MadLordJack
MadLordJack
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She can hear your breathing, vaulting, and your footsteps, see and hear foliage moving, and can "50/50" every single loop with short bursts of her power.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2372604#Comment_2372604
Yes they can. I had a match recently where we loaded in with only 3 portraits. Yes the loading screen can't start with 3 but the GAME can. To make matters worse another teammate quit when seeing it leaving just myself and my friend. Game should have never allowed that to happen was a waste of time.
@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2372604#Comment_2372604
Right now, they can for some weird reason.
It was a thing before but then less gens had to be repaired but then they removed it and instead canceled the game.
That is what is known as a "bug". It's when something happens that is unintentional and undesired in a computer program due to poor coding. You do not balance around bugs, you remove them.
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Trials can't start with 3 survivors.
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@asianfantasy2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2372228#Comment_2372228
Please don't. Hitboxes aren't real, just as their coding team 😂
What?
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@Hex_Llama said:
It does kind of raise the question of why auric cells are so much more expensive in some regions compared to others.
Because it's the same effective price. A currencies international trading value isn't determined by what it's worth within it's own borders.
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Her ambush is completely useless against the current meta (predrop-and-W) and perfectly adequate otherwise. It's not what's holding her back.
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@Tactrix said:
I see a lot of people saying that latency was the issue, and there are many instances where that's the case, however in this one it wasn't because I checked we weren't dropping frames, no one was moving weirdly. She wasn't getting special hits after lunging or anything. And this wasn't a case of where the animation ended and then we dropped. This was 100% a hitbox issue, she swung in a direction that was nowhere near me and still hit me, this wasn't latency, this was bad hitbox orientation.
That's not physically possible. Your hitbox is a pill, her attack is a cone, both have to touch in order to get hit. If she was facing away from you it wouldn't hit.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2369581#Comment_2369581
I will always argue that hitboxes should work in favor of the survivors, not the Killer. If the Killer's ping is that bad, survivors shouldn't be punished for it.
Yes, let's make survivors immortal just for using a VPN.
That's like saying the prompt to activate objects should be randomly placed somewhere withing 4m of the object. Want to vault a window? Run directly into the wall next to it and hope it's the right one.
The killers objective is directly tied to hitting survivors. The survivors objective isn't, or else genrushing wouldn't be a thing.
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Well that wouldn't work, people would just get sweatier and sweatier trials as they rank up to where they shouldn't be
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You don't. They have too many counters and take too long to do anything.
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Keep your distance and use short loops, fake windows and pallets, remember that Nemesis can't actually zone you for free, and make sure you take fast vaults if you and the killer are coming to a window at an angle.
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@WexlerWendigo said:
You realise this happens to survivors too? We aren’t jumping for joy when we get spawned into Hawkins or Dead Dawg, it’s just the game right now.
Also, the game is not survivor sided. SWF are 100% stronger than killers, no denying that. But killers are stronger than solo queue survivors, especially below red rank. If the game made killers stronger as a whole, lower ranks would be elo hell.
I absolutely do, Hawkins and Dead Dawg require actual effort to run. Most maps are just muscle memory at this point but those two have so much ability to ######### with killers if you're creative enough and they both have free gens for relaxation.
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I never use Stridor on Spirit. Ignoring all the other ways you can track survivors, there's certian unpleasant techniques old school Spirit players know of.
Tech iques that have always been more unpleasant that Stridor.
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You wouldn't be able to move. Even on RCPD there's just not enough space to comfortably do anything. Killers would m1 their way to gens while survivors mash against each other trying and failing to get away. The gens would get done in about 50 seconds, whomever was at the gate would get out because the killers still can't move, the slugs would have been heading to the gates immediately if they had half a brain.
Even Bubba, Trickster and Plague wouldn't be able to do much. They would keep having other killers get in the way. In fact, Bubba would bump other killers constantly.
Which means that Myers would actually have it best out of the entire cast.
Edit: Myers with STBFL, because there can only be one obsession.
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You have a much bigger advantage than most PC players.
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@Dwight_Fairfield said:
Well hopefully us console peeps can enjoy this event lag free.
I know, right? DbD decided to not properly load in the sparkle glitter assets last night and I had a trial where the game stuttered heavily every time a sparkling survivor entered my FoV.
The definition of event-induced lag.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2370949#Comment_2370949
The bp economy will never recover from a bloodhunt immediately after an anniversary event. The way i see it, after the bloodhunt is done its gonna be ultra-rare add-on city for weeks.
Do you play this game at any ranks above 9?
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First, it's just a bug. Second, have a lovely taste of what DbD used to be, with fair chases and an inability to hold so much W.
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He needs a bit of a rework. T1 is a complete detriment and T3 is underwhelming.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/2367216#Comment_2367216
I would also actually appreciate The Miner from My Bloody Valentine, I love that you can easily categorize each chapter and the characters within them into a different subset of horror: The Hag and The Huntress are representatives of Folk Horror, The Blight would be Body Horror, The Doctor is Psychological Horror, you could arguably place Nemesis as a Sci Fi horror killer on account of being a scientific creation with the purpose of being a bio-weapon (but true sci-fi horror is something DBD lacks, and would probably best be welcomed in the form of the Xenomorph or Predator), though he's not a killer Ash Williams is a good representative for Comedy Horror, Bill Overbeck represents Zombie Horror which is apparently an entire sub genre on its own (although Nemesis does now have actual zombies so there is that) etc. so on and so forth all of them for the most part under the umbrella of slasher conventions and the slasher genre.
The Miner and My Bloody Valentine are another excellent representative of Holiday Horror, which exist in Dead By Daylight in the form of Michael Myers, and the Krampus legendary skin for Trapper.
But any additional characters that really fill the demand for other genres to be more greatly represented in Dead By Daylight (we've got a lot of "sort of" Sci Fi horror chapters but not really what I would call fully in that genre, nothing that I would really categorize as Gothic Horror [Think Dracula, the werewolf, or a killer with some romantic elements IE Miss Smithson cosmetic for Nurse], and obviously only a few representatives for Holiday Horror.
Bolstering up these genres with more chapters and characters that fit in their veins is an excellent way to diversify the kinds of stories within DBD. Long way of saying yeah, My Bloody Valentine would be cool.
But not as many people know about it so I didn't add it onto the list.
https://forum.deadbydaylight.com/en/discussion/comment/2367220#Comment_2367220
A topic for an entirely separate thread. The fact is that they're going to release new licensed characters anyway, and the community voices their opinions on what they want to see within the game.
As important as game health is it is just not relevant within the context of this thread, as its just not what this particular thread is about. I'd appreciate it if people would stay focused on the topic being discussed.
https://forum.deadbydaylight.com/en/discussion/comment/2367649#Comment_2367649
I'll never understand this line of logic because it's so reductive. It assumes that there is absolutely nothing wrong with the concepts and live balancing for original killers that they're more or less perfect on their own, and it goes a step further and undersells the unique aspects of the kits of various licensed killers.
Michael Myers was released in 2016 and was the very first killer to play around with the idea of a reduced terror radius and not a full blown stealth ability (though he would have access to this in Tier 1), a concept which many killers in the future would take note of: Huntress, Spirit, Deathslinger, Trickster, etc. so on and so forth. His ability would also do a great job of referring to the plot progression of the Halloween movies (and many slashers in general) the threat of a creepy stalking serial killer is established in the beginning, the threat escalates throughout the middle of the film as he begins to maim, injure, and kill people, until finally climaxing when the menacing presence of the masked figure bears down on the protagonist.
Freddy had the most significant overhaul to his power to date that was very much a complete success in its entirety, and still stayed true to the concepts of the original films. Referencing multiple different scenes and moments of the films and the character of Freddy Krueger within his kit: the oversaturation and exaggerated use of blood in the films comes across clearly in every part of his power, generators which spurt blood, pools of blood which operate as snares, illusionary pallets which explode in a shower of blood.
The dream projection is an accurate way to represent Freddy's omnipresence within the dream world, the illusionary pallets of the misleading nature of dreams and nightmares. His blinking in and out of visibility at greater distances a reference to his overall surreal nature and being invisible while carrying another survivor (using Pill Bottle Add-on) is a direct reference to the moments in the films when Freddy invisibly drags characters who seem to levitate up the walls and across the ceiling in gruesome deaths, that would be Tina Grey's death in the original film, Julie's death in Wes Craven's New Nightmare, and Kris' death in the 2010 remake. The blood pools themselves are references to the stairways which turn to mush beneath nancy's feet in the original nightmare, the blood hallway in the 2010 remake, and the chest of souls in Nightmare 4 (the implication is that the blood pools contain the trapped souls of Freddy's victims).
The short of it is there is a LOT more thought and effort that went into Freddy's kit that people give the devs credit for.
And I could go on and on like this for many of the other licensed characters but frankly I burned myself out writing about Freddy, and I'm sure you get what I mean by now.
Licensed characters are not as limited as you'd think and just because we're familiar with them and can more easily predict what their powers are likely to be doesn't necessarily make them any less creative or unique within the context of the game itself.
There's a lot lot more to say about your comment but I've burned myself out on it at least for the moment and I'd like to respond to a few others.
https://forum.deadbydaylight.com/en/discussion/comment/2367667#Comment_2367667
Uhhhhh, the Aliens from A Quiet Place? The Blind Man from Don't Breathe? Wait- Stranger Things, I would say Stranger Things is iconic- a little bit.
It's an interesting question- but the point is that Dead By Daylight is more or less a tribute to the slasher genre most popular from the 70's to the 90's, and similar horror that grew out of that environment in those decades. It's why I and many others want to see characters that came from that place in time, there's a culture about it that is more memorable, authentic, and original. Not to say that culture was any better or worse then, just to say that slasher horror specifically was at its peak around this time.
It's also that many of these characters never got the proper opportunity to be revitalized in the interactive and immersive medium that is video games- on a level that films cannot achieve (again, not to say films are any better or worse in general- just to say that interactivity is the most successful purpose and aspect of games today). This isn't true for every character on the list- The Predator, Jason, the Xenomorph have all found their way into video games in some form or another (the quality of said games however, is entirely debatable) but Pennywise? Candyman? Pinhead? The Thing?? Chucky??? Not that I know of personally, although their legacies may have influenced future video games (The Thing - Deceit). But the characters themselves are what I'd like to I'd like to see translated into video games to be interacted with in a fundamentally brand new way that they never have before.
That's personally the reason why I value the presence of those characters more than other licenses- for example if Nemesis never came to Dead By Daylight- that's okay because I could still play RE3 remake and experience The Nemesis through that title. A better example might be Mr. X from RE2 remake, since he's not even in DBD and again that's okay too. Obviously this extends to other licenses like Fnaf, Slenderman, etc.
https://forum.deadbydaylight.com/en/discussion/comment/2367706#Comment_2367706
In the original post I never used the word slasher icon, since Dead By Daylight has kind of broadened its horizons from humble beginnings to encompass the horror thematic in a much more general overall sense. However, I'd like to point out that in order to qualify as a slasher you just have to use a slashing (cutting) instrument, ex: hag has claws which still "Slash" even if its not your traditional knife or machete or whatever. And indeed likewise, many of the characters listed have access to slashing instruments: Predator has his wristblades, Chucky himself most iconically uses a generic knife (he's seen holding one on some of the most recognizable cover art for Child's Play), Candyman has a literal hook in place of his cut off hand, Pinhead levitates hooks attached to chains, The Xenomorph has sharp claws, teeth, and a tail whip, and Pennywise iconically turns his innocently harmless white gloved hand into werewolf claws.
The only character on the list that doesn't have conventional slashing instruments is The Thing, but that's just too spectacularly well crafted of an iconic horror movie to not consider for Dead By Daylight. Also it'd fit the role of the requested shapeshifter killer the community has been requesting since 2016 (if the devs can just put the thought and energy into making it work- even if its a secondary power that isn't the sole focus of the kit) which is why people want to see The Thing.
Also also and more importantly, "iconic" is used very loosely in DBD simply for the fact that Horror itself as an entire genre (meaning everything, Slashers, Paranormal horror, Thrillers, everything) is in itself, a niche genre. Understandably, not everybody is into being scared (insert some whiney guy saying "dBd iSnT EvEn HoRrOr") and the target audience for horror is much smaller than say action or comedy films. So iconic is used more loosely, just because there are frankly many, many, many more people that don't watch horror than people who do. I could show pictures of Michael Myers and Jason Voorhees to my parents who were both born in the late 60's and they probably wouldn't be able to tell you who the characters were except that they looked familiar but didn't know their names and are just "those creepy serial killer guys", just because they never watched those films and got into that kind of thing.
Also also also and even more importantly: Ghostface's position on that list is entirely well deserved and cemented as an iconic figure of horror- The Scream Films singlehandedly revitalized slashers through smart films that both parodied and immersed themselves within the well known conventions and tropes of a slasher film.
Mathieu Cote, game director put it perfectly in the Behind The Scenes video for Chapter XII - Ghostface uploaded to Youtube:
"If you take any random people out there and you ask what's their list of the top ten killers in the world of horror- Ghostface is gonna be somewhere in there."
And Creative Director Dave Richard said in much more blatant terms:
"Ghostface is a character that's been requested so often by the community, and we're so stoked that we finally have him in game. Ghostface is- is a legend."
DbD is a slasher game based on the slasher genre and slasher tropes, the gameplay itself is supposed to revolve around it which is why looping is being phased out. That means the Devs aren't obliged to anything but slasher icons. And an icon is just the most recognisable symbol or example of a thing, so that basically translates to "show some random in the street and see who they recognise because horror nerds will recognise everything and render the test pointless".
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A 115 killer is better than a 110 killer. Because in the PTB, it was better to never even use your power.
Although Twins were just as bad as Ghostface.
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Yup, that's been my experience for the killers I've played. Except Ghostface, he probably belongs in the second catagory. Although his reveal mechanic is bugged as hell anyway, so...
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@Phasmamain said:
From my experience the game isn’t really that toxic. At least compared to games like OW and siege
Ah, Siege. The game where the anti-toxicity measures were abused to enable toxicity.
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You gain shards faster at lower levels than higher ones. The larger reward is greatly offset by the slowed leveling.
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Huh? The grind is constantly complained about, just like all the other problems the game has. The complaints just wax and wane as people get sick of being ignored by The Great And Holy BHVR, til the frustration mounts again.
Maybe if they actually did something about this most basic and easy-to-solve problem, there would be one less thing to complain about.
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If it's actually possible to report them, it's probably best to. It could be someone somehow launching a bot attack against you, given the consistency.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2370055#Comment_2370055
The main issue with the reporting system is that the game doesn't save a match over view data set(Or whatever its called).
Effectively in most online games the servers record data points(Such as X,Y,Z data of each player and statuses) but not raw footage.
What this allows most devs to do is see if there's an impossible action happening such as survivors healing themselves impossibly fast as they'd either instantly change from injured to healthy or enter the healing state and finish before its mathematically possible to.
Or for more obvious ones such as killers using the wrong power or survivors running at impossible speeds without the proper statuses or gaining said speed statuses in impossible conditions. Or moving into impossible axes such as flying around the map.
So because DBD doesn't have this all the useful things above aren't recorded and thus rendering the reporting system nearly useless without filing a ticket with video evidence.
It's funny how BHVR get away with shite that modern gamedev teaching studios instantly fail you for.
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Is this supposed to be a replacement for the current chapter? Because I like the current chapter. A killer with a unique form of map pressure, a strong chase, and actual counterplay that isn't the W key, a lot of strong and/or fun perks, two new survivors, and... Okay, the map can go burn in hell, that should never have made it through playtesting. There's so much they could have done to make it a DbD map that they just didn't/couldn't do.
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Bad Spirit's are going to start short-burst plays instead of sound sniping. Which has always been stronger.
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@GrimoireWeiss said:
Nah. Tinkerer sucks on Spirit because you can hear the whooosh no matter where you are when she is undetectable.
The Undetectable status isn't why Tinkerer is meta.
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If it's communication abuse, the chat logs get looked at. If it's anything else, the report just generates a flag that does absolutely ######### nothing at all in any way, shape or form. It's just a marker so that the extremely tedious report that you have to submit (despite the fact that it should only be for gameplay abuse because it should be impossible to hide hacking in the log files).
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2369963#Comment_2369963
Then what difference does it make thar trees are round? It could have 37 angles and it wouldn’t matter if the chain just goes through everything. That’s what I was responding to more than anything else. Yes, I got it, straight line, it’s not an object, no collision for some reason.
It matters because your personal hitbox doesn't stick to it.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2369832#Comment_2369832
like other survivors say ill use the same words, maybe some maps are better for killer than survivor? , or play on the map and practice or play RE:2
Every time anyone brings up all the horrible points of that map, an RE megafan goes and tells us to buy and play a completely different game in an idiotic solution that doesn't even fix any of the maps problems.
Maps shouodnt be anything-sided, and especially not to the extreme that RCPD is. It is by far and by default the most survivor-sided map in the game. Even if it had no pallets or Windows it would be the most survivor-sided map a la old Rotten Fields
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2369787#Comment_2369787
No, it goes THROUGH the tree. Not off. Not around. If the chain is on the right side and I walk left, it goes all the way through and out the other side.
Yes, several people including myself have already said that this is how it works. The chain is a straight line. Point A to point B, no deviation, like a magical forcefield. It's not a real chain. It cannot get caught on anything, it doesn't have a physical hitbox and you lose your collision and become frictionless, meaning that slapping yourself against a tree won't do anything except make the chain break slightly faster for the brief window where it was passing through the tree.
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It's an interesting perk but it gets mega cucked by self care, medkits and Inner Strength. If it activated on self-heals and had a smaller activation radius, I would absolutely use it more. It might even become my primary tracking perk.
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@Max_A_Poweroo said:
https://forum.deadbydaylight.com/en/discussion/comment/2369803#Comment_2369803
I had somebody do this exact thing to me this morning. Funny thing is, it didn't work because they ended running right into the killer and getting downed. They then tried to suicide on hook, I saved them off the hook, then they wouldn't let anyone heal them and got death hooked about 2 minutes later. Good riddance, I said.
One of the most memorable moments I've ever had was when a SWF duo tried it on me and the other solo. Full in, throw the pallet and spam vaulting kind of sandbagging. we immediately teamed up on them, I ran into the killer and used Bond/IW/Lucky Break to kite the killer over and dissapear while the other solo threw a bunch of pallets early and farmed the crap out of one of them when she was hooked the basement. The other DC'd when she was downed only a few metres away from me.
The killer was so confused as to why me and the other solo were laughing so hard in chat after losing so hard.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2369795#Comment_2369795
I don't agree, its not "two mother's dwellings", It's also not hard to find the gens for me either. You gotta have them roll out the red carpet to each one?
You can't disagree with facts, it's been timed. It takes just as long to traverse from one side to the other, and it's two floors.
And yes, I would like there to be some indication of where the gens are. Outdoor maps have the giant pole, every other Idoor map has the flickering lights/signs or closed doors. As far as I can tell, RCPD is the only map in the entire game that has zero indication. You just sort of stumble on them or hear someone else working on them through the walls.
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Killers can't catch good survivors thanks to all the unplayable tiles. The pier might be my favourite tile to run as a survivor.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2369779#Comment_2369779
I am nearby, but it's literally right at the start of the game. They're instantly doing this. The killer isn't anywhere near us yet.
Sandbaggers. They're using the notification to draw the killer to you so you get chased I stead of them.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2369774#Comment_2369774
Well, that would take a few weeks seeing as they'd need to send that hotfix to consoles first for testing before it will be uploaded live.
A few weeks is being generous. Maybe they'll surprise us all and release it with the midchapter or the first hotfix, though.
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@SnakeSound222 said:
Unfortunately it seems that way. A lot of these RPD complaints would likely go away if it showed up because people would be able to learn the map.
No, they wouldn't. It's a cramped indoor map, so no powers, that's the size of two Mother's Dwellings stacked on each other, so absolutely no ability to ever pressure gens in any way, with nothing but God pallets/windows or useless pallets/windows, so both killers and survivors hate it, and it's the most W-friendly map in existence.
None of which will ever be solved by learning the layout. That's just the crap-flavoured icing.
Edit: Also, I forgot, it's nearly impossible to find generators.
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@VioletCrimes said:
Let me clarify: I’m already shot and he’s reeling me in. So I walk sideways to force the chain against a tree to stop the reel. The chain passes right through the tree.
It's a tree. It's round. You're just going to slip off it because you have no collision. Like trying pressing a greased football against another, smaller greased football.
Deathslinger's chain is always a straight line between you and the killer. Forcing objects through that chain speeds up the breaking process, but it doesn't stop your movement or give you a free escape. For that, you would need to get wedged into the debris around the map.
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If you're nearby, it's almost definitely sandbagging. There's a slim chance it's that one pallet challenge, but it's probably sandbagging. Trying to get the killer to chase you so they can go wherever griefers go.
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I got both crowns, but I didn't bother trying til the bug was fixed. It might be that your save is bugged because you unlocked the crown early and now you just have to wait for the Devs to patch it.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2369436#Comment_2369436
I was being sarcastic. Camping, tunneling, slugging are all strategies and not a problem. Devs have said this over and over again
More to the point. People keep suggesting ways to "punish" killers for camping. Yet never offer up a way to compensate killers. Camping, tunneling, slugging are all ways to create pressure. How should killers be rewarded in the form of pressure on the survivors. If you make something like camping less viable
Do to map size, set ups, etc. It can already be difficult to create pressure as a killer. We don't need one of the ways to do so ruined.
If people are quitting the game because of a particular strategy, then it's clearly a problem. Very, very clearly. I don't see how anyone could ever dispute that.
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I don't know, it depends on the survivors. Too much of a rainbow to really tell. If it's 4 rank 1's? They're probably escaping via genrushing. Might get 1 kill because they don't save their teammates.
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Yes, because there's more killer dailys so it's weighted towards them. Survivors have... 4? And killers have about 24-25. Each individual killer power, plus the Mori and chase ones and probably one I'm forgetting.
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@TheClownIsKing said:
After all this time it’s still a decent perk. I swear more survivors in red ranks should be using it. I play solo in red ranks, and the amount of times the rest of the team 3 gen us... grr. Makes my blood boil.
I mostly just see killers camping out a 3-gen. And at that point, it's a 3-gen. Doesn't matter how many other gens are on the map. In fact, it's better to do them out first so the killer cannot have a backup 3-gen and start the whole process all over again.
Which is actually why I stopped running Deja Vu. I should probably go back to it now that I dont see 3-genners so much.
Edit: well, I say that, but I literally had a Wraith and a Blight camping a 3-gen back to back tonight.
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It's funny when people try to trash on a competitive perk. Just goes to show the difference between solo que and sweaty 4-person teams.
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@DangerScouse said:
100% agree. I'm a killer main right. I have a slight issue with Gen speed, but gen rushing is a nonsense term. If survivors want to get gens popped as quick as possible they are entitled to, and it ain't that hard so crack on.
On the flip side, if I want to go after the hurt survivor, or the strongest player, or the one with the key, etc etc etc..... you can be darn sure I will. Its not tunneling.
That is literally the definition of "tunneling". I'm not sure how you can tell yourself otherwise. Going after one person and ignoring everyone else is where the term "tunneling" comes from.