison, it would be like if Ryu had no audio or animation for his fireball until it was already hitting you.

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