MadLordJack
MadLordJack
About
- Username
- MadLordJack
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2381150#Comment_2381150
Vids or it didn't happen
Sure, let me just supply you video evidence from a little over a year ago, before Knockout was buffed and I could actually be a scumbag and only go against solo's, that I totally recorded because I'm a bigshot streamer/youtuber that casually records all of their trials for some reason.
You really, really don't want to think about how little solo's can deal with mass slugging, do you?
-
@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2381137#Comment_2381137
If what you're saying about this perk is true, then I can load into a match and get my 4k just by running around m1-ing people and leaving them on the ground
But I don't. Because it's not a good perk. Because everyone still knows where the killer generally is on the map and where the chase happened, then they can go to that part of the map and listen for groans.
Stop pretending this perk is so much better than it actually is. The killers that are actually good at slugging have no use for it, so those who ARE using it are only gaining a slight time advantage by having a survivor on the ground longer than they normally would be.
If you do what I did while I was testing and deliberately go against teams with no SWF, you absolutely can. No question. It's the easiest trials you will ever play in your entire life. I did it as Trapper with nothing but IF and Knockout, bullying the crap out of solo's to prove a point while never laying down a single trap.
The reason you can't autowin just any trial is because most trials have at least a 2-person SWF in them and you have to get lucky and down them both first. Which I have also done and proceeded to win, but it's rather luck-based.
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2381133#Comment_2381133
imagine not running bond+open handed or empathy smh my head
What do they matter? Knockout was changed to completely trump them.
-
@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2381133#Comment_2381133
You always have a general idea of where the survivor was downed, because you know where the killer came from
The answer is still to get gud
If you're close enough to see the killer, you're close enough to get lit up by IF.
Stop pretending there's any skill involved. Knockout is a perk designed to take away any semblance of skill. There is nothing a solo player can possibly do except get extremely lucky and be in the right place at the right time on an extremely open map like Blood Lodge. There is no skill involved and that is an extremely rare scenario.
-
@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2381125#Comment_2381125
To be mass-slugged with knockout, you all have to manage to get hit twice before anyone gets picked up, as it doesn't work with chainsaw killers
The answer to this scenario is to get gud
Not how solo works.
You cannot see anyone who is slugged. At all. In any way. There are no tells or perks that avoid this. You cannot see anyone.
So the killer doesn't waste time hooking anyone and instead leaves everyone to bleed out on the ground because no amount of skill can ever overcome being completely unable to tell where anyone is in a game balanced around teamwork.
-
The que times for survivors shot up because killer is a miserable ######### slog and no-one wants to touch it. If you go play some killer, you'll have instant ques.
-
@MojoTheFabulous said:
That's brutal but I don't believe they were on comms because they'd have to be idiots to bleed out.
Look who the OP is. Everyone is a SWF on Comms Vs Tony.
-
@Snowbawlzzz said:
Good, knockout is a bad perk. At least there's one place it'll shine
This is a completely normal statement about mass slugging solo's with Knockout. RCPD has nothing to do with it.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2380167#Comment_2380167
Stuff like Badham-Pallets outside of the Buildings. E.g. the Car Loops right next to the school with the one car and the rubbish/stones. Those are fair tiles which become unfair once Bloodlust kicks in.
No, those tiles aren't changed by a single tier of bloodlust. Getting hit by a killer there with a 5% speed increase means you got outplayed, it doesn't really do anything to change how the tile is played because it doesn't give killers enough speed at that level. Myers T3 lunge is significantly more impactful. I've certainly never felt like I've beenhit because the killer's been chasing me unjnterrupted for at least 15 seconds.
Tier 2-3, though, are different. Tier 2 is just enough that it can cover the killer in a case of mispositioning during the vaulting* phase of the tile play, and tier 3 just breaks it completely.
Edit: *the vaulting back and forth phase, that is.
-
What region/time are you playing at that survivors have instant ques and killer take Ionger than 2 minutes?
-
@Aven_Fallen said:
I dont know why players even bring up strong Pallets as an argument to keep Bloodlust. If you dont kick a strong Pallet and bloodlust it, you deserve to lose the game.
Strong Pallets most likely dont have an impact on Bloodlust anyway, they need to be kicked ASAP.
Unsafe Pallets are those which get affected by Bloodlust and those are in general fair tiles (both players can outplay each other), but become unfair once Bloodlust 1 is reached.
But the Bloodlust-Weekend showed that many Killers are just really, really bad at this game and get run around unsafe Pallets...
What tiles are you possibly talking about that get massively affected by a 5% speed boost?
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2378209#Comment_2378209
There was a Bloodlust weekend. As Trapper main I can assure that he doesnt need bloodlust
And as someone who played on Haddonfield and Badham I can assure you that it's still needed to bandaid crappy map design, or certain windows become old-school infinites.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2380096#Comment_2380096
I mean, The Trickster does break that rule, but mainly reactionary statements.
I've never seen the Devs mention any rules about killers talking
-
One kill doesn't really get you anything, it's just a personal victory with no substance. If you want points and some actual gameplay, go find another survivor to hook.
-
Fairly certain the Devs said a blanket "no" early on. So far, Ash has been the only one to break that rule, but only in menu's and only because they felt he would be completely and utterly wasted as a lisence without it.
-
This is just "bully solo's with Knockout", Nemesis has nothing to do with it. You could get the same result as Trapper without using any traps.
-
Lethal Pursuer is better. It sets up your entire early game. Whispers helps you a bit, mostly at the start and end.
-
Both. Both is good.
-
They want to win and it's a proven and effective build.
-
It's a bit complex, really. In order to learn the basics, just enough to win, survivor is significantly easier because you have the whole predrop-and-W thing going for you. But to become a genuinely good player, survivor is harder because it's harder to learn to effectively loop and chain tiles than it is to learn to play... Probably any killer in the game, even high-and-mighty Nurse.
However, killer has a much higher skill floor. Being genuinely, terrifyingly good at survivor may be harder, but learning the basic competence of killer is just ridiculous. You basically have to play near-perfect trials to beat noobs that can do gens and prethrow pallets, it's insane.
This may be a casual game, but the game itself doesn't give a crap. It can hand sweaty survivors RCPD Vs addonless Myers and call the Myers shite for losing. No crap people find killer not only harder, but much more stressful.
So with everything in consideration, killer is much harder, because this game is set up in such a way that you'll be going against red rank sweat squads in no time.
-
Depends on what they were having to deal with. I've certainly DC'd from matches against really high-ping opponents. No point trying to play, you have to guess where they are and swing at that.
-
I've still not gotten much use out of it. The survivors I go against are just too aggressive and W-oriented.
-
I actually prefer that.
-
@WishIcouldmain said:
As a survivor why I love this map. The ability to creat strong loops on the go.
I love all maps that reward me for absolutely winging it. Lery's, Dead Dawg, RCPD, Swamp...
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2379605#Comment_2379605
It is literally impossible for the killer to stop EVEN ONE OF THEM from doing a generator without killing them.
Let alone two.
So if the other survivor refused to do the last generator while this survivor dealt with the killer then its on the other survivor.
Heck its even on this survivor as 16 seconds of regression aka the wiggle timer is counteracted by the survivor working on the generator for 4 seconds.
Also if the killer downs + kicks the survivor will bleed out or complete the generator and if they don't kick then the survivor will complete the generator eventually anyways.
The killer was being a massive jerk but the survivors are at fault for how long it went on for.
Maybe theres something else you're confused by: It's still holding the game hostage even if the game has a potential end point, if that end point is ridiculously far away and being dragged out by one party being fully capable of completing their objective but actively refusing to.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2379605#Comment_2379605
It is literally impossible for the killer to stop EVEN ONE OF THEM from doing a generator without killing them.
Let alone two.
So if the other survivor refused to do the last generator while this survivor dealt with the killer then its on the other survivor.
Heck its even on this survivor as 16 seconds of regression aka the wiggle timer is counteracted by the survivor working on the generator for 4 seconds.
Also if the killer downs + kicks the survivor will bleed out or complete the generator and if they don't kick then the survivor will complete the generator eventually anyways.
The killer was being a massive jerk but the survivors are at fault for how long it went on for.
If the killer can hook a survivor but instead forces them to wiggle off, it is the killer's fault. There is no question. There is no argument to be made. You cannot expect scares solo survivors to know when and where it's safe to do gens. You can expect the killer to do their ######### job.
This is literally reportable behaviour under the broken rule of "don't hold the game hostage". A killer can get banned for this. Survivors can't, not unless they were hiding across the map. And if that was the case, the killer couldn't have been patrolling the gens.
Stop trying to defend arseholes by pretending there's some clause in the rules. Griefing via holding the game hostage cannot get clearer than this.
-
It's probably going to come at some point.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2379592#Comment_2379592
There is no possible way for the killer to do that and the survivors to not finish the generators or bleed out.
As its impossible for the killer to stop both survivors while doing that or even the progress of one survivor who the moment they wiggled out instantly jumps back onto the generator as the stun on the killer will let the generator progress.
This is literally an example of a killer holding the game hostage. The survivors can't do gens because solo que, the killer can hook people but refuses to and instead drags the trial out for as long as possible. It is absolutely reportable because it can take over an hour for both survivors to die when killers do this. It is holding the game hostage because they could have ended it but chose not to.
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2379071#Comment_2379071
There is a 3 second cooldown after attack you will eventually die
And while the killer does that the other survivor can do gens or is dying
Scummy as hell but not holding the game hostage. People need to learn what that means.
It is considered by the Devs to be holding the game hostage. Leaving people to bleed out isn't, slowing down the bleed out timer as much as you can is.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2376641#Comment_2376641
Again; if he was kicking gens; he was patrolling. Also 'put down / pick up survivors', which means he DID hit people, even if he slugged them.
Survivor-colored-glasses much? Everything is always the Killer's fault to Survivor mains.
No, that is a killer holding the game hostage. If people aren't getting hooked despite being chased and downed only for the killer to force them to wiggle off by repeatedly dropping them and then going back to camping gens, it's holding the game hostage.
But no, killers can do no wrong.
-
I don't think I've ever played 3 games in a row with the same perk unless I have a challenge. It's boring.
-
I'm getting killed by the skillchecks anyway.
-
@GannTM said:
Why have I not seen a cheater recently but a lot of others have?
Most of it is probably not hackers. Cases like this sound more like lag switching or just bad internet connection.
-
@Pishabruno said:
https://forum.deadbydaylight.com/en/discussion/comment/2379166#Comment_2379166
I have usually been around rank 5-4 for a while now.
Yeah, right. I'm currently rank 8 and I have yet to have someone spontaneously run into my traps or have literally no clue how to play against Blight.
-
Isn't Deja Vu the anti-3gen perk?
-
It got buffed a while back. They nerfed some of the more ridiculous windows, but seriously increased the pallet safety and count. And left some of the other ridiculous windows.
People may want to argue that the insane windows made it so strong, but... The map's easier now. A lot easier. Just find a pallet, play it a little, and drop it. Killer can't cut you off, because indoor map, so just make sure you take the most direct paths. Killer can't tell where people are, because indoor map, so just do gens. Which are actually rather easy to find on Lery's.
-
I'm just tired. Too many RE fans jumped on the DbD bandwagon just to play as Nemesis.
-
@OniWantsYourMacaroni said:
Would make the most sense,because performance issues should finally be fixed until then.
Unless BHVR screws it up for the 26772727th time
Get ready for year 1 consoles and cheap PC's to run DbD like a dream while 3080, PS5 and Series X owners suddenly die every time they miss a skillcheck.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2378382#Comment_2378382
I own a One X (which released in 2018 and is significantly more powerful than the One S or base Xbox One) and I am still having issues.
Still significantly better than year 1 consoles. I tried launching the game on my severely overused Xbox one and it just kept crashing as it loaded in menu assets.
Glad I'm on PC, where... Where I can launch the game and spend the next hour freezing so bad I can't repair gens or walk in straight lines.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2378375#Comment_2378375
Yep. And if that initial parallelization of tasks is actually addressed with whatever implementation of the early-game collapse is decided upon, an extra health-state at the start of the game (if the Killer decides to continue the chase instead of going back on patrol), will be less significant. As it's far less likely for a gen or two to have been completed within the normal 2-hits.
Uh, I dunno how to tell you this, but... Early Game Collapse is just Lethal Pursuer. The Devs have very clearly given up on a base mechanic. On that, and many other promises they made and failed to deliver on or mention again.
-
Start the lunge early and hope like hell they have good internet. Otherwise, they're vanishing and you're gonna get hit validated.
Edit: Also I use slightly below maximum sensitivity, but I don't know if there's a difference between PC and Console controller sensitivity.
-
Here's hoping. It'll probably end up fixing PC, since that's actually pretty easy (disable the problematic effects and tie them to High/Ultra settings only) but console is a different story, given the Devs want it to look as pretty as possible and really don't seem to care about early last gen consoles.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2378362#Comment_2378362
Understandable, Survivor resources (and tile strength), are always an ongoing consideration.
https://forum.deadbydaylight.com/en/discussion/comment/2378363#Comment_2378363
I would say that's a bit of an issue with the initial capacity for Survivors to perform parallelization of Generator repairs at the start of a Trial.
Perks have to take into account existing mechanics, gameplay and trial progression. Why do you think so many killers praise Lethal Pursuer? And why so many survivors hate it? It's just a few seconds of aura reading, after all.
Right at the start of the trial, when it's at its most valuable and gives you the greatest chance to do some damage and snowball unrecoverably with considerable consistency, even allowing you to effectively defend valuable totems and set up chains of chases. Because of a teensy 9 seconds of aura's which makes it seem like the worst info perk in the game.
When a perk activates in a trial is always going to change how effective it is. That's just DbD.
-
It's cheating when you can physically see more than you should. Which is why most people do it.
-
It happens 4 times at the start of the trial and has no prerequisites. Just equip the perk and tank 4 hits, including the one you should have gotten but didn't because of whatever exhaustion perk you're using.
Who cares about being Broken when all the gens are done and the gates are powered?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2378172#Comment_2378172
I should have probably have specified that the self-care action would have only removed the Broken status, and that you'd need to heal back to Healthy. Regardless, I put more consideration into the second iteration, later down in the comments.
Yeah, that's still just a stronger old MoM.
-
@[Deleted User] said:
Hmm, wondering...
No Mither
- Once per Trial, if you would be put into the Dying state, you instead suffer from the Broken status.
- Unlocks the ability to perform Self-Care while Broken.
- Self-Care while Broken suffers an additional 25% Healing speed penalty (~42s) and only removes the Broken status effect.
That's just a stronger version of old MoM.
-
All exhaustion perks are kind of BS. They're the strongest perks in the game, killer or survivor, but the terrible part is that they are completely unnecessary. I seriously never use them, they're genuinely addictive. Just look at the amount of people that think they're more necessary than info perks/SWF.
But Dead Hard? Ugh. A repeatable outperking is one thing, but a repeatable second chance on top of that? Please, please, please buff Coup to be on a 40 second timer. I want my teammates to feel the pain they're giving to the killers.
Edit: I'm serious, that is the action I want taken. Then the community can decide whether or not these mechanics are fun. Because I'm always going to hate them thanks to AU.
-
Not really. It's kind of neat seeing the rift cosmetics, but nothing to get my heart pumping.
-
What happened to the promised optimisation, trial warmup, skill-based MMR, and all the other broken, delayed or outright never mentioned again promises?