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MadLordJack

MadLordJack

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MadLordJack
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  • The survivor perks are fine. Nothing will ever shake up the meta, given that the meta revolves around broken perks, broken combo's and general laziness. I'm certainly looking forward to using them, they seem pretty solid.

  • Lethal Rush is a special attack, not a basic attack. And Unrelenting/STBFL don't work together or compliment one another in any way.

  • Mine went down a bit. Used to be 10 minutes, now it's about 7. I guess there's more killers on console.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554380#Comment_1554380

    You wanna tell me that legit DCs are more often than "I got downed first" DCs?

    Does one mean that the other should be punished?

  • @Zevlow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554347#Comment_1554347

    I get how it works. If you die with an item you lose it and what not. My point is why would they make it so I have to buy that to get to the rest of my options? It's really annoying, in my opinion, to have to buy something just to lose it. If it was a worse version that was permanently keep or if it was on a separate purchase area, I'd be fine: however it was dead center of my web, blocking my perks.

    Because that's how their game's economy works. You earn BP, you spend it on (what are supposed to be minor and fair) advantages, and eventually earl perks. They haven't really changed it from when there were 30 perks. Is it outdated? Yes.

    Welcome to DbD.

  • @KeredDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554389#Comment_1554389

    Yeah no ######### what im saying is its super ######### annoying, itd be a bit more fair if it was every down and not ever m1

    How would that be fair? Items are not a necessary part of the game in any sense. It's simply a perk that removes advantages, not creates them.

  • If you're on PC, use filters. Otherwise, just pray the Devs actually start caring. Although it's been 4 years now.

  • No joke, the only reason it's not OP is because some maps have crows way too far and few between. If you've ever run it in a smaller map, you'll know what I'm talking about.

  • Foliage should never hide scratch marks. It's insanely counterintuitive. That being said, if they keep the audio changes and make it so that killers can actually hear survivors footsteps like they used to, then who cares. But, thanks to some absolute moron (and yeah, whomever came up with the idea to remove sounds from a chase was a complete moron. Sorry Devs) scratch marks and blood are the only tracking tools killers have left... And they get hidden by foliage, the most common prop in DBD. And even when there's no foliage, scratch marks are notoriously unreliable because they want people to run Predator.

  • Yeah. That's the point of the perk. Removing items from survivors. That is the only time it gets any value.

  • There are actually a lot of legitimate reasons for DCing. One is the fact that the game is pretty damn unstable. Another is the fact that the game is pretty damned buggy. A third is the fact that not all non-bug-related DC's are ragequits: A lot of people have decided that holding the game hostage is the way to go.

  • I DC because the lobby crashed or for comedic effect.

  • I'm confused... Did the item just not appear in your inventory, or did you die and lose it and just don't really understand the concept of in-game economy?

  • No jokes, that would be great if second chance perks and regression stacking didn't exist. But they do.

  • DS is only necessary if you're you are genuinely awful at the game and/or like to pretend that the killer touching you whilst it's active is "tunelling."

    Gen regression/control of some kind is absolutely necessary as killer, but basekit pop is just lazy. A trial warmup of some kind, as suggested by Otzdarva and Scott Jund, would be the better way to go.

  • The game needs to reward people when their opponent is bringing in stronger items/perks/killers/offerings than their level of preparation. The only thing worse than SWF/Prove Thyself/DS/UB in Haddonfield is both the game and survivors pretending they earned their victory and didn't have every advantage under the sun.

  • They need to shorten his reload, increase the slowed time, and increase his gas spread speed.

  • In an ironic twist, 3 games in a row I got DC'd the first time I downed someone. I've learned that some DC's are maybe not as salty as one might assume. Although I also don't get the "I rage quit" tone whenever someone DC's any more and I don't know why.

  • I have never felt the need to run meta builds. I just haven't. I rarely come across facecampers. I rarely come across tunellers. And I'm not a perk-abusing moron that thinks DS exists to give free gen time so long as there's a locker handy.

  • @JohnNorwich19623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552573#Comment_1552573

    I don't trust Bhvr devs after what they did to Hillbilly, Even though they said he was balanced.

    But they didn't really do much to Billy. They just removed his broken add-ons, have him insane stealth potential, and a teeny bit of resource management that doesn't really impact the game a whole lot.

  • The killer in the PTB isn't even the most up to date version of him. They've allegedly changed a fair bit in the Dev build that makes him way more playable. So, I have hope. Also, I have images in my head I never wanted put there.

  • For the first time since Plague, killers have a set of good perks. Unfortunately, one of them exists to bandaid Hex perks as a whole, and combo's a little too well with everyone's favourite winmore perk, Ruin, since ruin isn't a stacks-required Hex perk. So in essence, we have an insane trio of perks, a great combo right off the bat, and the death of all of our hopes and dreams that Hex perks might get reworked.

  • @UseTheValve said:

    I'm really really hype about HEX: Undying, finally a perk that make HEX build more consistent. Really really hype to try it out.

    Until you realise that Undying is the nail in the coffin of a basekit Hex rework and a bandaid-fix to the Hex system in general.

  • It's Windows of Opportunity for gens. It's not meant for adept players (though it'll be helpful AF on indoor maps, those signs and flickering lights are so not good indicators), it's meant to help newer players learn the maps.

  • Pig is an m1 killer with an RNG-based slowdown. And, like it or not, gen speeds are absolutely stupid, especially against m1 killers that can be "looped" by dropping pallets early and generally playing safe while your team smashes the gens in under 4 minutes.

    Which isn't to say that 4 slowdown perks would help in that all-too-common situation, but you get the general point. Not everyone likes that the average match time has more than halved since this time last year.

  • "If you can't counter a well co-ordinated team then you are bad."

    I want that bronzed. Put it on a plaque above the next DBD tourney. You know, the events that prove co-ordinated teams destroy everyone and every build via gen speeds alone.

  • That's... Honestly, you just made a case FOR breakable walls. They make the game more dynamic by adding an extral layer to chases - you need to know when to break the walls and when not to. Is it a good wall? What happens to the pathing? Is it worth taking the time to break?

    Dropped pallets act in the same principle. You need to know when to break them and when not to. You need to know when they help you get a hit, when you still have a chance, and when you cannot get a hit.

  • If sloppy is such a bad perk, why do I get so much value out of it? It's not placebo either, I genuinely come across more injured, vulnerable survivors when I'm running sloppy as opposed to any other perk. It's especially dependant on the killer in question, but for the most Sloppy is never the wrong choice of perk (unless you are playing Huntress. Or Plague. And even on Plague it can be amazing if you're absolutely insane.)

    Plus, Botany Knowledge is a very good perk. It's just no DS, it's no Unbreakable, it's no Iron Will, it's no exhaustion perk, it's no Kindred or Bond... Pretty much the only time I ever see it run is alongside Self Care, and even then it's usually me running it.

  • That's your opinion. But unlike balance discussions, that really is just a completely subjective opinion.

  • There is no way to "bring horror back." Exposure kills fear, which kills horror. Any changes to make the game scary for you would be nullified by playing it for more than 50 hours.

    And except for the gore thing, you just outlined a bunch of survivor buffs. Darker maps are a huge issue, as is DH, as is the sounds.

  • Tunelling is doing anything that the survivor in question does not like. That is the gist of it, at least in the current state of DbD.

    In reality, "tunneling" someone is when you focus on them and them alone to the point of becoming unreasonable, getting "tunnel vision" on them. The term came about as a distinction from normal gameplay, I.E. punishing teammate-farming and/or going after the vulnerable person and/or chasing the only person you see because their teammates are being stealthy. When you aren't really fulfilling the above criteria, as in there are clearly other people around that are in more vulnerable positions (extremely common in DbD) and you still choose to go for the person with the largest number of hooks, that's ACTUAL "tunelling".

    But of course, many people are extremely lazy and arrogant, thinking that the killer should have the decency to not touch them and actively let them go regardless of what they themselves are doing and what led to the current situation. Naturally, since you (the killer) are the one chasing them, it's your fault, even though their teammates could have made the (correct and reasonable) decision to either not farm you, or take the heat when the killer shows up. This was not really helped by the DS change, making it an anti-tunnel perk (in the words of the Devs at the time of the original change whilst describing why they made the timer 60 seconds). The change to DS made a lot of these arrogant people think that "tunnelling" and "stabbing the killer" are the same things.

  • Dude, what are you talking about? What's strong about trapping gens AND unhooks with the exposed status (MYC combo)? What could be bad about blocking the one and only pallet in the deadzone? And what's wrong with a Hex protection perk that lets literally any hex perk respawn?

    Okay, no jokes, J don't want that perk to go live just because it will be the nail in the coffin of any legitimate Hex rework.

    Also, RIP Trapper. That snippy snappy boi needs some solid changes to his kit, and on top of that the meta is literally to do gens in 4 minutes. Which, coincidentally, acts as a soft nerf to totems because you can finish gens before the become a problem.

  • I also don't like it. Everyone but neon skinned survivors can just crouch in a bush to activate their invisibility cloak, the loops are pretty awful, interaction is borderline zero, there's 2 free gens, a billion million bushes, and I just don't like dealing with it. The only maps that are worse are Yamaoka maps, Haddonfield and Midwich.

    At least the main building and the collection of walls across the street can get some fun chases. Otherwise it's stealth city.

  • Nope, just rank. You go down to the highest number of the previous colour - ranks 1-4 (red ranks) go to rank 5, 5-8 (purple ranks) go to rank 9, 9-12 (green ranks) go to 13, and I think that 13-16 (yellow ranks) go to 17. I don't know what happens to brown ranks (17-20) on the 13th.

  • @Peanits said:

    To say more than ever is a bit of a stretch. Let's not forget that back in the day, Sprint Burst had a 20 second cooldown and recharged while sprinting, double pallets were everywhere, infinites were actually infinites and not just a buzz word that gets thrown around for a strong-ish loop, you could self care faster than the killer could hit you, and Decisive Strike was always active no matter what.

    That said, though, as other have mentioned, you can disable crossplay if you feel it's making the experience worse for you. We do not mean to force it on you. If you're in a lobby, the option will appear greyed out. If you head back to the main menu, you'll be able to untick the box and opt out.

    I agree with everything but the "strong-ish" loop part. If the killer is forced to vault the window, it's not "-ish".

  • If by "be nice" you mean "don't be a BMing wanker" them I agree. But that should be the norm I'm the first place, so I guess I also... Don't agree? I've lost my train of thought, but I'm gonna keep typing til I remember it.

    The...

    Nope. It's gone. Something about "don't force the survivors to farm". My brain hurts. Just play normal and leave. Or kill everyone. But BMing the remaining survivors is stupid and pointless. Just do the murdering and leave.

    Also, if your teammate DC's in the early game, don't be a douche about it. Just hurry up and die so everyone can move in from the farce. That's not to say suicide on hook, if you want BP then fine, but don't abuse second chance perks or force DS. It's just an obnoxious time waster.

  • I'm getting the opposite. Almost every match I get outplayed by super chill hold-W survivors that drop pallets quick and hold m1 real good. No sweat in their brows, because there's nothing particularly difficult or intense about that.

  • I honestly have no idea where people get these conclusions. All survivors need to do is play loops safe while their team does gens and they get away easy as. I literally cannot play M1 killers any more, not since crossplay got enabled, because that's all I get. Pallets in the face and super quick gens. I win every single mindgame and it doesn't even matter, because they rarely even try looping. It sucks. Even strong killers get messed up by that gameplay. If I want a chance at winning I have to play antiloop killers. Not because I'm bad, but because on most maps the Brain-dead Survivor playstyle is just super effective and their every mistake is fixed by a second chance perk.

  • I'm just gonna go ahead and point out that 4 of the same character doesn't seem like a good time for any killer

  • I'm just gonna point out the fact that if Old Legion had no counterplay then neither does Deathslinger or Pyramid Head. Old Legion could get spun if they were bad enough. PH and DS get juked if they are bad enough. It's not the same, no, but it is pretty damned similar, and it's way quicker than Moonwalking Legion.

    Edit: also, Spirits counterplay boils down to guessing, and she can just equip a perk so that it's only you that has to guess. And yeah, it's always a guess. An informed or calculated guess (after she's got a few hits on you, of course), but a guess nonetheless.

  • @nicknack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547974#Comment_1547974

    While im not disregarding this many of the threads opened about crossplay has been bashing each side. Why can't everyone just get along?

    The remnants of PC masterracing and console self-victimisation.

  • I like the potential variety. I hate the lack of variety.

  • I see more anti-PC hate than anti-console hate. Just saying.

  • Hopefully the update will fix the frame rate AND make the game prettier. Those two options aren't mutually exclusive: I have a crappy PC, I'm used to adjusting my own settings to get max pretty and solid frames.

  • Slugging for the 4k is just boring, but it's also a symptom of a bigger issue: Hatch doesn't reward killers if survivors are forced to use it.

    Pretty much everyone acknowledges that 3k+hatch is a win, because it's the killer killing 3 people and losing a coin toss. So why not just give a "Hatch Escape" notification that counts the same as a hook+kill AND an escape?

  • In order to keep que times down, the Devs reduced the matchmaking strictness. Essentially, the search for fellow players +/-5 ranks to populate the lobby rapidly expands to +/-20 ranks a few seconds after you click the "ready" button.

  • No. Thankfully, you get instantly sacrificed if you're the last one alive when you get hooked.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546831#Comment_1546831

    Quite surprised you could check their profiles. Most of the time when I've checked its set to private so I cant really tell till I'm in game.

    Almost every time a profile is private, their buddies isn't and I still see them in the list.

  • Run all-knowing combos: Open Handed, and either Kindred, Bond or both. It is quite disheartening to see your teammates handing the killer a free 4k, but at the same time you pretty much always know what's happening thanks to Open Handed almost doubling the area (area, not range) of the aura-reading.

  • That has been the case ever since the ruin nerf. Sure, it changes when they release a new killer, and for about a week it's survivor ques that are shorter, but in general killer is harder and you can't play with your friends, so the significant majority play survivor. It probably helps that survivors can equip 4 second chances and brain-dead their way through.

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