Avatar

MadLordJack

MadLordJack

About

Username
MadLordJack
Joined
Visits
0
Last Active
—

Comments

  • And what happens when you're in a game with OoO and you don't have a blindness option?

  • The most disappointing event ever. Remember last year, how we at least had event currency? How we could earn the skins much faster than grinding for 96 hours per set?

  • They were making a fine enough profit several years and a much, much smaller playerbase ago.

  • To be fair... I hate that challenge. How am I supposed to do it? T-bag the killer beside a 99.9'd gen and hope a teammate doesn't run along and pop it for me because I'm clearly an idiot.

  • So where can you cash out your money? Which for me is $15?

  • To say it's a disappointment is as claiming the Devs may want a little cash.

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692789#Comment_1692789

    Sadly the only stats we have that show the survival rate for every map are older than a year but those stats indicated that shelter woods is one of the worst maps for survivors with a survival rate around 40%.

    https://us.v-cdn.net/6030815/uploads/428/BXPRCW4ZAOVV.jpg

    Of course some maps were changed and other maps were added (maps like hawkins who are worse for survivors) so I guess that shelter woods would probably be more in the middle if the Devs would release stats again, but I doubt that it is a good map for survivors.

    Source:

    https://forum.deadbydaylight.com/en/discussion/65240/list-of-maps-that-need-full-scale-reworks

    The stats are very heavily skewed by people that have no idea what they are doing. For example, The Game is one of the most survivor sided maps in the entire game. Every single pallet is completely and utterly safe, there's plenty of them, and the killer cannot cut people off mid-chase or glance around for info. And yet it has the lowest survival rate.

    I really, really wouldn't trust them. Ever. They never take into account the content of a trial, only the result.

  • After all this time I would have thought I'd know the length of POTD.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693368#Comment_1693368

    The instant ADS however requires some FPS experience to be pulled off successfully with the frequency some people claim it's being pulled off.

    And that's what I meant about learning what he can shoot through/over. So many people try to run him like they'd run Huntress, as if they believe doing so will suddenly change his ability.

    Your average Deathslinger player will probably need about as long as a regular Huntress to ADS and shoot, the whole 'just have the surv in the middle of your screen' argument is pretty nonsensical (again, only pans out if someone has massive FPS experience).

    And even giving him a definite wind-up time wouldn't do anything about the second point: people blatantly ignoring what his power can do. Like, the know he has a set range, the see the reload animation go through, and still they stand there as if they expect him to walk up and try to m1 them instead of using his power.

    https://forum.deadbydaylight.com/en/discussion/comment/1693373#Comment_1693373

    How long will people continue to call for his removal because he's 'unfun'?

    I believe I am the counter to that particular argument. I do not have massive amounts of FPS experience. I am a decent Slinger. And even if it were true... Nurse syndrome. Just because something seems hard doesn't make it fair when someone comes along that can do it, especially if many, many someone's come along that can do it.

    I see someone within 10m, I can shoot them, and there's physically no counterplay because of the limits of human reaction time and the projectile speed of the Redeemer. Fair, balanced gameplay.

    TLDR: DbD taught me to quickscope.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693952#Comment_1693952

    Licker ds is a counter to slugging, slugging is a counter to ds so its common place. I get where youre coming from with those survivors that play as if theyre immortal then jump in a locker, but i wouldnt consider either thing toxic on the survivors part. If bhvr didnt intend for it to be that way they would have fixed the perk long ago

    So it's intended that someone is untouchable because they jump into a locker and now you're only options are to leave them alone and let them work in a generator, camp them and let their team work on generators, or eat the DS and let them get even more time?

    That makes no sense. It is a toxic thing to do. There is no reason the survivor should ever be allowed to counter a snowball like that. None. That's like saying a killer should be able to regress a completed gen.

  • You lost me at "survivors can ways opt to do totems." That's not true. A more accurate sentence would be "one person can always opt to throw the game in a fools errand because unless it's a crack SWF team with totem tracking perks or a map then they will just throw the game."

    Totems and solo que are incompatible. There's nothing to be done that will ever change that.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693989#Comment_1693989

    These are all good points and I agree but because survivors don't heal isn't a reason why a killer should have a one shot.

    Everyone person plays different killers at different levels

    but if a rank 20 billy or LF hit you and a rank 20 nurse hits you, what happens?

    Same at rank 1

    So your point is... What? I'm seriously confused.

  • And now I've learned that my PC used to run DbD worse than PS4. I feel some cross-platform kinship somehwere inside my shrivelled heart.

    And it really didn't go away with a hardware upgrade, so don't cross your fingers for the next-gen consoles.

  • Why not?

    No, seriously. Why not? The best survivors don't heal, so they're pretty much 1-shot for most of the trial. On top of that, only 2 of the best killers have access to a basekit instadown ability (Oni, Hillbilly) as opposed to all the others, most of which are even better (Nurse, Spirit, Blight, Hag, Huntress, Deathslinger, Freddy, Pyramid Head).

  • BM. Going out of your way to annoy someone or abuse mechanics to annoy someone. And especially Locker DS. There's no reason for that. Ever. It's just a survivor showing of their timed immortality because they're too lazy to loop or too greedy to find a proper gen.

    And especially especially the facecamp-into-noed, or afk-into-noed. It may just sound like I'm calling out specific perks, but it's not the perks that are the problem.

  • Ruin/Undying is extremely strong against solo/2-person SWF teams. Pop/BBQ is just people seeing 2 perks run together and thinking that they are a combo when in reality the combo is Pop/Thrilling because BBQ has way too much counterplay and is mostly run for Bloodpoints and the occasional knowledge of who to chase next. All of them together sounds wasteful and overkill and the pain is probably coming more from Ruin/Undying.

    None of which changes the fact that is is so very disheartening to see the same few perks constantly being run. My heart goes out to you: I've had those bad luck streaks, and it really is painful. Especially as a solo player who can only rely on themselves.

  • I don't agree with every little detail, but overall... Yeah. I agree. There's some really weak perks that could be buffed with simple number increases alone, and some stronger perks that could be nerfed with a similar change.

    I think some of the changes have been blown out of proportions. Discordance, Lullaby and Thana, for example. For the most part, their use and effect won't really change.

    Edit: also, a bit off topic, but it's nice to see another Nurse player on the Nerf Her bandwagon.

  • We'll Make It is an amazing perk. For SWF teams.

    Seriously, I love running healing perks but I rarely get more than 1 save a trial thanks to hook bombing geniuses who never learned to stop doing that. I just find Botany to be far more consistent. Better a permanent 33% increase that also applies with Self Care than 180 seconds of zippy heals once a trial of I'm lucky.

  • I mean... If it worked, it worked. The killer was probably scared of a sabo squad, but reached a point where they just kept slugging and it just kept working. That, or they just got tunnel vision on you and your teammates threw themselves between you. It's a little hard to tell from that story, since running someone for 2 gens could be anywhere between 10 seconds to 10 minutes.

  • While I don't think seeing the specific killer you are going against should be a thing, being able to see the killers profile should be fine. They could just add it as a little notification tab near the "Ready" button or something. Not that there's much reason to see the killers profile, but fair is fair.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692789#Comment_1692789

    Half of the map is always deadzone; it is killer sided and if I get it as killer, no matter my build, I'll win, because of this.

    Actually, no. Half the map is very rarely a deadzone, and when it is then the other half is usually full of the missing pallets. And on top of that, it was the OG hold-W map til Midwich, which alone makes it extremely survivor sided.

  • Ignoring the opening brag, I'm gonna say it seems like you're playing the same killer or killers over and over again, because as you said, survivors cannot play the same way against different killers, which means that there's a whole heap of variety right there.

  • I had hope after the amazing Preschool walls. I really, really did.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692775#Comment_1692775

    Because it meant a killer might have to think about the way they chased on an already very killer sided map.

    Not sure I'd call such a large map killer-sided just because it can potentially spawn the least amount of pallets in a very rare scenario.

  • Ah, yes. A casual game that punishes people for having a faulty connection to the server whether or not their personal connection is the one at fault.

  • Honestly, survivor gameplay gets boring if the personality isn't interesting, and frustrating if they act toxic to get the killers attention to make the gameplay less boring.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690992#Comment_1690992

    I disagree with you because learning how to blink is NOT the hardest part of playing Nurse by any means; saying "Learn how to blink" is like saying "Learn how to use a killer's power". It's already implied that you have to do this to be good at any killer, and if it was the only thing that kept new Nurse players from being good we would have a lot more gods. And how is she not the hardest killer? I would argue that Nurse players at the minimum skill 'floor' will lose most, if not all, of their games because of the huge distance between the floor and the ceiling.

    The problem with new players is that, once they learn how to USE the blink (Charge distance and chain blinking being the obvious skills), they don't know how to correctly APPLY those skills. They focus more on blinking accurately instead of being a good killer, and I can't blame them for doing so as the only way you learn how to correctly control blinks is to use them yourself.

    What I'd recommend @Shymare_11 is that you focus on your mindset rather than your blink plays; like I always tell new Nurse players, get into the mindset that obstacles aren't really obstacles but instead "Nurse Pallets" survivors use for looping. There's always a way to herd the survivor into a different direction around an object, to fake going one direction while going the other, and to use basic looping knowledge around an object to force a survivor to guess where you are if you're not confident in blinking through/around the object. As well as that, playing survivor gives you a major advantage over some other Nurse players: you know what the survivor is likely going to do, so play around it.

    I think you may be one of those Nurse players that's making it way too complicated. First blink to get close, second blink to hit. You can very happily ignore everything else in the entire game.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690326#Comment_1690326

    So, what about people who leave the game for a few months? Or people like me who don't want to be anywhere near Red ranks any more because of the sweat?

    What about the people you're going against who have no chance against you and and whom you're basically toying with? It's bad enough that those players are in red ranks, but deliberately choosing to play against them? How do you think it makes them feel to know that even if they win it's because you took pity on them?

    DbD may be a casual game, but that's not a feeling that ever lessens because of that. Good players should be stuck with good players, for better or for worse.

  • She's honestly not as hard as people like to pretend. In fact, I'd go so far as to say that people that don't really know how to play her make it harder for themselves.

    Learn how to blink. That's the hardest part about playing her, because you have to learn the precise amount of charge-to-distance time. Once you've done that, it's all about these two very, very simple tactics: Use your first blink to get close/get to where they broke LoS, use your second blink to hit them. And don't be afraid to just float around quite a lot. Who cares if they get distance, you're Nurse.

    Seriously, she's mechanically hard, but once you've reached that skill floor then you're going to win nearly every single game by default, because most of her "counterplay" relies on the nurse blinking too much and falling for basic tricks. I don't even think she's the hardest killer in the game, just the one with the highest skill floor.

  • If I leave a knife on my bench, how is it my fault if you pick it up and mug someone?

    It's the same principle. And it is written into the EULA, so even if morality means nothing to you then you're still bound by a contract you agreed to.

  • Okay, so, two things.

    1) Escalation much.

    2) You are never going to have fun in DbD ever again, unless you find it enjoyable to stand around for 4 minute's at least once a trial.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689933#Comment_1689933

    You are about to get crucified for this opinion.

    I agree with you though, lol.

    Have you seen me on these forums? Crucifixion is my natural state.

  • Either way its lose-in-lobby so I'd rather the trial be over in under 5 minutes no matter what I do than a bunch of despicable people deliberately attempting to do everything they can to ruin my day.

  • Nurse. Force the bar lower and get rid of the most overpowered and THE least counterable killer in the game, all in one go.

    Seriously, it took me 1 whole trial to get back into playing her after most of a year away. "Hardest killer" my arse. I can't do that with Hag, Ghostface or Slinger after a week-long break.

  • @xenofon13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688426#Comment_1688426

    So it's fine to drop the god pallet at 5 gens for simply not to get injured, okay.

    You're one of those megheads.

    And you seem like one of those extremely pleasant people to whom everything is the fault of their teammates.

  • I love to assert my dominance by giving the hatch. I require it to be clear: They didn't not find it. I gave it to them. I am the one that allowed them to escape. Me. I held the power of life and death in my hands and I chose to show mercy.

    And yet people call me toxic for some absolutely, positively unfathomable reason. All I'm doing is proving that I'm both the better and more humble player.

    (/s. Sort of.)

  • @PigMainClaudette said:

    Well, the spaghetti code issue is simple. Just re-do the game from the ground up, then half the bugs will most likely go with them.

    As for other game modes, yes it would divide the playerbase, but there are issues with something like a 2:8 such as killer synergies, perk pools for Hexes, mori offerings, bodyblocking issues.......

    To be fair, now that crossplay is a thing the playerbase is big enough to be divided once more. Not keen on the whole new game mode thing, but if that's what the Devs want then I think the que times could now handle it.

  • Bond, Self Care, Botany Knowledge, Desperate Measures.

    Sometimes I'll swap Bond for Kindred, or Self Care/Botany for We'll Make It/Inner Strength.

  • Lightborn has never affected me because I suck at getting flashlight saves anyway so every killer may as well be running it.

  • @timbologna said:

    Keys are? Had a 3 and 4 escape today with a gen left

    This is a post about Mori's. Which is wierd that I'm saying that to the OP, but hey. Things happen.

    People don't like uncontrollable losses. Mori's are arguably the biggest advantage a player can give themselves in terms of effort-reward. There's plenty of other things in the game that are extremely strong, sure, but you specifically asked about why people DC when they know they have no hope: Well, because it's quicker than suiciding.

  • Honestly, I don't even like Devour Hope. It's the Hex perk that held back all other Hex perks, at least til Undying came along and combo'd so well with Ruin because Ruin doesn't need stacks to be at its strongest.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688277#Comment_1688277

    Well, so you want the killers to leave first, so noone is left to spend money? because imbalanced games tend to do that, they die out sooner or later.

    That already happened. The ones who would leave have left, which is rather ironic since the game is actually borderline balanced right now and was getting this way with the Ruin nerf, AKA the promoter of the great killer exodus at the beginning of this year.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688689#Comment_1688689

    Well, since his "damned if you do, damned if you don't" ability is getting nerfed, you can just dodge him and make him cancel his power.

    *Hopefully. You forgot to say "Hopefully" getting nerfed, because it really wasn't in the PTB.

    I definitely think that his POTD is too easy to avoid outside of the range of a normal lunge for exactly the reasons you said, but that's kind of why most PH's currently wait til the survivor is animation locked to use it.

  • Could you elaborate?

  • @MusicNerd_TC said:

    Yes, there is.

    When he's using his punishment, there is a big old light on the ground that shows where he's shooting, and you can react to that and dodge it easily.

    And when you're animation locked?

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688467#Comment_1688467

    I never read the comments, but I really enjoyed the Keanu Reeves film and would love to have a Survivor modeled after him. I’m pretty sure he’d be down to be in this game too!

    I also like the guy who portrayed him in the show that got cancelled far too soon.

    Now imagine the 2005 film, but if he betrayed and sacrificed everyone around him to save his own life after he sent a child to hell and got himself damned for all eternity.

    He is easily the most "anti" antihero I have ever seen.

    Edit: actually, it'd be a pretty cool idea to have both versions of the character as legendary skins (Matt Ryan has pretty much the same look as the comic version.)

  • There's plenty of PC players with worse specs than console. If it's unfair for console players, how do you think they feel?

    That being said, the game is way too dark on normal (console) graphics to actually see anything, which is honestly a similar situation to the sound issues. It is stupid that you have to play on low settings (I know, not an option for console) to get a decent brightness, or add a filter to reach the same level. Although it's hilarious that better graphical quality = self-nerf.

  • I hope the don't keep the killer add-on like that. It's got a finite duration in the bloodweb and so as long as it works okay with the current killers they literally don't have to worry about any killers they release post-eternal blight. And if it breaks the game... Uh, so do a whole bunch of items and add-ons? That's kind of their point?

  • John Constantine. If you've ever read a Hellblazer comic, you probably know why.

  • Agitation. It's Iron Grasp but better, because the only reason to equip Iron Grasp is to carry survivors further, but you carry survivors further with Agitation than you do with Iron Grasp and you also can get sneaky hits on overconfident survivors.

1 … 114 115 116 117 118 … 165