MadLordJack
MadLordJack
About
- Username
- MadLordJack
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@PigMainClaudette said:
So, we're comparing two completely different games and perks that affect their unique forms of gameplay?
Sure. PGTW is easier to pull off, and guaranteed value. DS activates ONCE maximum for a 5 second stun, since there is nothing stopping a killer eating DS early.
To be fair, DS isn't hard either. It's just an Overcharge skillcheck, and you can easily use it aggressively, or simply not equip it and get psychological value.
They're both pretty game-changing perks, but one works slowly over the course of a match and the other instantly turns a situation around.
-
@RakimSockem said:
Since when did For the People give you 120 seconds of invincibility???
Because you can combine it with No Mither and ascend.
-
Yeah, I had a survivor today that mysteriously lagged like crazy whenever I chased her and made it an absolute nightmare. When I wasn't around, her ping was averaging 20-30.
Funny that.
-
Not a specific programming language (they're complex and I haven't had to think in one in years), but a simple and general gist:
If status SWF=True, itemLock = true, perkLock = true, LockPerk(insert OoO here)
perkLock: duplicate Perk = False
itemLock: duplicate Item = False
LockPerk: perk is permanently disabled.
If invitefriend = True, SWF = True
Clearly not super adequate, not written in an actual language (though it's close to the more basic ones, I guess) and I literally came up with it between matches at 1am. Definitely doable.
And as to your last question: Yes. If someone loads in with medkit, all of yours get greyed out. If you both do, they both get unequipped or the first person to establish a connection gets to keep theirs. If you're sitting in a lobby, anyone else tryong to bring one in whom you invited gets it unequipped. Specific perks get unequipped and greyed out as well. Naturally, there's a lot of UI bugs and potential circumnavigation that need to get ironed out, not to mention the game-breaking shite that happens when you change something. Seriously, writing code as complex and convoluted as a videogame is like playing whackamole. The difficulty is in what you accidentally create as a byproduct, not the initial creation.
-
2 DS's? Sure, I can see absolutely no problem with this in any way, shape or form.
-
There's no point running altruistic perks in solo que other than bragging rights. Actually being altruistic? Yeah, no kidding that's the right play. Til some absolute arse DC's as you pull them off the hook, which literally happened to me as I was typing this post.
-
Yeah... That's a lot of info even in solo que. And the downside is barely extant, too.
-
Get a stopwatch and time it. If you really are having it run out super quick, it's a bug and it needs reported.
-
Kindred, Resilience, Spine Chill, We'll Make It. Vault Build + good unhooks.
Whispers, Bitter Murmer, Sloppy, Deerstalker. Every other perk absolutely sucks.
-
Because tunneling is a thing, and if I see someone getting tunneled I'm gonna bodyblock. Not accusing you, just throwing out a scenario I occasionally come across. Even if the Myers in question pops a t3 and immediately hooks me, I still extended the game by a drastic amount.
-
I have almost every perk on PH at tier 3. BBQ hasn't even shown up.
I feel your pain. Stay strong. We shall prevail and finally unlock the holy Bloodpoints.
-
Hag is one of only two killers in the entire game whose playstyle revolves around not giving a single shite about gens.
That should tell you how scary she is.
-
DBD is not the kind of game that you can pick up in a hundred hours. Keep at it, rank up, go against better killers when you have better skills/game knowledge/teammates.
-
Hag is a very, very powerful killer in the right hands, and even in the wrong hands she's an absolute noob stomper.
-
@NEETQT said:
https://forum.deadbydaylight.com/en/discussion/comment/1579932#Comment_1579932
sir u do realize playing spirit isn’t that difficult at all right
With Stridor and good sounds. Otherwise, you only have as much info as the survivor.
-
To add an overused downside so people cannot complain it's OP or gets used on every killer. Not that the perk needs it - it's worthless against SWF.
-
Removing perk tiers and doubling bloodpoint gains at base. Not only would it massively reduce the grind, but everyone could always be using good items and add-ons.
Edit: also, removing the brown BP offerings. They are literally a waste of both BP and an offering: they cost 3k BP and make, at most, 4k. And that's only if you max their catagory. You need to at least fill the catagory by three quarters (6k BP) to break even. Yellow catagory offerings aren't any better, either.
-
Uh... No. Even ignoring that they would almost never be used, they would be extremely, EXTREMELY unfair in the rare situations they are. Imagine Devour on steroids: that's what these kind of perks would be.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1579941#Comment_1579941
Blood Amber on a Skele key with his perk though; 7.5 extra seconds of aura reading (with Streetwise, even more). And you can open the hatch too.
Just because it's not the strongest loadout doesn mean it's not damned close. I'd take it over anything but a bloodamber skeleton key or supercharge medkit.
-
Deliverence is literally free gen time. The best SWF's I've gone against all had a few Deliverences. No other perks required.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1579183#Comment_1579183
Green keys should be deleted bc of their strength
I mean, you can joke, but that Blood Amber on a green key w/Felix' new perk...
-
I mean, you said it: Freddy. I just HATE how easy he is. At least if it's a Nurse or Slinger, I know the person murdering me is actually good. Freddy could be played by a blind monkey. That's not to say all Freddy players are bad, it's just... There's no litmus test for it. Nurse has to be on point with her blinks, Slinger needs to be a crack shot, Spirit needs to be so far in your head she knows what you did when your boss asked for a coffee... He's just so simple and easy with little to no required depth (he has depth, but it's mostly flashy showy stuff that you don't need to learn and isn't at all required).
-
Screw kills/escapes. This game should have a more clearly defined and in-depth pip system that takes into account items/add-ons/perks/tile placement/map colour palette/if someone sits on a gen w/second chance perks/if someone basically camps and tunnels. Also, the survivors wins should be based around how many of the team escapes - martyrs should get the same reward as survivalists, but using the hatch should have a shameful "you-couldnt-play-the-game" tone.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1578622#Comment_1578622
they play with 3 perk all game and it can be easily taken out before hitting anyone with it.
not what the killer do to earn it it what the survivor didn't do that got it earn for the killer.
like ds is a anti tunneling perk(which it isn't) noed is like anti genrushing perk.
First point is a lie. Or at least, it only applies to full SWF parties. Even running Detectives Hunch or Small game you will waste too much time an probably not finish the gens, and that's assuming the killer actually HAS noed. If they don't... You are throwing the game for nothing. There is nothing "easy" about denying NOED, which is why the only real counter is to just leave the poor teammate to die. Short form: cleansing totems will kill your team more than save that 1 person.
Second point... Still isn't fair. You shouldn't ever be able to equip a perk that forces your opponents to complete a second objective, much less one that is as brokenly stupid as totems AND that doesn't even give a notification as to whether or not you have the perk.
Third: Genrushing isn't a thing, or at least it's not a thing the absolute significant majority of the time. How many teams have you gone against in the last week with multiple Prove Thyself, Resiliance, BNP and who left their teammates to die in order to finish gens?
-
At red ranks you need about 9 hooks, 30 hits, rapid chases and an overall 10 minutes of having at least 1 gen incomplete. You also need to keep spreading damage and not instadowning people OR having chases that are TOO quick. You also cannot stay near the hook for long for any reason and cannot let survivors heal too much. Killers like Wraith and Legion get insane pips because of rapid chases (his cloak mechanic is broken) and massive hits (legion be the good Stabby).
And survivors need a gen, a heal, a chase, an unhook and a totem. Kinda unfair, but hey: it gives me a goal to work towards when I'm playing survivor.
-
Almost every match would be genrush central. And yes, I mean genrushing: sprinting from gen to gen, leaving people to die on hooks to finish gens as fast as possible because the killer will snowball if you dont because without perks they'll only be playing the absolute strongest chasers.
-
The problem is that in most maps, the survivor can just outpallet you and you don't really have a clear right play. If you leave, they'll stop giving you strong pallets and you'll have to worry later because anyone you hit can make it to the still-strong area. If you commit, gens are a thing that survivors occasionally very often do.
-
Yeah, I kind of agree. It's not a very fair perk - it's "counterplay" is stronger than the perk itself, and it's mostly just a perk to secure a single kill. And even if it's not, even if the killer manages to turn multiple escapes into multiple kills... What did they do to earn that? Play with 3 perks? That's not "earning" anything, or WGLF would just be a flat 100% bonus BP's.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1578546#Comment_1578546
it can be used as a anti-tunnel perk but it really anti momentum perk.
Honestly, I've come to regard it more as an additional hook state. I'm not super sure how happy I am with that, but it's just how I calculate it into my trials.
-
If you're new, you should only be getting matched with other new players. And even if you're not... Well, it's pretty unreasonable to expect someone that just started to know every perk, killer, tile, map and stratagey like the back of their hand.
Just listing all those things makes me realise how much I have invested into learning DbD. Damn. I may have a problem.
-
@NekoGamerX said:
if you don't know you must be the most toxic person in match,also if it egc you need to tunnel and camp sometime sorry
also I been hit with decisive head on flashlight combo.
another thing you can easyly be hit with DS when your not tunnaling that because DS IS NOT ANTI TUNNELING PERK SO STOP CALLING IT THAT.
But the Devs literally called it an anti-tunnel perk. I don't know why a certain community manager said they didn't, but there was a well-circulated screenshot of them claiming the perk that only activates if the killer tries to hook you after you were recently hooked to be an anti-tunnel perk.
-
The sheer number of times I have been sandbagged by people doing this is insane. Just leave, go do a gen, and don't get mad just because I cleansed a totem and proceed to genuinely sandbag me because I didn't give it to you.
More than one person can run the same perk.
-
@Almo said:
No it is not bannable. They die after a while, so you can't hold the game hostage with it.
It's not particularly nice... but since when are Killers supposed to be nice. :)
So you want a game where everyone hates each other?
-
@YehBoiGoku said:
Lol we need more of these type of people in the game.
We used to. Nowadays they get bullied, BM'd and even cyberstalked.
-
I think there should be an actual downside to being the obsession, like the Devs seem to think there is (if their DS rework post is anything to go by). Imagine if DS never got changed, but suddenly the obsession did everything (including running) 5% slower. Natural DS nerf: suddenly no-one wants to be the obsession, who is actually the character the killer is forced to ignore for most of the game if they have obsession perks.
-
As someone who plays both sides pretty much equally... Everyone hates me 'cause I'm not in their camp and think everything is BS.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1578212#Comment_1578212
What exactly is your point pls?
This game started as a "Dark Souls" and turns into a "Super Mario". Don't hit ruin skillchecks, nerf. Doc is annoying, rework. Legion is weak but I can't escape a chase, rework. Most of the changes cater to laziness. Free BP for getting mori'd? It's not me who is asking for hugs.
Uh... Dark Souls? Huh? That would imply that it was ever fair, wouldn't it? Either way, I don't rember the last time a boss watched me fail a tech and stood there shaking their head. Or pulled off the instaheal tech and t-bagged her healthstate away. Or just ran around the same pallet getting hit even though there were a dozen more to play.
DBD, even a year ago, was way more chill than it is now. In fact, I'd say it's probably harder these days: killers ran out of mercy, and survivors ran out of patience.
-
Suiciding is in the game because the Devs like it. In their words, it represents the survivor losing all hope of escape and is thematic. Why they keep it in, yet impliment DC penalties, is beyond me.
-
The funny thing is that the DS stun was buffed from 3 to 5 seconds because of Enduring. Then Enduring was nerfed so the interaction no longer mattered, but DS... Wasn't changed at all.
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577654#Comment_1577654
That means there is no good survivor and no good killers based off of your logic
How? Please explain.
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577106#Comment_1577106
Decent? At what gens? Any killer would lose. A counter to the killer role shouldnt be a counter to a specific killer in retort to a true statement that spirit has no counter. If they are good at looping well that means nothing and if they hide well they arent food survivors
You are confusing "skilled" and "good," although there is little skill to survivor outside of an m1 chase. Good survivors are the ones who always escape.
-
That's a thing that many games do. I'd be down for it, so long as it knew the difference between hitting that DC button and a game crash.
-
Yup. I be often do the potato. Be potato killer. Be potato survivor. But be GOOD potato. Perhaps potato that potatoes on gens for that potato roast.
-
@Some_Dood64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577580#Comment_1577580
True. Still, I remember the DC penalties being removed nearly a day after a Twitch streamer got banned for an absurd amount of time after a normal match, which he then contacted Behavior about the problem. I assumed that was the main reason.
There are reasons to DC, and sometimes people shouldn't be banned for a faulty connection.
But, my argument is that people shouldn't get mad when they know their connection is bad, and they get punished for leaving a game.
Bugs are another can of worms. That's completely understandable, because there is nothing left to do. It's not a reason to remove a penalty, I think it's more of a push to fix said bugs...whenever that happens.
Suicides at least gave killers points for their sacrifices, and allowed them to at least get a chance at having fun. With DCs, they only lose 10k BP's and the killer gets to lose a pip or two, maybe even going as far as to not even get 20k BPs at the end. Aside from BPs, it's just torture for a killer to go through a chase, win said chase, and get punished by the loser with a simple leave, and the survivor doesn't even get a slap on the wrist. Either side can get into scenarios, but killer DCs don't effect survivors as much as the other way around.
Point being, there needs to be something in place to prevent others from getting other's experiences down with leaving the match. Slap on the wrist, or a can of whoop-badword, something. Anything. People can just abuse the system as shown above as of right now, and there is nothing the player can do about such a thing, which will discourage them from even trying.
Obviously, not every player will do this, but there has to be something to at least slim down the numbers.
TLDR: While there are genuine reasons to DC, bugs should be fixed whenever possible, and faulty connections are a player's own fault. A penalty should be required for a ranked multiplayer game where one DC can ruin the experience for everyone.
Faulty connextions are not the players own problem. That is a rather arrogant outlook. Even assuming their house had a download/upload of 100kbps... That's still not their fault, as people always get the best internet access they can, with consideration to financial and living situation. That argument has merit in the competitive scene, sure, but that's not DbD. They most certainly shouldn't get punished for it.
And I wasn't even talking about that - the game itself is incredibly faulty and unstable. The servers regularly drop people for no apparent reason, despite their personal internet connection. I have friends that with an average of 20 ping (which means they are almost on top of the servers) and absolutely ridiculous internet speeds, and they still get dropped on occasion even despite being the most privaleged of the privaleged in terms of "controllable" connections.
-
The entitled survivor mains that complain about regression stacking and don't seem to realise that there's a total of 2 killers where it's even effective, and even then 1 of them is Legion.
The entitled killer mains that complain about second chance perks whilst deliberately and unashamedly tunelling and camping.
-
DC penalties didn't just hurt because of hackers. People would get banned for losing connection, or be trapped in a game getting held hostage, or just get trapped in the side of a hill. And guess what? Suicides still happened.
-
If someone brags about "winning" after stacking the deck, you can pretty much guarantee that they need a hug IRL.
-
Usually I just switch teams. Otherwise, I meme and chill. Maybe farm some BP with the Freddster (he's insane. You can let everyone escape and get 28k BP. I love it, although I don't know if its broken or not. Either way, its the only way I don't hate myself for playing Freddy).
Sometimes I'll do some wierd stuff... Like throw on OoO.
That's it. Just OoO. No other perks, except maybe some WGLF. I don't even know what I try to do or prove when I do that sort of thing.
-
@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1577389#Comment_1577389
Buddy, that's easy to say until your ass gets yoinked. By a ring+prayer beads.
How long has it been since you played DBD? Prayer beads literally work the opposite now - everyone can hear the vacuum effect and knows when the Spirit in question is phasing.
I'm also not saying Spirit is a fair killer, just that gen speeds wreck everything. Even other survivors that are just trying to have a good time.
-
Spirit vs any team that does gens is going to lose. SWF not required.