MadArtillery
MadArtillery
About
- Username
- MadArtillery
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Comments
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Agree with everything for the most part. Stakeout should probably be higher after the buff. Great for gens and hitting bloodpoint cap on obj and altruism cap, especially in solo que. Great for farming bp. Doubling great skill checks is especially good if you hit them frequently.
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Pop and corrupt
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@Dwinchester said:
I'm as pro killer as they come, but this is a non issue. If it really bugs you, run overcharge.
Overcharge skill checks can be telekinesised from any range so it doesn't work for that. Run and skill check is unique bullshit for overcharge. Makes the perk totally pointless.
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Nah, I mean hell I own a lot of cosmetics for characters I suck at like hag.
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It's given away a few survivors for me. Really though unless it's Bill you probably aren't going to hear it.
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How has this perk existed for as long as it has without a scoring event. Was about to buy the oni pack for oni and this perk. Glad I saw this beforehand lol, not making that purchase anymore.
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I enjoy playing killer but I can't do it too long without getting too stressed to continue. Hopefully they can do something to make killer a little stressful without making it unbalanced.
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Stunning the killer, ya I can get stuck on that forever. Most killer respect pallets (unlike me) so it's nigh impossible. If I could face myself playing normally it'd be done in a single game though lol.
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Would probably make hex perks a lot more viable,especially as a majority of them outright just tell the survivors that it's in play even when it's not doing anything yet.
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I love surveillance. I've had survivor teams too afraid to touch gens at all once one person got sacrificed because thet knew piggy piggy would come for them. People do often realize you are running it, they can mindgame themselves quite hard out of a lot of gen progress because of it.
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Whatever the rewards may be I have doubts it'll be worth the blood point for anyone who hasn't been here for 2k+ hours. I'd like to prestige Tapp and Pig but I'm about 1900 hours short of the mark where it's a viable option still.
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Huntress has a lot of lethality, especially at close range which is why she's good. Pretty my a built in STBFL level recovery speed. I think she well earns her title as strong despite her movespeed.
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It's really annoying when you start a grab animation, the survivor runs and your stuck in place for the full animation duration while they get free distance. It really needs to be looked at.
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Sounds like you aren't good enough yet. As for why it's so easy to hit rank 1 as survivor, it's because survivor rank is busted easy and shouldn't be that way.
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I'd love some pyramid head and I've never even played or watched silent hill stuff. One look at him is enough to love him.
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@DWolfAlpha said:
I think too many people try to consider how well it is to break them during a chase. It's not. I see them as ways that the devs can create strong loops that aren't permanent. There's a couple that actually work better for the killer if you don't break them. I actually wish that, instead of open doors in the reworked maps, they should have just added breakable walls. Imo, without breakable walls, we would just have god loops with no workaround.
The real problem is they take the problem setup killers have and spread it to every killer while doubling down even harder on making setup killers suffer. I do not look forward to these being added to more maps. It's just plain poorly implemented. Time is litterally the most important resource killers have and anything that takes up more of it, especially in a mandatory way has to be very carefully implemented. These were just tossed in haphazardly to annoy killers.
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@[Deleted User] said:
I wish you could just hit them with your weapon to break them instead of having to go into an animation that locks you in place.
Honestly something quick like that might make them more interesting. The only time they feel alright is when you're playing a pallet breaker killer like bubba, billy, or demo. Leaping at a wall and scaring the ######### out of someone on the other side is atleast amusing.
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Nah they are a boring waste of time. Terrible implementation that doesn't currently add anything to the game.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1276164#Comment_1276164
You explained exactly why I think rank doesn't have an impact on the game in your very post here. "Having both terrible and good people in rank one means there is no such thing as matchmaking." Sure, have a problem with that if you want, but that's on BHVR, not me. They themselves say it's not indicative of skill. Somebody complaining about going against red ranks doesn't mean anything because even potatoes can get to red ranks, especially if they game the system.
I don't feel like rank has any impact on what happens in the game precisely because of what you described. The topic of the post isn't "matchmaking exists or not." The topic is about constantly going against red ranks. Which, as you said, they can even be terrible.
I have no idea what you mean by "willfully blind." You're hilarious in your attempts to call me that, while also completely missing the point of what I said and/or just being purposefully disingenuous for the purpose of being "willfully blind," as you put it. Nice strawman though.
So because the rank system is flawed magically its not a bad thing the ranked system is flawed and any issues directly caused by the rank system no longer matter? What sort of logic is this? Even with your most desperate attempt to logic this you know any rank 1 player in the current system still has a tangible advantage over a low rank newbie. Dramatically better perk availability. That is a very tangible and real advantage that is absolutely frustrating to beat into. You don't even need to be better if your perk advantage is enough to make the difference and win out anyway. The starting point is statistically in a disadvantaged position before anything even happens in match. A full squad of BT, DS, SB/DH, Adren, all maxed against someone stuck with crap like territorial imperative and iron grasp. Teachables take a huge amount of playtime, and then more time on top of that to actually even get in a bloodweb, and then more to get them to 3. Even the absolute newest red rank is a hell of lot further on that than a rank 20-10 which are always, without fail, put up against often 4x red ranks.
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Piddly resets are partially why the rank bloat is so bad, but only partially. It should definitely push back a little further.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1275677#Comment_1275677
I didn't say there's no average difference. I said rank has no actual impact on what happens in the game. Nowhere did I say "there's no difference between a red rank and a rank 20 survivor."
The impact in the game is having both terrible and good people in rank one means there is no such thing as matchmaking. Every survivor no matter how pro or how bad gets just slammed into every newbie without thought. There's a reason matchmaking exists in games. You don't put challenger players in league against iron league potatoes and expect the irons to have any sort of fun. Often lower ranks in most games are also filled with people with worse hardware that puts them at a disadvantage on top of any skill differences. It's not even a game when people of such vastly different ability are just thrown willy nilly at eachother. DbD is completely missing matchmaking in its entirety and THAT is the problem. You are willfully blind if you can't comprehend this.
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Ya the grind is an absolute pain in the ass for a newer player. This is the type of game you probably won't have a competetive build (especially as killer) for a good 100 hours atleast. Even my main is still using some lvl 2 perks and suboptimal builds because I need millions upon millions more bloodpoints to unlock singular perks I need and have an absolute ton of characters I need to do it on. This isn't even going into the depressing paywall or hyper grind on top of your grind wall to just get the characters for often 1-2 perks. Shrine is garbage, 7 shrines in now and I've given up on seeing anything not garbage in there as it seems very obvious that shrine is rigged against anything decent to push dlc sales. It's quite frustrating to constantly be fighting at a disadvantage, most games have a thing called matchmaking so it's less of an issue being at a disadvantage but this game has no matchmaking at all. Been fighting red ranks with thousands of hours since day 1, knowing I'm still hundreds of hours from being on even footing on so much as a single character is frustrating beyond belief.
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Lockers are already a powerhouse against those two killers, it seriously doesn't need a buff.
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I think stressful is more the word for it. There are some days I boot up the game wanting to play and then just turn it off again because I remember clicky clicky teabag swf OoO cancer and decide I'm no longer in the mood. Match difficulty is all over the place. Some days you can just hop on bubba and casually farm bp with bbq. Some days you're sweating bullets on your main trying to cinch the quadruple slug you need to win with last minute against a tightly run swf and every single match feels just as stressful 5 matches in. Matchmaking being all over the place is probably a big part of it. Every match could be potatoes, every match could be top tier because every bloody survivor is red rank completely killing any sort of matchmaking as the game can't tell the difference.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1276102#Comment_1276102
The criticism here isn't really the flavour of them though. I like having challenges too, but the problem is many of them encourage people to just go in and only focus on a challenge instead of playing the game. Survivors who just want 2 sabotage actions and then they're getting a free 20k, or 30k for a rift obj or something, and they don't care about playing properly. Even killers who just want a ton of chase time because it's worth 35k to them or something.
No matter what you do as far as rewards people will try to optimize it. Afking for shards, farming teammates to death, being dumb about challenges, it's human nature, best not to concern yourself with it too much.
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I actually like having tome challenges. Helps keep me interested and gets me try gameplay I don't normally do. I do very much dislike the grind ones like 15 totem cleansed. Like holy crap that's a lot of work. Dailies I'm meh on. Usually it's stuff I'd do anyway and if it isn't I usually reroll it.
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There is a bit of an outline still. You'll be less likely to be spotted it's no garentee.
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Honestly should have just afked facing a corner. There's no point.
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Once where I was in a three man and said we were SWF and my team over discord told me we weren't SWF because we weren't a 4 man. Could be as simple a misunderstanding as that.
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He has an addon for reducing his t2 terror. Combo it with monitor and it's probably pretty tiny.
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You'll run quite frequently into the "Survivors Rulebook For Killers". Pretty much every action a killer can take is in there as a no no, including doing nothing. No way to win against the handbook, just kill people.
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@Huff said:
Rank honestly doesn't have any impact on the game. It's all about your experience and skill. The picture shown above isn't even close to the worst match you could have gotten...
Rank has an impact because some who hits 1 every season easily is probably more experienced than a rank 10 killer still learning the game. It's why people get so pissed about this aweful matchmaking. There essentially is no matchmaking currently, it's just a crapshoot and just telling people like the op to 'git good' isn't going to work if they are getting curb stomped too bad to learn anything.
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Harsher rank system would probably be good. There's no way I'm a red rank survivor but I am apparently. Giving ranks meaning by making them stricter would probably be better than just dumping them. I swear though when playing killer it often feels like there are only red rank survivors. From my first game ever to today it's always been red ranks and only red ranks. Certainly forces you to grow quickly and use optimal builds if you want to survive as a relatively new killer cause matchmaking won't ever allow gradual improvement. Not every red rank is good but regardless of your own rank your matches could be the absolute top tier at any time just because there is practically only red ranks. It's super busted.
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Depends what rank of killer you go against. When I was still in brown ranks bloodied clothing = you get mori'd because I got tired of bloody red ranks with thousands of hours in my newbie matches with full actual perks. In general the lower rank the killer the more likely you'll take a beating in prestige gear.
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Considering fog is important enough to have offerings for you're litterally never getting that.
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Ought to just delete it, no point at all for killers.
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Omg that's absolutely hilarious! How does something like that get through xD
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Ah Survivors Handbook for Killers in a nutshell. Don't mind them, they are just delusional potatoes.
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Ya it's a shame beartrap kills steal so many points. Still, it's satisfying to get them just for the sake of getting them. Can turn a tough game into an easy one if the first trap actually lands a kill.
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As always with every anti button mash struggle thread I'll throw my support. I hate that mechanic and me and my friends all die accidentally all the time.
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Pop, dance with me, that pallet pickup perk, bamboozle, discordance, pebble, redherring, second wind, deliverence, ds, borrowed time,rancor,haunted ground, spirit Fury, nemesis. A whole lot of things it'd be nice to see. Instead we'll get garbage like always but one can dream I suppose.
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Probably one of the best killers if you don't have gen regression perks. Seriously a solid stealth and anti loop character. Best to learn things like moon dashing to make the most of her. She'll make every game long enough to actually enjoy which is more fun.
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Probably the most frustrated anyone has ever been was when they were leaving their hooked teammate to die on hook for hatch. They were sick with the plague and hiding in a locker, a big bright green smoking sickness covered locker in a row of non sick lockers. I have no idea why they thought that would work but oooooh the endgame rage.
As survivor I once danced an Oni between three edge of map single windows for the entire duration of his power. He didn't care about anyone else the entire rest of the match.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1269603#Comment_1269603
Chase survivor - leave survivor- "pressure gen" previous survivor hops on gen straight away- "gen pressure" instantly lost- time wasted walking- find survivor- chase survivor- leave survivor- survivor hops on gen- "gen pressure" instantly lost- gates open.
We are talking about survivors that don't self care in a corner right?
You did read litterally anything in this entire thread right? You are aware slugged survivors can't do gens right?
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I believe this is called pressuring gens. The thing everyone bitches for killers to do more. Best way to keep it at five gens is forcing more people off gens to save. Considering how many gens can pop simultaneously being a 5 gens can turn in to two in an instant relying on the number in the corner to feel safe as a killer is pretty dumb.
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All salt is good salt. Especially when someone complains I didn't let them ds me.
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But it doesn't show auras, it just shows scream indicators lol. I suppose that's one good way to disqualify yourself from a balance discussion.
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Billy chainsaws. Like that's ever going to happen for someone who doesn't play billy.
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Hahahahaha wish you had recorded that!
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Survivors make these kind of suggestions and I sure hope you don't mind bleeding out on the floor for half+ your bar while I hunt the other survivor if these changes were to happen. You want to bleed and crawl and drag matches out, this is how you do it. Making last hooking the second last survivor even less appealing is how you get slugged for multiple minutes.