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MadLordJack

MadLordJack

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MadLordJack
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153534#Comment_1153534

    Err and Plague.

    You know, the killer the perk is originally intended.

    The last thing any survivor wants against a Plague while they’re either broken, she has Corrupt, or both, is her also using Infectious Fright.

    Shh. Don't let the secret out. The last thing Plague mains need is for everyone to realise how little hope they have when they scream.

  • Father Campbell's Chapel. Easily my number 1. Small enough that mobility isn't important, filled with good loops and a main building just strong enough to be fun without being painful.

    After that... Pretty much every Macmillan map. And the Red Forest maps as well, they're still pretty survivor sided but I love the asthetic. Still confused how a Babylonian priestess ended up in Eastern Europe to build a temple dedicated to the Sea-Goat. Reeeaaalllyyy want a story on that one.

  • Juggling, as in keeping multiple survivors injured and threatened, is moslty one giant team-wide mindgame. Really good survivors don't heal and have no fear, only caution. It is essentially impossible to juggle them, which is awful given that juggling is an oft-forgotten part of basic DbD gameplay. Add onto that DS/UB/Resiliance/Prove Thyself and there is literally nothing you can do.

  • It's an issue that the Devs will hopefully fix with the upcoming patch. It used to be a way worse problem, but it died down a lot with dedicated servers, plus a lot of survivors started using lag switches so they could mess up ranged killers, and even normal kilelrs to an extent by choking their connection as they turn a corner or break LoS for a few second. (No-one will convince me that someone with 40 ping suddenly went to 800 every time I enter a chase without a lag switch.)

  • Mains: Ghostface, Hag, Oni, Plague, Legion

    Play a fair bit: Deathslinger, Pyramid Head, Bubba, Pig, Nurse

    Guilty pleasure: Spirit

    Not too bothered with the rest. Though I do find the significant majority of the cast fun, so I'm certainly not complaining.

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520100#Comment_1520100

    I wasn't talking about Iri, I agree on that part. However normally the people who complain about BBQ or other tracking perks are players who rely so heavily on stealth and dont want to actually interact with the killer at all.

    Then you missed the point of my post entirely.

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520095#Comment_1520095

    complaining about BBQ and Whispers as small PP just screams "i cant loop"

    The only reliable counterplay to Iri head is stealth. Can you guess what those two perks remove?

  • No, better: Iri head/infantry belt with BBQ, Corrupt, Pop, Whispers.

    I see why Iri head exists, I like the idea of a glass-cannon-style addon, but I don't think it should pair with extra hatchets. That just takes away any risk.

  • Looking behind themselves in a chase, not falling for basic mindgames, knowing when to throw pallets and when to take chances, not farming their teammates, actually keeping an eye out for stealth killers, manipulating the killers lack of audio cues, manipulating the scratchmarks, and not wasting time on pointless tasks.

  • Legion is a difficult kilelr to touch. His power is one of the worst designs in the game in that it is essentially unavoidable, so it cannot be too strong. However, it is also non-lethal and therefore not very worrying for good players.

  • Your comparison is invalidated by the massively different circumstances. You didn't just compare apples to oranges, you compared a poppy to an oak tree. For one, I cannot name a single sport in which any event organiser would consider that acceptable and not rush to fix it like the Devs are undoubtably doing. Clearly no-one thinks it's acceptable to place new players against even moderately experienced ones.

    The way the MMR works is by having the MMR score assigned to you in the first place. In a new-release game these growing pains are expected and accounted for by the playerbase, especially in a bog standard FPS shooter. The problem with DBD is that it was drastically rushed out the gate mid-lifecycle, without letting the MMR settle in the first place behind the scenes. This is certainly not helped by the fact that each killer seems to have a wholly unique rating that is not heavily influenced by the other killers. When play Oni, I get good survivors that wreck me for that gold-standard 2k in which everyone but the killer wins. When I play Pig, I feel guilty and just want the game over with.

    If the Devs did leave the MMR alone, it would undoubtably settle over the course of several weeks, if not months. The point is a sound one. However, the problem is that that is an unacceptable timeframe if you want the game to stay alive and retain players.

  • There's getting pushed in off the deep end, and then there's the MMR system.

    Have you gone agaisnt a Ghostface since the changes? It might be the game thinking that you and all your team were babies against that particular killer.

  • OhTofu, Scott Jund and Otzdarva are my go-to DBD streamers. Sometimes I'll watch some Umbra or Tru3Ta1ent.

  • No, I don't think that a generator that is under the "blocked" effect can be interacted with by any means, including regression, teleporting, or kicking.

  • Don't swing unless you really need to. Use her phase in the shortest burst you can. Read the survivor your chasing and predict what they're going to do once you start phasing. Use your phase for traversal. Listen for audio cues but don't rely on them.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519408#Comment_1519408

    I was talking more like you trap the loop in advance, and I can't tell you the amount of loops I've made survivors prematurely ditch because of snares. With addons I was just using dream pallets as an example, I've gotten tons of hits on survivors not paying attention. But his other addons can also be a terror.

    You know, trapping the loop in advance can be a fairly strong play. I guess it's easy to forget that Freddy actually does have a decent skill ceiling that good players can take advantage of

  • I don't know... Nothing will ever beat the OG dedicated servers robbed grabs...

  • S: (Kindred, Bond, Open Handed, Sprint Burst)

    K: Ghostface (STBFL, Nurses, PGTW, Whispers)

    K: Plague (Corrupt, Infectious Fright, M&A, I'm All Ears)

    K: Oni (Infectious Fright, BBQ, M&A, PGTW)

    K: Hag (Sloppy, Nurses, M&A, Dark Devotion)

    K: Deathslinger (M&A, Nurses, Sloppy, Corrupt)

    K: Legion (Pop, Nemesis, PWYF, BBQ)

  • I'm All Ears. It is so good. Probably my favourite chasing perk in DBD.

    For survivor, Open Handed. You can pretend that an extra 8m aura reading is worthless, but pair it with Kindred or Bond and you nearly double their effective area.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517356#Comment_1517356

    Bubba can get pallets out the way faster and a one shot if you have proper spacing, It also kills a group of any type, meaning if he predicts your going for the unhook your going down and the other person is to if you follow through with it. Freddys is in S because his snares gut loops and his gen teleport is an easy way to traverse the map and get people off of objectives. No other killer can boast the ability to be great in a chase, have good map control, AND good map traversal. Combine that with great addons that allow for stuff like dream pallets and he was a very easy S.

    i can understand everything but the great Freddy addons. Dream pallets are so much weaker than snares. Fun, to be sure, but weaker. One of my favourite things to do against dream pallets is run around throwing them while I'm not in a chase or on a gen, I'm almost never wrong about what's real and what's an illusion.

    I also never feel that pressured against Freddy in a chase. The maps are designed in such a way they you can throw pallets and run to the next one while he traps it. Its the same problem as Bubba - if the team is holding m1, there's nothing you can do. Sure, that can be said about every killer, but at least Nurse and Spirit make it significantly harder than Freddy does just because you cannot loop them

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518255#Comment_1518255

    Legion in Robbie the Rabbit. It's just fun to Murder in that outfit 🥴

    Or even Suzie's Year of The Rat outfit - you light up like a glowstick thanks to the way lighting works in DBD, but I cannot stop myself from using it

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518279#Comment_1518279

    So you're basically saying that it would be a good idea to have it as basekit?

    No, it would be OP AF if it was base kit. Killers would literally be forced to mindlessly kick pallets, because they cannot risk the survivor getting into a position where they can leave the loop without the pallet getting broken. Your suggestion takes way more interaction out of the game and tilts it even more toward survivors than gen speeds already force it. What you are essentially asking for is for everyone to start playing Bubba, Spirit, Nurse and Enduring/Spirit Fury Billy.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517337#Comment_1517337

    At the risk of sounding like a nerd, No body possesses him, he is in that suit. He got crushed by springlocks and sat in a room for 30 years. It's pretty interesting, you should look it up.

    I did, it's a corpe inside an animatronic suit possessed by the guy that used to be the corpse. And it's not even a core part of the FNAF experience, it's such an obscure piece of trivia that most people that played those games don't even know.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518248#Comment_1518248

    You would also use that argument if Any Means Necessary if it was meta and everybody would use it in their builds. For example Huntress would probably lose the whole game if she broke every dropped pallet during a chase, she'd have to mindgame, loop around the pallet in order to get a down.

    Uh... Yeah, that's what I was saying. It's an insane perk. The only reason people don't run it is because they think it's weak and don't realise that it's only weak if there's only 1 person on the team using it. So imagine if it was basekit, no need to give up a perk slot. The killer is literally forced to kick every pallet in the game lest it be reset. M1 killers and Huntress are immediately nerfed. You cannot leave a pallet up for any reason. If the survivor runs away from the loop, you're screwed.

  • Almost every skin in the game is a disadvantage, some few are advantageous. Personally, I like to run Spirit with the armour and white hair, just to show off how absolutely screwed anyone that sees me is. I have so little fear I don't care if people spot me. I'm a Spirit.

    Also, Red Ghostface. Enough said.

  • No, it really shouldn't. Killers would never, ever be able to leave a pallet down. You would be forced to break each one, no questions asked, and may the deity or entity of your choosing have mercy on you if you forget to break a god pallet.

    Any Means Necessary is a very strong perk when it works. The only downside is that the situations it works in are somehwta rare due to the nature of the game. But if every survivor started running it... I mean, it's better than DS/UB in the sense that it rewards skill instead of a lack thereof. Doesn't change the fact that it would be insanely strong.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517679#Comment_1517679

    Funny that hits are killer side determined and your positions are both based on dedicated servers then huh?

    "Survivor sided lag advantage " has got to be ome of the most ridiculous concepts I've heard in a while.

    It's real, just extremely situational. Stuns and ranged attacks are impossible to avoid/hit against high-ping survivors, and they often start teleporting around (making them extremely hard to hit) and sprinting into walls, but if you down them they appear where they were in their screen. Even a little bit of server lag can make Plague unplayable as well. If I load into a match and see survivors connections are over 50 ping, I have to mentally prepare myself for a slew of "misses" purges.

  • @konchok said:

    You have bad ping. Maybe stop using a VPN.

    It also happens when the survivors have bad ping, or when your combined ping is above 50 or so. Maybe stop making assumptions.

  • No, not even close. Survivor ranks are only a measure of time played, not skill, and by extension killers can rank up on bad survivors and blackpip off of good ones. For example, I just had a game against a Pig. She was terrible. Couldn't loop, had no slowdown perks, fell for BBQ baiting constantly, never tried to slug, and while she did try to use her dash in loops she never caught on to the fact that I was just running away the moment she crouched.

    She was rank 2. Apparently she depipped that game.

  • They broke the old matchmaking during the Mass Killer Exodus of late 2019/early 2020. They made it way easier to rank up and maintain high ranks by basically neutering the monthly reset, they changed SWF matchmaking to go off of the highest rank (to avoid smurfing), they allowed the system to match rainbow ranks together at a faster rate to work around the dual problem of the Killer Exodus and SWF creating super long survivor ques, and on top of all that the system was inherently flawed in that ranks really didnt matter a whole lot in the first place and that the only real difference was a moderately lower concentration of potatoes the higher you rank. Lower, but still extremely common.

    Yeah, we kind of needed a new system.

  • @LetsPlayTogether said:

    Dont tunnel and dont slug. Pretty easy, cause you wont get in situations with four people having an active DS.

    So, go for 12 hooks agaisnt 4-5 minute gen speeds. That is your advice. Advice that you think is fair and balanced.

  • Bud Wurstner?

  • I genuinely dont see why Freddy and Bubba are so high. Everyone likes to claim that Freddy is the one of the best killers in the game, but honestly he's just the easiest of the strong killers. And Bubba is still kind of weak, he cannot do anything about windows and even the most pallet-eating chases don't compete with gen speeds

  • Not gonna lie, usually I just ignkre them. They're just being petty litte idiots. I don't think I've ever seen a survivor (besides myself) who t-bags and clicky-clicky's the killer after a massive screw up and self-sandbag. It's always only when they are in a superior position.

    That being said, I also stop playing nice. And if I'm playing one of my better killers with a solid build, I.E Hag or Ghostface, I will murder the everliving shite out of them if given half the chance. One of my favourite plays as Ghostface is to 99 a toxic douchebag, leave them, instadown them at my leasure, and watch them DC because I was being "unfair". Bonus points if I'm Hag and I get someone in the basement/in a defensive location. All the flashlights in the world won't save them.

  • Number 1 isn't a bug, it's a terrible bit of intentional game design. The ambient sounds, and especially the chase music, is supposed to cover up the sounds of survivors. However, any half-decent player can super exploit it. It's so broken. The killer literally cannot hear you, so you can just leave the area the moment LoS is broken. It's my number 1 default play. It is the dumbest change I think I have ever seen, even dumber than Gearhead since you cannot choose not to rely on sounds.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516782#Comment_1516782

    Springtrap is a child murderer, and I'm sure the design team would come up with something good.

    No, the dude possessing Springtrap is a child murderer. Springtrap is an animatronic suit that really doesn't fit the themes of supernatural horror. I'm not saying that all the killers in DBD do as well, Demogorgon is a pretty big "Huh?" as well.

  • It was on in the background, but it is extremely likely that it was only for a few weeks. Not nearly long enough to actually collect enough data.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516754#Comment_1516754

    Not everyone brings BT, not everyone brings UB/DH, not everyone brings DS, also people are bringing all of those exact perks every game? I doubt it. Also: go after the unhooker, slug and make them waste it/bait the dead hard, slug the DS. People might bring self care because they don't trust teammates to heal them. So is everyone running all the meta second chance perks? Or are too many people running Self Care? Which is it?

    Also if most people at red suck so hard why do people constantly complain about how hard it is to play killer at those ranks? Are they potatoes or aren't they? Is Red ranks nothing but SWF death squads or everyone is a potato? Some people get to red ranks by playing stealthy, therefore they may not care to learn to loop.

    In that case Red Rank for killer ALSO means nothing, even though I would argue that yes playing killer is far harder than playing survivor.

    If you honestly think the new MMR, whenever it is "settled" or "fixed" or whatever is going to be better than the ranks we had? You're ######### kidding yourself.

    You know that meta perks and SC aren't mutually exclusive? There's 16 survivor perks in a game. And the ones I win the most are the ones where I can exploit a SC moron. Plus, if red ranks are so good then why would someone not trust their teammates to heal them?

    And the reason people complain about red ranks is because they aren't actually complaining about red ranks, but the idea of them. Before the MMR system, it was a coin toss as to whether you were getting a full-party SWF that can't loop for shite but stick to gens like glue, or a bunch of confused morons that practically hook themselves. Sure, the concentration gets lower the higher you rank up, but if ranks actually did equal skill then why are they even in red ranks?

    And what evidence do you have that the MMR system won't act the exact same as every other MMR system? Right now it's not even performing out of the ordinary. They only just implimented it and they didn't give it time to accurately accrue data, so this is all to be expected.

    PS: playing stealthy and playing well aren't the same thing. I know, I'm a stealth player and I'm lazy AF. It was super easy to get to red ranks.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516754#Comment_1516754

    Well you get Red Ranks that do not know how to play because you get fellow Red Ranks power leveling them. Also you are assuming that most Red Ranks suck based on the small portion you have played against.

    Self-care can be a okay perk even if you think it is not something a Red Rank should run. Heck maybe they did it on a dare or boredom.

    The looking behind them part, can you guarantee for sure they are not looking behind them once in a while? I do not look behind me the entire time because I need to also see what is in front of me.

    The looping can be good and sometimes be horrible. I have got trapped in bad situations where looping was almost not possible because I was stuck with a few trees and maybe a rock.

    These are all based on your own opinion of what a Red Rank should do.

    In solo que I almost NEVER see these second chance perks.

    Overall maybe you are having some bad luck with red ranks or maybe you are just that good that you are a god tier but simply this. If rank was no indication then why did they ever use it? Why not place Rank 1's against Rank 20's if they are only players who played a lot but have no skill? Rank means something even if it is time played which equals skill gained.

    I don't know where to begin.

    You assume (for some reason) that I haven't played a lot of DbD, you clearly don't play a lot of killer or you would see these perks and bait how many game syiu win nsut because of SC, you freely admitted that survivors get carried to red ranks by their team, you think that red ranks shouldn't actually be the best survivors, you ignore the fact that it's not only my experiences I'm basing this on but the collective experiences of red rank players and attempt to claim that I'm being subjective instead of clecting and analysing a large sample size of data and comparing it to my own experiences, you somehow don't ever see the most common perks in the game according not only to the community but to the stats, you attempt to isolate me and tell me that I'm "just having bad luck" instead of acknowledging that you created this post to defend agaisnt the majority opinion (which is backed by plenty of evidence), and you complety ignored the fact that, as I said, the developers themselves literally said ranks don't matter.

    You can come up with an answer, or excuse, for everything. But that doesn't mean it's true. You only have to watch a steamer to see how little ranks actually matter.

  • Subject of Obsession - the killers gets their own version is OoO with the same stipulations, but only against the obsession.

  • @komaboma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516771#Comment_1516771

    if killer had a perk like this all the survivor only mains would blow a gasket

    "Subject of Obsession - Literally OoO but the killer activates it"

  • I still have no idea how an animatronic character with a backstory so obscure that most people don't even know it's also supernatural would ever be a good fit for a game about a lovecraftian god pitting human killers against each other. It's a jumpscare robot, not a demon or monster or twisted serial killer. Unless they ripped the corpse out of it's chassis and had that as the killer, it would just look awful and take you right out of the game.

  • The best part is that it's insanely broken even if you are solo. It's so much information, the killer cannot take you by surprise, you know everything that could potentially happen, you know where the deadzones are, you know who the killer is, and if we're being honest the killer doesn't get any real info from you since it's pretty easy to guess that you're on a generator.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516612#Comment_1516612

    Exactly! Just playing a lot does not give you better ranks. My skill getting better and achieving things in game gives me better rank. That means my skill is getting better and my RANK is going up. The whole just play a ton and get high rank is crap.

    Rank=Skill

    Rank does not=Time played

    Yes Rank does on one foot equal time played BUT on the other foot you need skill.

    Thanks for your post. =) Hope you have a great evening/day <(^.^)> Live long and prosper! NANO NANO!

    If ranks are such a good indicator of skill, why is it that most people at red ranks, and I mean the significant majority, suck worse than a broken vacuum cleaner?

    Why is it that so many red ranks run Self Care?

    Why is it that most red ranks don't look behind them?

    Why is it that most red ranks cannot loop?

    And, and this is the real important part, did you know that the survivor second-chance meta actually makes it easier to rank up than it already is? Right now, to pip at red ranks, you need to do a gen, a totem, a safe unhook, a heal, and a minutes worth of chasing. Not only do second chance perks mess with the emblem system (BT = free unhook, UB/DH= more chase, DS = more everything) but the system itself sucks.

    I get people wanting to pretend that they are good at the game. I get wanting that sense of accomplishment. But the developers themselves came out and said that rank was a personal victory, not a measure of skill.

  • I always feel like people rate Myers so highly because he's so easy to play as. I personally never have any trouble Vs a Myers, unless there's a while heap of LoS blockers.

    Also, if you are considering add-ons, Doc should be all the way up there with Freddy. His add-ons make him an absolutely unloopable, game-slowing beast. I don't know if you've ever gone agaisnt a good Doc, but it's really not engaging. Your only hope is to rush the generators as quick as possible and hope everyone else gets the memo. Even without add-ons he had some insanely short chases thanks to his antiloop. He's so damned good.

    Edit: never mind, I'm an idiot. Didn't realise this post was ressurrected.

  • Red Forest. I love the design and feel of tbsoe maps, even if the balance is... Yeah.

    I really want more Red Forest maps. It's like Macmillan Estate, but greener and less bricky.

    Also, how did a Babylonian priestess get to Russia to set up an entire temple? I must know this. Was the Sea-Goat real? Who thought it a good idea to put a temple to an ocean deity in the middle of a forest? Why doesn't Ghostface have a map? Was the Entity having some kind of drug trip when it confused the arid and bright Mesopotamia with a damp, wet, dark forest? Why hasn't it screwed up so badly with any other realm? What does the Sea-Goat think about a place of worship being located so far away from the norm?

  • Yep, Oni and Nurse have a lot of cucked hits in particular. They'll either miss despite the model passing through, or get vacuumed into a wall or piece of debris. I had an Oni match recently where I consistently span 20 degrees and hit the wall beside the window the survivors vaulted through (shack), another where I missed a demon bam bam lunge attack against a hold-W survivor (matchmaking, everybody) and I just played a match of Nurse just filled with phantom misses and me spinning 90 degrees into a wall for some reason.

    Maybe it's an FoV issue with their powers that's messing with me? But I don't get the same from any other killer.

  • Attacking Devour Hope AND PGTW? Should I point out that DH literally promotes the opposite of tunelling? Don't get me wrong, I don't like the perk, it's 1-in-20 matches power is holding back every other Hex perk from being properly buffed, but if someone is tunelling off the hook with DH, they were going to without it. There's just no reason, you can get at most 2 stacks, and the second stack invalidates the fifth because now they're on death hook and it'd probably be quicker to hook them.

    And given the current meta, if you haven't found someone when the unhook happens, it's actually a worse play to keep searching. There's 2 people at that hook that most likely just ran to a generator, 1 healthy and 1 that wants to outperk you.

  • @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513754#Comment_1513754

    And after an while all your teamates will die because you used all the pallets or will came in a dead zone that has 0 pallets and you will have to save your teamates and everyone will stop doing gens for save the teamates and everyone will die from noed or in the last gen

    Unless they did their jobs and actually worked on the gens. Who cares about deadzones if the game is only 5 minutes long from spawn to escape. There is no "while" to be after. Why do you think SWF frustrates so many people? They don't have to play good, they just have to play safe, because they know for an absolute fact that their teammates are on generators and all they need to do is buy time. The only reason you cannot do the same in solo que is because of unreliable temates that search chests, cleanse totems or otherwise screw around whilst not completing the objective.

    If you don't believe me, there are plenty of content creators that upload content highlighting this exact issue.

  • Yes, and they also said they wanted the change to be as minimal and unimpactful as possible, because they consider him to be relatively perfect, so they simply removed his ability to facecamp and constantly chainsaw around wide open maps

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