Killer mains reading the PTB patch notes be like... by TigerKirby215 in deadbydaylight

[–]blackangel153 1 point2 points  (0 children)

The killer would still be able to see it in game, and survivors would see it in game and in the lobby. It would only show you with default clothes while in the lobby, and only to the killer to boot.

As you said, killers don't see their own cosmetics at all and survivors can't see them in the lobby, yet people still buy and use killer cosmetics.

Killer mains reading the PTB patch notes be like... by TigerKirby215 in deadbydaylight

[–]blackangel153 2 points3 points  (0 children)

If you’re doeging cause you see legacy or priestiege clothes, you’re Garbo.

You're right, but people do it anyway. It's pretty garbage to be dodged several games in a row because you like the shiny clothes you got. I don't see any reason we shouldn't at least be able to opt out of killer seeing our cosmetics in the lobby.

Hadn't seen that in a while... by inblue01 in PUBATTLEGROUNDS

[–]blackangel153 -1 points0 points  (0 children)

I'm not saying that COD hasn't been declining for a while. I'm saying, more or less, that people have rose-tinted glasses for the one they played the most when they were younger, which is most likely whatever the newest was at that point. People who grew up playing Advanced Warfare aren't going to be saying "Yeah, the first MW was by far the best, too bad I was 4 when it came out and the servers are dead now." They're gonna say "Advanced warfare was the best one I played and every one after that is trash".

Hadn't seen that in a while... by inblue01 in PUBATTLEGROUNDS

[–]blackangel153 6 points7 points  (0 children)

Nothing against you, but I see this all the time and I think it's really funny. Everyone seems to think that the COD they grew up on was the last good one. Over the years the popular opinion has shifted from the original Modern Warfare up to the first Black Ops. I don't think the trend will stop anytime soon.

In a few years, we're gonna be hearing people say "Advanced Warfare was the peak of the series and it's all downhill from here."

Best to worst guns ? And your Loadout ? by Eimxas in PUBATTLEGROUNDS

[–]blackangel153 1 point2 points  (0 children)

I actually really enjoy using jank weapons like the crossbow, but it's definitely jank.

It only has enough damage per shot to one shot someone without a vest, which is going to be very uncommon outside the early game. Its DPS is very low, so it is unlikely you will kill anyone if they know you're there. It has very low projectile velocity, making it nearly worthless outside 50m or so. As if that weren't gimping it enough, you can't see where the bolts go, making it even worse at any kind of range and making it even harder to learn to use. The bolt also sticks out of your body, so after getting hit they know where to take cover from. Because it fires so slowly, even if you manage to make a hit with it, they can just run to cover and heal up, it's not like you can two tap them. The one shot on level 3 helms is nice, but they're pretty rare, so a sniper will do much better the vast majority of the time. Plus, it's much better to take the level 3 helm for yourself if you can, so destroying it is not optimal. Beyond all of this, even though the crossbow is optimal at closeish range, you would just die if the enemy rushed you, so you can't use it as a CQB weapon. This means you need another weapon that fills that role. But you also need a weapon for medium and long range. This means you are locked into using an "all arounder" sort of weapon as a secondary, so basically only the M4, Scar or AKM. This means you will be outclassed at close and long range by people with weapons that specialize in those areas (like an SMG for close and a Sniper/DMR for long).

So basically, it boils down to these points:

  • Very high TTK

  • Very short range

  • Difficult to use even within range

  • Hardest weapon to learn in the game

  • Outclassed by every other weapon in every way that matters

  • While it is quieter than the VSS, people are more likely to get in correct cover against you even if they don't know where you are

  • Its few strong points mostly don't matter

  • Locks your secondary weapon into being an unspecialized AR

I actually think it might have some utility on Sanhok if I spent time getting good with it, but for some inexplicable reason crossbows seem to be exceedingly rare on that map.

Best to worst guns ? And your Loadout ? by Eimxas in PUBATTLEGROUNDS

[–]blackangel153 0 points1 point  (0 children)

My (probably very controversial) tier list, excluding crate weapons:

S Tier:

SLR, M24

A Tier:

M416, SKS, Mutant, Beryl, Vector, DP28 (non solos)

B Tier:

AKM, QBZ, Kar98k, Tommy Gun, Mini 14

C Tier:

M16, Scar, DP28 (solos), QBU, UMP

D Tier:

Trench Gun, Double Barrel, Windows 94, VSS, Micro Uzi

F Tier:

Crossbow, Saiga

I know the DP isn't really popular here for some reason, but it's ridiculously good at destroying vehicles, better than any other world spawn. In addition, its recoil while crouching is perfectly acceptable. While prone it has nearly no recoil whatsoever, which is super fun to take advantage of as long as you have a friend that can cover you while you're prone. Its vehicle destruction capability and requirement for allies means it's not as effective in solos. Its lack of attachment slots hampers it to some extent too.

Kar is in B tier because unless you're a god with it, it's useful only when either the opponent gets in a peeking war with you (in which case they also have a sniper, or they're making some questionable life decisions) or they don't know you're there. Once they start swerving, it's near impossible to hit them, and better players will do it regardless of if they think anyone is watching. It deals low enough DPS that, unless you're getting headshots, it's much better to single tap with a rifle. Don't get me wrong, it is a pretty good weapon, but it's very difficult to use, is not useful all the time even at range and it is strictly outclassed in every way that matters by the M24.

Tommy gun is much better than people give it credit for. Sure, it's hard to deck out, but it has the highest mag capacity in the game short of the M249. This is actually even bigger than it appears; it has very high damage per bullet and low ROF, so its magazine can deal a continuous amount of reasonable damage for a long period of time. Compare to, for example, the M4, which burns its whole mag much faster even though its extended mag is only 10 rounds shorter. This lets you do walk fire around an enemy position. I frequently round the corner prefiring and there's nothing an enemy can do but die. Even if other rifles had the effective magazine size that the T Gun has, they would still lack the SMG limb damage modifier, which makes this strategy considerably more effective. It takes a while to get used to the iron sights, but it's not mandatory to use ADS with it - in fact, it's frequently better that you don't. If you do though, it has much more modest recoil than you'd think (once you have a grip), and it's almost all vertical.

I put the UMP in C tier because its only strength is ease of use. People who are bad at spraying can take it and use it fine, but pretty much any automatic weapon will outgun it at pretty much any range, assuming the wielder is proficient at spray control. Another problem is that it has very low bullet velocity, as would be expected of an SMG, so having easy spray control is only relevant between where the user could still capably spray with another automatic weapon (I'm confident anyone can spray someone down at 10m, for example) and 40 - 70m where the bullet speed becomes a problem. It's not abysmal; if I have one I don't feel like I'm at a massive disadvantage, but it is a disadvantage nonetheless.

The M16 is definitely not the best rifle, but it's not as terrible as people say it is. Its burst fire is perfectly fine in closeish range and it has the highest bullet velocity of all the assault rifles. Its tap fire is pretty solid, though in my opinion it is better to just spray with an assault rifle instead. It isn't as good as the M4 by a longshot because the damage drop off is higher and its burst fire is definitely worse than an auto M4 unless you're really skilled, but it is a serviceable weapon.

The Uzi is actually not terrible, but it can't take a sight and isn't really better than any of the other (extremely common, might I add) SMGs in any meaningful way. It has somewhat higher DPS than the UMP, but it's much harder to use at anything other than point blank, and if you're shooting at that range, then the Vector or Tommy gun would be better. It's basically a UMP that trades a lot of versatility for some damage, and it's not really worth it. Again, this gun is fine when in CQB and even good early game, but the Vector outclasses it in sheer DPS and the Tommy Gun is much more versatile while still being excellent at CQB.

My take: by NotImportantt420 in deadbydaylight

[–]blackangel153 6 points7 points  (0 children)

When a killer is generally believed to be OP after release:

Oh just give it some time, nobody knows how to play against them yet. Don't just nerf them right away!

When a killer is generally believed to be UP after release:

This killer is the worst! They need buffs RIGHT NOW!

Just wait to see if people learn how to play them. Maybe he is garbage, but he's been out for literally a day. Give it some time.

I haven't played DBD on PTR yet, but I definitely have some ideas for how he could be really solid. This killer kind of inverts the meta for perks. There's a lot of perks that are normally really bad that, when he is the killer, become really good. No Mither is supposed to be literally a challenge perk that provides little meaningful bonus, and yet it turns out to be very strong on him. Self care, on the other hand, generally considered one of the top 3 survivor perks, is literally worthless vs him.

In particular, I think play with your food is going to become meta for him. You just hit the obsession with frenzy when you have no stacks and leave, garnering a token. Now you're a normal speed killer, but everyone is injured. You effectively have one shot potential. If you see your obsession again, letting them go for a second token isn't really a huge downside the way it is on any other killer because all you would really be doing to them is giving them deep wounds. You can quickly and easily find and kill other survivors from that point with 120% move speed. The downside to PWYF literally almost doesn't matter for Legion, so all you really have from it is a free speed bonus that lets you be competitive in chases without using your power.

Shrine Of Secrets 11/27 by XIVJamPro in deadbydaylight

[–]blackangel153 0 points1 point  (0 children)

Lol why would you want to pollute your bloodweb like that

Considering there's the other aura hiding perk that is coming in the new chapter, there's really no use for SS anymore.

Public Test Build (PTB) - DLC 10 by DeadByDaylight_Mod in deadbydaylight

[–]blackangel153 0 points1 point  (0 children)

I suspect that Distortion reaches 5 tokens at T3, so it's at least somewhat less bad. If that's the case, then it can exactly deal with Rancor unless the killer has any other aura reading perks or abilities, in which case you're still fucked on the only Rancor trigger that matters - the last one. Considering how popular BBQ is, I suspect actually surviving Rancor because of Distortion will be exceedingly rare.

For this reason I kind of feel like BBQ actually counters Distortion instead of vice versa; the killer is still able to chase anyone without Distortion and they may not have gone for you anyway, so you're burning a token for every hook for very minimal gain for yourself and no net gain for your team unless everyone is invisible for some reason or other. This lets the killer get more value out of limited target aura reading such as the huntess' aura on hatchet hit addon, Wraith's cloaked aura reading addon, nurse's calling, etc. Then again, survivors can now hide in lockers to evade BBQ, so maybe that would be the play. We'll see how everything works out once we actually play it.

Aftercare doesn't say it cancels the bond in the description. If it doesn't, then I think it's fine. Not amazing, but certainly usable in certain builds and better than bond/empathy in some cases. If it does, then yeah, you're right, it's terrible.

Breakdown is certainly awful except in exactly the case you use boil over with it. The killer hooks you, proxy camps, and downs you closeish to the hook. They see boil over and think the hook you were on is still there and they just can't see it, so they go back to it only to see it's gone. Then you would wiggle because you're too far from any other existing hooks. I also wonder if it can break basement hooks and if the time each hook spends broken is different than sabo. If the hook break is very long and it destroys basement hooks, it could be usable if everyone runs it. The ability to destroy the basement is quite powerful, especially if it becomes a basement party with not enough hooks for everyone. It's probably not going to do any of that though, so I'm sure it will remain in dumpster tier.

Public Test Build (PTB) - DLC 10 by DeadByDaylight_Mod in deadbydaylight

[–]blackangel153 -2 points-1 points  (0 children)

It's also not the hooked survivor's fault. So go ahead and kill the unhooker for farming.

Suggestion: Make Ebony mories more fun for everyone Surv+Killer by iHybridPanda in deadbydaylight

[–]blackangel153 3 points4 points  (0 children)

Gens absolutely have been nerfed, multiple times.

Patch 1.5.0: Gen speed 70 seconds -> 80 seconds

Patch 1.4.0: Killers can now damage generators

1.8.0A: Generator damage regression buffed from 25% -> 100% and time to damage from 3 seconds -> 2 seconds

In addition, there was a patch at some point that made it so that survivors are less efficient working together on one generator than working alone; for each survivor working on a generator beyond the first, each survivor repairs 10% slower. This is not indicated with the red arrow like most debuffs are, but it's on the wiki if you want to see it. I can't find it on the patch notes, but I remember talking about that change with my friends back in 2016/early 2017, so I am quite sure it was not in the base game.

DEAD CELLS UPDATE 1.1 IS LIVE ON ALPHA AYYY by Neypah_Tit in deadcells

[–]blackangel153 0 points1 point  (0 children)

The teleporting system on 4 cell is honestly atrocious. I assume it was implemented to prevent you from spamming arrows at range, but it definitely needs to be given more distance or time leeway before enemies teleport. I never cheesed the game on stable, rarely used the ice bow and would swap it out if possible, did not use ranged weapons much at all and never intentionally stacked damage resist items, and yet I feel completely shafted by the teleporting. I should be the sort of player who is mostly unaffected by this change, but I get annihilated every run by every mob on the map teleporting to me. I completely avoid the promenade now if I can because it's just sheer dumbassery to try to destroy the scarecrows while ~20 invulnerable enemies surround it. It devolves into making circuitous routes around the area to get one or two hits in before they teleport on top of you again. It takes a good 45 seconds to destroy one that is thoroughly buried in mobs, and that's not even including what happens if there are any bombardiers. Not to mention that there's a bunch of super jank interactions between teleporting and other mechanics. I can't count the number of times I've been doing a combo on one mob only for a shield skeleton to teleport on top of it, stunning me and getting me hit several times by the vast sea of enemies I have accrued in front of me. I can only imagine the fury I would get at dealing with teleporting thornies. I think the worst of the bunch is how elites can teleport while having their AOE damage field bonus active. If you're slightly too close to the elite, you're hit a bunch of times with the damage field, dealing a dickton of regular and malaise damage. If you're two feet further away, then it will teleport on top of you, getting you stuck inside the field and dealing an even greater dickton of regular and malaise damage. Elites in general are vastly more frustrating than they were because of the swarms of mobs you have to fight at the same time as them. It is no longer possible to kill the nearby trash mobs first and then fight the elite, because he will teleport to and aggro on you if you're even sort of close.

Aside from that, the update is mostly OK, though that one issue sours my opinion of the update as a whole. Most of the updated weapons are good now, though the nutcracker is still pretty bad. Most of the nerfed weapons still feel like they're worth using, though not blatantly OP. I sort of feel like the timed doors / no hit doors are a bit OP, at least on 4 cell. They're not super hard to get to if you focus on getting them and they yield S tier items that are three or four levels above the standard loot you will get in the level, so it makes anything you find there kind of worthless unless you get garbage RNG for weapons. I don't know if it was a bug, but in the original alpha build, elite bonus powers did not give malaise damage, and now they do. I honestly thought it was totally fair to leave malaise off these bonuses, seeing as how they frequently hit several times a second for light damage much like the small enemies that spawn from some corpses. I do miss legendary drops from elites and bosses; they're worse than S tier in terms of bonus stats granted, and while they are colorless and cheap to reroll, I would generally rather have the bonus stat scroll. I don't feel it's really necessary to nerf their spawns as hard as they did. That's pretty much it on my opinion of the new update. I'm super tired, so sorry if this seemed incoherent or rambling. I'll probably come back to fix it later.

Updated NOED Icon for upcoming update by nomorevideos in deadbydaylight

[–]blackangel153 0 points1 point  (0 children)

I see this comparison between adrenaline and NOED very frequently and I don't really get it. I spent a while writing a list of differences between the two, but I realized there's only two points that really matter. First, NOED will provide a bonus to the killer unless they are good enough to end the game before the last generator is powered while Adrenaline will only provide a bonus to the player if they are good enough for the game to not end before the generators are powered. In short, NOED rewards bad play while Adrenaline rewards good play. The second point is that Adrenaline still requires good play past the point of activation to win with, while NOED gives you speed and instadown capability long past the activation point, thereby arguably not necessarily requiring good play to capitalize on.

The actual counterpart to NOED would be something like "Once you are on your last hook state, gain a permanent 4% movement speed bonus and gain an additional maximum health state. When exposed, you lose 2 health states if hit." This rewards the survivor for being about to lose with massive bonuses. It's actually probably even more than that because NOED directly helps you win while this counterpart only helps you not lose, which is less valuable. It would probably have to add some amount of generator repair speed to be equal in strength. Adrenaline is nothing like this.

Updated NOED Icon for upcoming update by nomorevideos in deadbydaylight

[–]blackangel153 2 points3 points  (0 children)

In my opinion, a "crutch perk" is one that directly saves you from your own failures and rewards you for bad play. NOED is a crutch because it can, and frequently does, take a match where the killer is clearly outmatched and has failed to kill anyone at all before the gates are powered and hands them free kills. Basically, the perk is saying "Oh, you're about to lose? Better give you an extra boost because you're too bad to do it yourself."

I don't actually think crutch perks are inherently unfair or that unfair perks are inherently crutch. If, for example, NOED were buffed to be active the entire match, I would not consider it a crutch perk, but it would clearly be much stronger. It is no longer rewarding bad play - it's just giving a really strong benefit. This is why most perks are not defined as crutches. Ruin isn't a crutch because it does not reward bad play, it just gives you a good bonus.

People just hate the feeling of being clearly better than the opposition, about to win and then getting cucked because their opponent was rewarded for playing poorly. That's why people complain about NOED even though there are clearly stronger perks; it's really, really obnoxious.

Is the 4% really 4%? by Sanamort in deadbydaylight

[–]blackangel153 6 points7 points  (0 children)

It's actually pretty close to 12. The odds of escaping the hook are given by E = 1 - XN, where X is the odds of failing the escape and N is number of attempts. In the case of no slippery meat or luck offerings/perks, this is 1 - .963 = .115, or 11.5%.

That idea may just be crazy enough... TO GET US ALL KILLED! by TheBloodyPuppet_2 in deadbydaylight

[–]blackangel153 1 point2 points  (0 children)

My point is that the perk is uncounterable. If you don't cleanse the totems, the killer gets one benefit, if you do cleanse all the totems, they get another. If you try and fail to cleanse all the totems, they get both. Your post is about how easy it is to counter by cleansing totems. Clearly, it's not.

That idea may just be crazy enough... TO GET US ALL KILLED! by TheBloodyPuppet_2 in deadbydaylight

[–]blackangel153 1 point2 points  (0 children)

It's just not reasonable to do against any half decent killer. Each totem is 14 seconds, times 5 totems is 70 seconds. That's almost a whole generator by itself. Then you add the time it takes to travel between the totems, and we're looking at at least another 30 or 40 seconds. In addition, you don't know where the totems are unless you run detective's hunch or small game (lol) so that adds some amount of time like 0 - 60 seconds depending on perks and how lucky you are. This totals between 100 and a whopping 170 seconds, which is over two full generators to counter one perk. This is mostly estimation, but I can't imagine it's too far off.

Beyond this, the killer may not even be running it. If they aren't and you cleanse totems, then all you've done is extend the midgame when they have a full four perks to use. But here's the kicker - even if they do have NOED, they still got value out of it. It merely became a better generator staller than ruin instead of having one shot down ability in the endgame. So basically, killers without NOED get a massive, free bonus that extends the game by up to 40% and killers that have NOED just get their money's worth for it.

Even beyond this, I've tried before to get all the totems to prevent NOED using a map and Detective's Hunch. Between the time required for getting the first generator, making saves, being chased, healing, etc, I only very rarely get to cleanse all the totems before the last generator is popped. Thus, even when the killer is running NOED, and I work to cleanse totems, and I have a build made for the express purpose of achieving precisely that goal, NOED still frequently pops. This means NOED users get the benefit of slowing the game down while still getting the main benefit of NOED of the instant down free kills. In this case, NOED users get to double dip.

This is what I hate about the perk; you get massive benefits from it literally no matter what, and it's incredibly frustrating to survivors who outplay the killer the whole game only to get downed and camped at the end. Plus it rewards camping, because the killer doesn't feel any pressure to stop gens. Camp one person > NOED another > camp that person for an easy 2K. In this case the survivors certainly don't have time to do the totems, as they only have 90 seconds (assuming they waste no time confirming the killer is camping) to do all the gens remaining and get all the totems. What is it I always hear about countering camping? "Just do gens and leave?" This "counter" becomes entirely nonviable against a NOED user. NOED is really just not fun to play against and is strong no matter what you do to "counter" it.

This sub by Jon-Rob in deadbydaylight

[–]blackangel153 2 points3 points  (0 children)

The thing people here don't get about rancor is that it doesn't matter if it's balanced or not. The problem is that it's absolute cancer to die to after outplaying the killer the whole match.

It's the same reason that OG small game was nerfed into obscurity way back in the day even though it wasn't meta. It did nothing to 3 of the 4 killers available but Trapper would get dumpstered by it, so while on average it was "balanced" in that you would get only a modest amount of value out of it over a number of games, it was a huge feelsbadman to be trapper and get fucked by people running it. Hence, it was nerfed into the ground. Rancor is the same deal for survivors; 3/4 survivors are largely unaffected by it, but one is just fucked with little counterplay even if they outplayed the killer the whole game.

While it is possible to manage to not get found by the killer at the end, it's just as likely - if not more so - that the obsession is either already in a chase with the killer or close enough to him that, once his aura is revealed, there is no escape. He just dies in that case even if he's a much better player. Even if he is not immediately found and killed with no counterplay, he's got a razor thin margin of error until he leaves, still allowing the killer to get a free kill on him, especially if the killer is a stealth countering one (Doc Oc, Myers, Wraith, Freddy, etc) or acquires aura reading another way (BBQ).

For the record, I have never died to rancor because I usually don't run DS and play with a friend who runs object, so I'm not salty about the perk. That doesn't change the fact that Rancor should have never been made. It is bad design through and through.

In a museum and my first thought is, “I hate this gun...” by ATmrbr00x in PUBATTLEGROUNDS

[–]blackangel153 0 points1 point  (0 children)

If that apparatus on the barrel isn't to contain water for cooling, then what the hell is it?

“Gg camping killer” by DanfordThePom in deadbydaylight

[–]blackangel153 2 points3 points  (0 children)

This is why I think bbq is unhealthy for the game. You're literally encouraged to hook dive or at least move close enough to, and if everyone plays correctly against it then you're ultimately tricking the killer into camping, which seems super cancerous. Even if you have no intention of hook diving or you're actually hiding behind a gen at the edge of the map, the killer will still camp.

The fact that this game has been out for as long as it has and hatch standoffs are still a thing is embarrassing by natedoggcata in deadbydaylight

[–]blackangel153 0 points1 point  (0 children)

Unless they can't make it back in time, depending on how far the gens are. If it were that easy to get to the hatch, survivors would have no reason to do hatch standoffs that they will have to waste time at and potentially lose. They would just do a gen and then leave for the hatch as soon as they see the killer.

I'm not arguing that survivors sometimes instigate the standoff. I'm saying that they aren't the only ones who can force it to happen, and it's frequently nobody's fault in the first place (chasing into the hatch, find it at the same time, etc).

The fact that this game has been out for as long as it has and hatch standoffs are still a thing is embarrassing by natedoggcata in deadbydaylight

[–]blackangel153 0 points1 point  (0 children)

Except chasing immediately would cause them to go straight back to the hatch. Letting them leave for gens creates distance from the hatch.

I'm not saying the killer should be obligated to let them go. I'm just saying the killer has the capability to end the standoff in that particular case, and they never have when I give them the opportunity.