MadLordJack
MadLordJack
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- MadLordJack
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This happens so often on this forum.
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Killers should be able to hear environmental ques through chase music, like they used to.
Survivors should have basekit protection from tunneling, given that it's not actually that effective a strategy against the teams that killers pretend it works against.
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Dark Fantasy RPG was pretty much my only choice. Because a Witcher-style DbD-themed game sounds ######### awesome. Imagine tracking the Entity through various realities, stalking and killing it's killers, trying to stay ahead of it as you have to deal with true-to-life humans and a possibly insane cult.
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@Heartbound said:
It's easier for a woman to dress up as a lithe male. Just put some tape on your chest and male clothing isn't that hard to pull off.
I have a beard and a thick mustache. I am never, ever in a million years looking like Meg. I could pull off an Observer cosplay though.
Or just forgo the tape and not crush your boobs.
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I don't like killers being able to remove an item from play. If an item is problematic, fix the item. Don't screw with an entire facet of gameplay.
That's like a survivor perk that temporarily locks your power if you m1 them. How crappy would that feel?
Edit: Also, it mysteriously comes out at event time. Can't possibly imagine why.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2377625#Comment_2377625
Was there a difference between the original live version of it and now? I don't remember them making any changes. Unless you mean in the PTB.
The current overheat is a mix between PTB and the first week of live. It was changed pretty quickly because... Well, I guess someone wanted their work to be validated.
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The original live version of Overheat was perfect. It did nothing but stop facecamping.
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Are you meaning "has anyone cosplayed as a genderbent male version of a female DbD character?" Or are you just interested in guys that have cosplayed as female characters?
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Why?
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A casual mode won't work, this is already an extremely casual game and most of my trials are back to being 4-minute gens. On both sides.
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I dislike people attempting that. It's the same as last-second switching, the entire point of killers seeing survivors is so they can prepare. Which is honestly why I think survivors items and characters should be locked at 30 seconds.
Not to mention all the killers that are just going to dodge the lobby and drag out that ever-increasing survivor wait time.
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It is truly depressing the sheer amount of console players that think "PC" and "rich" are synonymous. Most PC players don't have the godlike performance of streamers - in fact, current-gen consoles have better performance than your average PC.
But no, PC = bad, console = good. 2009 = current year, apparently.
Edit: Also, PC is much cheaper than console gaming and has been for quite a while. So... Yeah.
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She should have something to give survivors genuine counterplay to her traps. At least Trapper's can be disabled.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2375733#Comment_2375733
Deal with it how? Nothing can be done against survivors that can’t be hit for extended periods of time.
You remember that these are people that have to be the best of the best at a casual, RNG-based game that more often than not hands them all they need to win without even really trying, let alone having to panic-slam gens.
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Wear dark cosmetics, use DS/UB, predrop every pallet.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2375406#Comment_2375406
Third Seal-Undying for the extra salt
Fully justified and completely unbalanced salt. May as well say "Haddonfield offerring with a full party for extra salt".
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The predrop-and-W meta hit him hard.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2375594#Comment_2375594
Nah, over half of them dont care or just write about how political the game is rather than the actual game.
Or complain about a hard game being... well hard and ask for easy modes.
Like ive seen the gameplay of some of them and honestly thats not from a person that didnt played that game, thats from a person that doesnt play games at all.
They are usually expected to play the numerous games they have to write about in their own downtime due to the workload they are dumped with. They don't have time.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2375450#Comment_2375450
Yeah I played it once as killer. As clown every hallway is a free hit and most pallets are useless.
They managed to 1up midwich on the bad scale somehow
Huh. I never thought about it before, but Clown might actually be among the best killers on that map. Somewhere among Hag and maybe Demogorgon.
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Those stats include everyone who ever installed the game on a free weekend. Not great data.
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They have little to no time to actually learn and play the game due to the demands of the industry. Gaming news sites are for surface-level reviews and industry news, not in-depth game knowledge.
If you want someone to blame, blame their boss s for forcing them to write random shite about a game they aren't allowed to play.
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I'm confused. Firstly, how can you tunnel more than one person. Secondly, why should the killer actively search for one person that they haven't seen the whole trial?
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@TacitusKilgore said:
Hag takes a ridiculous amount of map knowledge, game sense, and overall skill at the killer to pull off frequent 4k's against any survivor with half a functioning frontal cortex. Compared to other killers like nurse or spirit, who become completely uncounterable when their players are highly skilled, hag has plenty of reasonable counters survivors can utilize against her to fairly beat her.
Like what? Flashlights are retroactive counterplay. Holding W counters pretty much everything in the game. Crouch walking isn't counterplay, Hag will just run at you at full speed. Trying to set her traps off while she's carrying someone is essentially luck-based.
And she doesn't require much knowledge or skill, you can just trap loops, chokepoints and hooks and camp the area for the win.
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Hag doesn't really have any counterplay except for holding W or being able to see the future and equip a flashlight with a lot of batteries.
She really isn't "perfectly balanced", she's a camping machine that shuts down every loops she's ever touched and whose counterplay is to be in the right place at the right time when she picks someone up to run through her web, or to just forget about loops and just get some excellent cardio in for your character.
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@TheDappaScrappa said:
https://forum.deadbydaylight.com/en/discussion/comment/2375456#Comment_2375456
Is it a coincidence that why I use Detective Hunch I don't see noed pop and about 60-70% of the time i escape or even if i die 2-3 teammates leave? Maybe you just aren't as good as you think you are or the fact stands that you or the randoms just ignore totems. I have seen so many ppl leaving and winning games even against noed but it should be nerfed just because it ends in a loss for you and poor teammwork?
What teamwork? You can't work together if you can't communicate. All you can do is throw the trial tripping over each other, or leave someone to die unfairly.
Edit: Seriously, you're trying to claim that totem hunting makes me dumb?
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@TheDappaScrappa said:
https://forum.deadbydaylight.com/en/discussion/comment/2375447#Comment_2375447
I get by just fine without SWF, and yes using perks to counter perks is the point of most perks. Just like perks that counter killer's powers too. Maybe you've just had bad teammates, your teammates are bad so lets nerf killer and their perks funny that >_>
It's not, actually. It's crappy game design that only works retroactively. And I bet your escapes would shoot up if you stop wasting your time and let whatever teammate is also trying the same thing do their thing.
It can't be a coincidence that every time I put on a totem build and try going for totems, I lose more trials. Every single time. That is what is known as a "pattern", and what is linking them is "doing bones"
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2375426#Comment_2375426
Slap on lucky break and you have an instant chase escape!
Yeah, but I could also just keep the scratchmarks and have them mislead the killer every time I turn a corner bevuase apparently on that map they project further than normal?
I dunno, I only ever played it as killer once, but every killer I've played against on that map has choked at every intersection.
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@TheDappaScrappa said:
https://forum.deadbydaylight.com/en/discussion/comment/2375423#Comment_2375423
Yah it has no counter play. If only there was a way you can detect totems during the game before NOED activiates. A perk that lights up nearly every totem in its radius whenever a gen gets fixed, they should really make a perk like that. Or maybe an item with addons that could see totems in its radius, or even a perk that cleanses totems faster and shows you where the next one is. I hope that devs make something like that.
If there was a perk that blocked the gate switches until all 5 dull totems were cleansed, it would be significantly stronger than NOED. Now do you understand?
Or do you enjoy having to use perks and SWF Comms to counter perks? Because it doesn't work in solo que, I spent most of the event (a time when everyone plays sweatier and solo escape rates go up) trying various builds to cleanse totems and suddenly my teams started dying at 1 gen all the dam time. Funny, that.
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All I have to do is have Iron Will equipped and randomly run in any direction and it's the easiest chase of my life.
Unfortunately, gens are impossible to find unless you stumble on one. But that's the only real downside.
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People hate NOED because the perk is weaker than it's absolutely, utterly bullcrap "counterplay" that people legitimately love pretending exists and hate it when you point out that people play by themselves and have no way of sharing information and therefore no way to know how much time they are wasting, especially since they tied a totem counter to a perk.
And the perk itself is literally just a free kill to make killers feel better and not actually help do anything. So yeah, no wonder it's hated.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2374636#Comment_2374636
Before the event, killer ques were just fine for me. Imo it's like this because of the event, I'm pretty sure it will die out soon. Whenever there is BP event (or a new chapter), killer que time get longer, that's how it always was from what I remember.
Yeah, that's why I said "back to" 20mins. Events always mess with que times (although since killer in AU is like French kissing a belt sander, my killer ques stayed instant while my survivor ques dropped to 1-2 minutes).
I am a huge champion of QoL patches for killer because I want to stop playing it.
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Because that's her winning strategy and has been for years. Plenty of Huntress mains hate admitting it, but she's a better camper than Bubba. He can't pressure survivors through LoS alone. That makes proxy camping her absolute best strategy, because it's free map pressure and good snowball potential.
It's the same with Trickster, especially with his upcoming buffs. Bubba may be the easiest camper, but he's not the most effective.
Edit: And I do mean proxy camping, not facecamping. Gotta trick survivors into coming to the hook.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2374621#Comment_2374621
It's the exact opposite for me. I have to wait quite a while to play killer, ususally 5+ min. And since survivor ques take like 10s at most I'd just decided to play survivor until it goes back to normal.
I'd wager it's all common issues of matchmaking beiing broken mess rather then lack of players of either side.
Do you play at peak times? Becaus emoat people playing at peak times in their region experience the same thing - killer is instant, survivor takes forever. In my VPN jaunts I tested and confirmed that in NA West and EU servers, it's the same. The more players, the less killers.
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@Kebek said:
@Unicorn It's part of skilled gameplay for killers to know how long it takes to wiggle out and if that duration is enough to reach a hook. If you mistime it and go for greedy basement hook insted of a close you, you get punished by survivor wiggling free. If you had a precise wiggle bar you'd just go "oh no, it's almost full, I'd rather drop him then let him escape".
Besides there are some perks that (probably just flip flop) that affect the wiggling process and addint this would make that perk useless not just underwhelming.
From my POV, it's decreasing the skill of playing killer, I wouldn't view such addition as QoL stuff but as removing a cool mechanic of understaning how wiggling works and how much can you afford in terms of distance, bodyblocking etc.
Except that sort of stuff is exactly why my survivor ques are back to being 20 minutes.
Like it or not, people don't want to play killer. They just don't, it's not exactly a pleasant experience. So, changes that make the role more accessable without really changing the balance seem to be a great way of helping remedy the problem.
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Yes. QoL changes are always nice, especially one that only really helps newer killers.
Killer is ridiculously hard and ridiculously hard to get into. Anything that enables more people to play that role is only good, which is why I've been advocating for QoL buffs for ages.
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Wraith is an almost balanced killer. Theres still some kinks to be worked out, like the more ridiculous add-ons and his ability to facecamp.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2373644#Comment_2373644
I definitely will agree against some killers it becomes an issue but we can’t just slow the match down because then killers like spirit and nurse become stronger than they already are
Yes. And they are currently problematic, too.
This is a huge, huge issue of which predropping pallets and holding W are just symptoms. It really is. There's no way to fix it without overhauling the way the gates are powered.
And it really isn't "some" killers that are affected, it's the significant majority of the cast.
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I got all perks on Plague, Legion, Zarina, Yui and Feng. Again.
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Do: totems and chests.
Don't: fall into the trap of thinking it will help with NOED or get you really, really good items that win trials. Do it for the Inner Strength, brown medkits, BP and pip points. And because it breaks the monotony.
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The latency has been getting much worse. If someone has 50 ping against your 60, you aren't stunning them but they can stun you from miles away.
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@tommy_n8 said:
Thanks all :) I think this last match was bad luck he must've spawned right next to us and he was literally next to me in about 5 seconds and I was in a dead zone. I was like is this game okay lol? So he got tier 2 in like 20 seconds and we were all zoned by the corrupt gens so it was a bit pants!
Yeah, that sounds more like you got killed by RNG. Which is actually a big problem in DbD. The game doesn't even care what it gave you on the map, it just punishes or rewards you based on the outcome alone.
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Permanent T3 Myers is actually still one of the weakest killers in the game. It takes forever to reach T3 and his counterplay is him still being an m1 killer.
The problem is that people like to facecamp with it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2373591#Comment_2373591
Wraith can to an extent especially with windstorm. Clown has his bottles, hag has traps. I will agree killers like doctor and Myers are ######### though.
Anyway I feel the problem is more so over saturation of safe pallets than survivor speed
Have you ever played in a trial full of deadzones as... Well, as any killer that has no mobility? Survivors take off early and you just can't catch them in time. And that's most killers, even Hag suffers from it being her main counterplay.
There's no reason for survivors to use loops, that's why the meta is throwing pallets instantly. Because even in a deadzone survivors win. And it's not a problem with survivors speed, it's a problem with the speed of the trial. But it is a problem that absolutely exists and needs to be dealt with before people realise that you can start running before the killer is within lunging distance and waste more than enough time.
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@Phasmamain said:
Play someone like wraith who can counter it then. Most killers have some way to deal with it
They really, really don't.
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I think it should be completely removed. If a thing exemplifies how weak solo's are, it's Blindness. One ######### status effect removes a bunch of extremely necessary perks and makes you a useless member of your team who can maybe do gens and that's about it.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2372681#Comment_2372681
Well those are the safe changes that can be made to solve some noticeable issues like the standstill mind games and her add-ons allowing her to become a mobility killer. Anything afterwards would enter butchering her kit and need lots of testing
Something significantly more than some basic phase indication was already tested and found easy for a good Spirit to bulldoze through- her breathing bug.
Spirit needs some real, tangible counterplay, or she needs to be hard as ######### to play like Blight.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2372701#Comment_2372701
It's why I said remove the standstill mindgame then the survivor would know, spirit is 110% if you're gonna sit at a small loop when she hasn't got her power you will get hit eventually. Most range killers can hit over or through. Some can trap or stalk but they're all still gaining from that loop. Biggest issue is addons, she can adjust mistakes too easily. But 5 seconds gets you to another loop and more chances to mindgame her
You can't leave the loop, she hears and see's it. You can't do anything. At all. You just try and guess where she's going to appear. It doesn't even have anything to do with standing still, you're just #########.
And the existence of other BS killers that can and will hit you anywhere is a different problem for a different thread.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2372677#Comment_2372677
Okay but so can most killers on alot of loops, shes 110% has to wait for a full power bar, cant see survivors etc. We can all list things for every killer for either side. But doesnt take away the fact most of DBD is guessing and reads even if we remove spirit
https://forum.deadbydaylight.com/en/discussion/comment/2372679#Comment_2372679
Well I think the stridor nerf was stupid. Nerfing a perk for a killer is a stupid reason, but if you struggle with spirit and iron will counters her most why wouldn't you run it? If you dont want to run it then you take the risk of being weaker against killers that benefit from injured survivors and their noise
I'm it sure you understand how to play Spirit. When you get to a loop, you immediately phase. Survivor knows nothing and is making a guess. You choose a side, moving so fast the survivor has barely any time to do anything. All this happens in about a second, meaning you don't have to wait long for your power to return at all. If you and survivor are on the same side, free hit. If not, repeat in 5 seconds.
No other killer in the game does that.
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I can't choose one.
Bond, Kindred, OoO, Spine Chill, PGTW, Ruin, Undying, Inner Strength, Flashbang, Blast Mine, Resurgence, BBQ, Discordance, Whispers, Infectious Fright, (almost) Surge, Counterforce, We'll Make It, and I can't think of anything else I regularly go against.
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@WishIcouldmain said:
That’s pretty much it an indication she’s phasing and add on changes would solve many issues. And keep her strong. No, it wouldn’t make her an awful killer if anyone tells me that you’re overreacting.
That wouldn't solve her strongest and easiest playstyle, which is about to creep into everyone's trials.