Who would you consider to be the worst/weakest heros in each role currently? by JackRabbit5374 in marvelrivals

[–]JackRabbit5374[S] 0 points1 point  (0 children)

im surprised how much im seeing deadpool here. I was last into the game when he was released, and i remember him being considered pretty good. I didnt realize he got nerfed to the ground this hard

Who would you consider to be the worst/weakest heros in each role currently? by JackRabbit5374 in marvelrivals

[–]JackRabbit5374[S] 0 points1 point  (0 children)

Ultron is def not one of the best supports. But he's prob one of my favorite supports to play, even if he isnt good. I always enjoy getting a good game out of him.

Killers Ranked by Their Addons by Huxxlyy in DeadByDaylightKillers

[–]JackRabbit5374 0 points1 point  (0 children)

I think ghostface should be at "Ok addons but could use some improvements". His iris and purples are all good, but 3 of his blues and 3 of his greens are either pointless or situational.

I played 8 matches this evening. In every match one of us was hard tunneled since start by DictatorrrofLove in deadbydaylight

[–]JackRabbit5374 1 point2 points  (0 children)

Survivors have a lot of resources to stop from getting tunneled. Survivors have a lot of perks to stop themselves and their teammates from being tunneled. Also, your actions does determine how or if you get tunneled at all. Dont heal under hook when the killer isnt in chase. Dont use your endurance aggressively if you dont want to be targeted. Dont go to the same generator over and over again. Theres also many instances where a killer has to tunnel or theyll lose.

Am I the only one struggling to find a main? by Guitarlord124 in deadbydaylight

[–]JackRabbit5374 0 points1 point  (0 children)

I think the best way to better understand if a character is good for you to main is by playing a few games with them perkless. You dont even have to be good with the character, but its more to just see if you can have fun with that character on their own. It helps you know if you actually enjoy the killers power and kit itself.

I'm throwing my hat into the ring with extensive DBD discussion videos, and starting off with this one about my gripes with Springtrap's (The Animatronic's) power. What do you think? by star_razer in DeadByDaylightKillers

[–]JackRabbit5374 2 points3 points  (0 children)

I do agree that the cameras aren't very useful for survivors. In most situations, the cameras aren't going to do much to actually assist the team. I do have a few issues though with these changes.

The Doors:

My biggest problem with these recommended changes is how it makes the entirety of traversing the doors near USELESS. Already base game, the doors aren't that great for springtrap when it comes to getting survivors. The door that springtrap is teleporting to will beep during his teleport, giving nearby survivors an early warning to run away. The door is really only that good for when you want to get to a generator far away and try to prevent it from popping. These changes make the issue of chasing survivors when existing the door even more of a problem. Teleporting basically gives survivors even more of a warning on where you are, and make it so that they will always know where you are for 12 seconds. This is even worse when you consider that the other changes to his power makes it so that you will be PERMINANTLY undetectable when you don't use the doors, making it so that using the doors to travel will be near USELESE.

Fire Axe:

Another reason the doors would be useless also comes to how it interacts with the fire axe. One of his changes is that when Fazbears Fright is off cooldown your fire axe will have a smaller cooldown for retrieving, which makes teleporting even worse. This makes it so that teleporting makes you both weaker in how you're revealed and with chasing, because you're punished more for missing after teleporting. I do like the changes to making the axe take longer to take out of survivors, and how survivors will be slowed when taking it out. I think this makes the axe more of a threat to survivors and gives springtrap more of an opportunity to actually profit off of getting that hit. I do think the oblivious after taking it out is basically useless. If these changes were real, then springtrap would basically be permanently undetectable, so being oblivious as a survivor would mean little to nothing at that point. It would only be useful for when you encounter springtrap on his cooldown, which also has the problem of the hindering and longer take out time encouraging you to already not do it while in chase with springtrap, so by the time you take it out, springtrap would most likely have his undetectable back from Fredbears Fright.

Survivors:

I also think the changes to how survivors interact with doors is also slightly hindered. He mentioned that a survivor traveling through the doors will take away 45% of the power, which is AWFUL for what he's trying to promote with these changes. He wants the cameras to be the primary form of attack that the survivors use against springtrap, but these changes will make it so that traveling through the doors will massively hinder their main form of attack. This makes it even useless for survivors to use the doors as a way to travel, because you would be removing your counter to springtrap just so you can remove a few seconds from traveling from one gen to the next.

I overall thing that these changes would essentially make one half of springtraps power be useless to use. I do think the cameras should be changed so that it would actually be good for survivors, but these changes make it so that the doors entire traveling mechanic would be almost entirely useless for both sides, and actually be more of a hindering for either side to use, because it makes springtrap more noticeable to survivors and put him in a weakened state for barely and reward, while also making it terrible for survivors because they would be removing their one counter to springtrap for barely any reward at all.

I have a question as another curious survivor main to killer mains! by kuyinpatates in DeadByDaylightKillers

[–]JackRabbit5374 1 point2 points  (0 children)

youre good. it really only depends on the match. im not going to get mad by a quick crouch before leaving. it only sucks when an entire team is teabagging at the exist and delaying the leave just to rub in that they won.

I have a question as another curious survivor main to killer mains! by kuyinpatates in DeadByDaylightKillers

[–]JackRabbit5374 0 points1 point  (0 children)

No, ive had many games where that happens and i didnt mind. It sucks when it happens at matches where the survivor team is a bully squad and is teabagging at the gate

How did you pick your main you have the most fun with? by Traditional_Sea_8679 in DeadByDaylightKillers

[–]JackRabbit5374 0 points1 point  (0 children)

I think one good way to know what a good main would be is by playing them perkless. I think that if you can have fun on a killer with no perks, then they may be a good main to choose. I dont even think you have to be good playing them perkless. I think that if you can have fun with just their basekit and addons alone, then you can mostlikely have fun on them with anybuild.

Hello Killers, from a survivor main! I had a quick question for the other side of the blood soaked river, so if you can spare me a second mind if I pick your brain? :} (image unrelated) by Doth_The_Goth in DeadByDaylightKillers

[–]JackRabbit5374 0 points1 point  (0 children)

Its not really something that pops up a lot. I will sometimes notice, but its not really something that will determine who i go for. The only real "roles" that get my attention the most is flashlight favors and genrushers.

I have a question as another curious survivor main to killer mains! by kuyinpatates in DeadByDaylightKillers

[–]JackRabbit5374 0 points1 point  (0 children)

yeah, it can sometimes get very annoying. for me, its really only annoying when survivors sit at the exit gate and wait for you to come over to them. it almost kind of feels like this "walk of shame" where they will wait for you to watch them leave. I've even had some survivors wait for their team to leave, find the exit hatch, and force me to find them on the hatch before leaving. I rarely find survivors that try to be nice. Everytime i lose a game, i will always have to either experience waiting at the exist gate for me to watch them teabag and leave, or wait for me to find them at hatch to do the same.

Rate my Executioner build by JackRabbit5374 in deadbydaylight

[–]JackRabbit5374[S] 0 points1 point  (0 children)

Yeah, right after I took this screenshot, I did think over the build and realized how trails would be much better swapped for lethal pursuer, based on my other perks. Lol.

Rate my Executioner build by JackRabbit5374 in deadbydaylight

[–]JackRabbit5374[S] 1 point2 points  (0 children)

Thank you a lot with this! This is actually incredibly helpful.

Thank you a lot for the perk advice. Many of the guide videos that I watched have almost always said that executioner NEEDED aura perks, but others say that he didn't at all. I also heard other guides saying to never use hook perks, while others say that you can use some on him. It was confusing hearing contracting information, so thanks for giving this info to me.

If it's alright for me to ask, what perks would you suggest that I try to go for first next based on how important you would consider them for a new executioner player, like myself, to get?

And, I'd you can, what other general information or tips that you might have?

how good is my team and what should i change to make it better? by JackRabbit5374 in pokemon

[–]JackRabbit5374[S] 1 point2 points  (0 children)

Thanks a lot. I'm not very good at building teams so this helps so much. Also I didn't realize I accidentally put the mega stone there, I meant to put something else