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MadLordJack

MadLordJack

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MadLordJack
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  • I usually run I'm All Ears, Infectious Fright, Whispers and Dark Devotion.

  • @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512374#Comment_1512374

    no it dosent work, i almost dont play as killer just in private and everyone that camp a pallet gets hit and give me a stun but get hit, it maybe work if you have a really good reflection of 150ms

    You're talking about camping pallets to get a stun. I'm talking about camping pallets, throwing them early, and running to the next one.

  • @TheBus4K said:

    Camp pallets?

    I see that you haven't yet faced a decent killer. New matchmaking of mmr works 😂

    Camping pallets actually works agaisnt most killers if your team is doing generators. It just wastes too much time.

  • Yeah, I had 2 matches tonight, 1 against a fresh-faced rank 20 with 1 perk, the other agaisnt a fully kitted out Myers with an Ebony Mori who could only down people because the map spawned 3 giant deadzones. (He only got 2 of us. With an Ebony Mori.)

    Then I look at my killer matches and both were against solid teams that knew what they were doing and actually gave me a hard time. Wierd stuff.

  • The dual nature of pigs unfair RNG right there.

  • That's the RNG for you.

  • Are you serious? That's insane - the lack of footsteps make it so that the killer literally cannot mindgame a good survivor there. Chained LT walls, especially if the windows are connected, are legit some of the nastiest tiles in the game.

  • I have yet to come across a facecamping Leatherface since the last patch. Maybe I'm just lucky. Or maybe people are getting a few bad eggs that tilt their views.

  • Honestly, I kind of agree, but for different reasons. More and more killers are being given way too high a chase potential, in order to counteract the gen speeds. But all this is doing is forcing survivors to play even harder into the m1 simulator aspect of DBD.

    I do not feel like every game is easy, however, unless I deliberately play during off-peak times against chill random solo's. On the other hand, survivor is getting easier by the day because my teammates are figuring out that generators are supposed to be repaired. The chases are more frustrating than ever, but at least I get a 6-minute match after a 10-minute wait.

  • Yup. DC, report, and wait out the 5 minutes. You will need to provide a recording, though.

  • I feel like this is abusable somehow, but I don't know how exactly it would be any more abusable than her current state, so I'd give it a tentative thumbs up. The only thing I can think of is that it would require a rework of her extra box add-ons and Ruleset Number 2.

    Although I'd still prefer for her boxes to have no attached RNG. It's not fair on the killer if the survivors first box is the one with the key, and it's not fair on the survivor if it's their last box (with some add-ons they can even die before then).

  • No, I prefer the Scratched Mirror. Vanity is just not worth it imo, you get... 2% increased speed and a normal lunge? For half the aura reading range and a stipulation on how to read the aura's in the first place? I haven't used either in a while, so to be fair I may be forgetting something, but it always seemed to me like scratched mirror was just a better version

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511030#Comment_1511030

    I didn't say that matches played are relevant to player skill. It's relevant to determine if you are at the current rank due to rank reset or if you are there due to your skill. If you play certain minimum number of matches each month, than you will be at your real rank.

    I also didn't say that my formula is comprehensive in any shape or form. I said it's a simple formula to prevent dumbest matchmaking mistakes, which is what we are experiencing now.

    The formula you presented is remarkably similar to the old matchmaking formula, which was disabled in favour of match times because it was taking half an hour to find a 5-minute match.

  • I love how your number 2 suggestion is literally "I have to compensate so hard my small pp build isn't enough".

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510948#Comment_1510948

    And then the people who defend what survivors complain about then complain about survivors. Survivors aren't the only "hypocrites" in the community Dr. Bias.

    The best part is you think I'm biased. I used to try to keep my play time equal, but now I play far more survivor than killer. And I'm still saying that it's the biggest compensation move anyone in DBD can make. If you run the strongest, most brain-dead things, you don't have a right to complain when someone else does. Especially if it's DS/UB, the literally uncounterable combo that you just have to leave alone or dedicate an entire match simply to camping the slug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510937#Comment_1510937

    If ((number of matches played last month more than 20) and (rank difference more than 6) and (total hours played ratio more than 3))

    reject match

    See, anyone could easily code all the necessary conditions to prevent most egregious matchmaking screw ups. It really doesn't take a genius. You gotta have some basic logic. Not a smart idea to have absolutely dumbest system and claim that it will learn.

    Wrong, that concept is heavily flawed in assuming that matches played is relevant to players skill. Oversimplification of matchmaking parameters is what got us into this mess, and like it or not oversimplification will not fix a thing. In fact, I literally just provided and example of that style of matchmaking NOT working.

    Nothing short of a major and complex code that takes into account items, add-ons, offerings, perks, the map, the characters in relation to the map, spawn/RNG/tile locations, time an individual survivor spent in a chase (which would require fixed chase mechanics), what bloodlust the killer was at when they got hit, the time they spent stealthing, where they left scratchmarks in relation to the killer and their surroundings, how fast the generators were completed, what the killers general playstyle was, what the survivors general playstyle was, how the team performed altruistic actions, how individual perks were used, etc., will ever fix matchmaking.

    In short, far too complex a system is required. Even if the Devs were masterful coders able to create the most elegant code that has the most minimal impact on CPU usage... It would melt most computers.

  • @Hoodied said:

    Ranks. Don’t. Matter. Any. More

    Ranks do not depict anything but how long you have been playing, NOT how good you are

    They are still the best barometer of a players skill, given the deliberate decision to hide MMR. And it is extremely clear that good players are being matched against bad ones even more so than normal.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510920#Comment_1510920

    dont say "clearly" in your responses it sounds condescending also i specified max so refrances to different tiers of keys and addons arent relenvent we know what the max build is. so 10 checks to see where the killer is for like 18k bloodpoints? that does sound too bad plus they will probably bring a mori or franklin's when they see a key anyway its balanced if not buff worthy

    Uh, sure. Make assumptions instead of looking at the addon in question. Pretend quickswitching isn't the norm. And also pretend that the bloodweb is the only way for survivors to get items and add-ons, and that literally seing exactly where the killer is on command with no downside is okay, or the fact that I don't think I've ever had to use more than half a pink key's worth of aura reading to demolish a killer.

    But it's clear now they you subscribe to the "spend BP for advantages" school of thought.

  • DS/UB is both one of the most frowned upon and defended builds in DBD. Half of the community calls it the small pp build, and the other half actually tried to justify running it.

    Edit: And the funny part is, most of those that justify it immediately go on to complain about Stridor Spirit and Forever Freddy.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510006#Comment_1510006

    The MMR system should not allow ranks 12+ to be against R1 killer. That is just stupid.

    Not so. I took a break during most of the y4 anniversary and had 3 months of deranking push me back down to rank 13. I didn't belong there and spent the next 2 months destroying my opponents as survivor (as killer I was still going against the normal red and purples).

  • Uh, just a quick little correction: the Devs actually do want you to camp and tunnel. Not in a malicious way, just in that they consider it a (relatively) fair tactic.

    They also consider aggressive use of anti-tunnel perks to be fair, though, so maybe we should take them a little less seriously.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510880#Comment_1510880

    what is max time for blood amber? how many times can you use it?

    It depends on the key. Clearly, on a purple key, you're only going to get a couple of flashes, a green key is a bit more, and on a pink key you have about 8-10 solid seconds of wallhacks depending on your other addons. But, and this is the important part, you don't have to use them all at once, or in 1-second incriments. A flash of aura can tell you way too much. Where the killer is, where they will be, what they are doing, etc. One of the most effective tactics is is to exploit the overwhelming chase music (thanks Devs) and just leave the loop when you see the killer trying to mindgame. They can't bear or see you and so have no feedback, which is apparently fair for some reason.

  • A few things:

    Plague has the best add-on set. They managed to nail how add-ons should work with her. Her browns are meh, greens are good, and pinks are great. The numbers do not need to be tweaked, if they were then she would be overpowered.

    Docs add-ons are insanely overpowered. They drastically overbuffed them when they updated his base kit to remove madness decay. He is not the paragon of perfect add-on design, he gets exponentially stronger by equipping them. Add-on dependency is bad enough, but Doc doesn't even need them in the first place, so he just becomes overpowered.

    Ghostface's crouch add-ons are for chasing and looping survivors. All of those easy-to-see-over walls instill a false sense of confidence in most survivors that any good Ghostface can exploit by including crouching in his mindgames. Most people tend to freak out when Ghostface suddenly disappears behind a wall. It's just unfortunate that he's so dependant on recharge add-ons that most people forget about that sort of his kit.

    And Blood Amber is the single strongest add-on survivors have. It is wallhacks on the killer. Good luck looping any good survivor with a pink key and a blood amber add-on.

  • In DBD, more so than most other games, toxicity was glamourised. Being an arse is cool. If someone gets insulted by you actively attempting to insult them, it's their fault and they're a wimp that shouldn't be playing multiplayer games.

  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509105#Comment_1509105

    They get hit (mess up), they self care (erase the mistake).

    Not second chance? Sure.

    Getting hit isn't messing up, it's the outcome of a chase, and if you are hitting survivors and letting them Self Care then I want your damned survivors. Mine never waste that much time unless they are on my team.

    And no, that's still not a "second chance perk". Survivors aren't supposed to stay injured throughout the whole match. Second chance perks are "push a button to undo a mistake", not "sandbag your team for 32 seconds to heal yourself".

  • @EmpireWinner said:

    I believe the SWAT swf are the ones killers complain about and are what???

    Present in 1 game out of 20??

    Killers want ez mode

    If by "SWAT SWF" you mean 3-4 person tryhards with meta builds that abuse the hell out of their perks for extra gen time, that's closer to 1 in 5. Or, if you mean duo's that do the same as well, that's every other game. I've been checking for the last 3 weeks. Sure, almost every single match I've had has had a SWF, and I'm not saying SWF is inherently bad... But the ones that are there to win, not to mess around, are the more common.

  • @PerkyPerky said:

    Self Care should not even exist and you ask for Botany buff...

    More second chances lol.

    A second chance perk is a perk that allows survivors to fix instantly a mistake that they made, giving them a second chance in a given situation. The last time I looked, SC just let's them heal themselves over the course of 32 seconds, instead of the standard 16 from being healed by a teammate. It is incomparable to DS, UB, Adrenaline, Deliverence, BT, DH, etc. And it is an extremely weak perk, only made even reasonably okay by SC/Botany combo.

    Or, to put it a other way, if you have someone repeatedly running at you to bodyblock for a teammate, just hit them and don't even bother chasing them, because they're going to go waste more than half a minute healing. That's better than PGTW. And that is genuinely the most "second-chance" that SC can get.

  • Well, legion is kind of an aggressive killer, so any build you run will end up being "aggressive". Nemesis/PWYF is a good combo on them. If you don't want to worry about actively controlling gens, Corrupt/Thana/Dying Light can give some pretty significant slowdown, but (and it seems counterproductive) I'd probably stay away from M&A and/or Infectious Fright. M&A can give you loads of false positives, and Infectious is pretty bad on an m1 killer, even Legion. You can absolutely get good use out of it, just as long as you understand that it will lose you more games than it wins/be completely useless.

  • Hag is in no way perk dependant, so you can pretty much run whatever you want on her. The strongest build I can think of would be Sloppy, M&A, Nurses, STBFL, but it can pay to replace Sloppy with Dark Devotion, since it works better against good survivors.

    Generally speaking, Hag doesn't need slowdown perks, info perks, or chase perks. Her power provides all that. So any you put on aren't really that much stronger than Hag without those perks.

  • When will people realise that Nurse BREAKS THE DAMNED GAME. She literally ignores everything survivors can do and has arguably the best traversal ability in the game. No shite she's hard AF to play, and if you are wondering why... Well, I guess you never played survivor before her nerf.

  • I don't know about the rest, but I'm fairly certainly Nea would be some horrifying eldritch monster that feeds on hope and fear in order to grow strong enough to consume reality.

  • Toxicity was glamourised. That's really all there is to say, tbh. A significant amount of random strangers will always continue to be toxic because they think it's cool.

  • According to a certain individual, one might even say that he is a representative of the Dev team, that is literally how they want the perk to work. Their term for it is "high-risk plays". Correct me if I'm wrong, but a high-risk play is when there is a high amount of risk involved, which DS REMOVES.

  • I'd prefer they fix her purge so that you don't get robbed hits before touching anything else

  • Maybe. Until you remember that her entire deal is turning people to stone for simply looking at her. Regardless of how balanced such a power would be for a killer, it'd be extremely frustrating to deal with. No-one likes getting stun locked or frozen, so imagine how people would react to getting petrified, even if it only happened once in every ten matches.

  • @Warcrafter4 said:

    If its hard tunneling/camping I won't defend it.

    However in the vast majority of the games I play as both survivor and killer 90% of the time the "Tunneling" and "Camping" comes from survivors rushing/swarming the hook before the killer can even turn around(I always run kindred solo which is how i spend most of my time playing).

    So most of the time I end up DEFENDING the killer in the after game lobby due to my teammates not letting him turn around/leave kindred radius before they go for the unhook.

    I do the exact same. Bonus points if the killer downs them all and gets DS'd. On the one hand... Yay, I can keep doing gens! On the other... Bit unfair, no?

  • Solo que is fine if you have good teammates, I've seen no-one say otherwise. But it is this unfortunate fact that breeds a lot of survivor entitlement, I.E: "My teammates suck so I need strong perks and items. Don't you dare touch my DS/UB/DH/BT/Key build or I'll never be able to play again."

    Not a great argument, and this comes from a solo player. Teammates are the issue, and I can safely say that most games have at least 1 potato that can lose a match by themselves, but if all good solo's were matched with good players then everyone would quickly realise that SWF isn't the real issue with DBD.

  • I honestly don't see anything from FNAF ever being in DBD. It's a jumpscare game series about animatronics, DBD is a horror-themed slaughterfest about eldritch entites and slasher icons.

    And no, the extremely vague and hidden supernatural elements of FNAF don't really mean a whole lot. They aren't even a minor part of the games themselves, more of an easter egg for extremely invested fans.

  • Leatherface is in a weaker Freddy-state. He's still super easy, but now he's pretty damned strong and his only real weaknesses are gens (who doesn't have that weakness) and windows (bamboozle exists and pallets are finite). Which basically means people think he's a lot stronger than he is.

    He doesn't need nerfed or anything, I thinks he's fine, but I can definitely see people coming into the forums and complaining because he really is, and I cannot overstate this, extremely easy to play and decently strong to boot.

  • Deliverence needs a rework, not a straight-up buff, and it definitely doesn't need to be RNG.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504947#Comment_1504947

    It's fine. It's also something that I think that I've heard before.

    Somehow, if you ask me what my all time favourite games then they'll all be because of their story elements: Borderlands 2, Ratchet & Clank: Gladiator (or Deadlock for some of you) and even Gears of War 3 I played for the story, but then again I didn't have internet at the time.

    I'd just wish that people would take things a little less seriously.

    Yep. I had a game last night, got sent to Haddonfield as Bubba with an OoO, decided to just take it chill and just mindlessly follow a Kate around the whole time... And got flamed in chat for being a bad player and had someone explain, in detail, what "bloodlust" was, to someone 10 ranks above them. They were taking the game so seriously that they didn't understand the term "memeing".

    Honestly, it was rather fascinating. At first I thought they were just memeing with me, but as the chat progressed I realised that they weren't being sarcastic at all. They genuinely thought I was trying to kill them and failing miserably because they couldn't comprehend that someone wasn't playing the game for keeps.

  • Nurse is easy to counter? Okay... Bad nurses, sure.

    And there are a dozen things in DBD that punish good players simply for doing their job well. DCing players aren't a punishment, they are a problem.

  • The number 1 rule of multiplayer game design is that, in even a mildly competitive setting, people will try to win even if it isn't fun. That was drilled home to me by my game design professor. This is a basic human trait that you cannot abolish in a gaming setting. It doesn't matter how casual a game is, there will always be people that play only to win and use whatever advantage the game gives them or doesn't ban them for.

    SWF abusers, keys, and mori's are perfect examples: Everyone that uses (or in the case of SWF, abuses) them is fully aware that they are making their opposition miserable and would probably have a better time just messing around. However, the human drive to succeed and, by extension prove that they are the better, clearly overrides the desire to enjoy.

    This is significantly less prevalent in singleplayer settings, when individuals that like to enjoy the experience don't absue bugs, glitches and exploits. However, the "hardcore mode" gamers are a clear example of the competitive nature of humans often overriding the desire to have fun.

    Essentially, thanks to the way we are programmed, we enjoy winning more than messing around. And thanks to the fact that we have competitive people going against us all the time, we feel the desire to compete with them sig ificantly more than we ordinarily would.

    And I think I just condensed a 2 hour lecture. Sorry about that. Still, I hope it sheds light on why the game is the way it is.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504762#Comment_1504762

    Mori?

    Is part of the game, yes it's strong but that doesn't make it toxic

    Vault spammers?

    If somebody lets something as simple as this tick them off hard enough to quit, then multiplayer games might not be for them. I think there even is a tooltip that says you can throw down pallets as a distraction. Part of the game

    Facecampers?

    This is toxic but you're rewarding them by leaving

    Deathsquads?

    Playing optimal isn't toxic. Yes it's strong but again strong=/=toxic

    Stealth arseholes?

    Stealth while not popular is still a playstyle. The only time you might have a point is if the last 2 survivors hide instead of doing gens but that is holding the game hostage and not stealth

    Bleed-out wankers?

    Slugging is a tactic killers can use to create pressure. Nothing toxic about it. Only edge case you might have if they let you purposly bleed out but that's like 4 minutes still no reason to DC.

    Game-breaking bugs and glitches?

    This is true and one of the only legit reason for DCing

    Overtly evil map offerings

    Again strong=/=toxic. You can bring your own map offerings to counteract it so it's all fair

    You seem to have a bad habit of conciddering anything that gives the opposition an advantage toxic

    I see. You confuse "it's in the game" with "it's okay", and subscribe to the "it's your problem" mentality. Perhaps you should reconsider your concept of toxicity and how it applies to in-game issues.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503810#Comment_1503810

    Don't assume what I understand or not. Survivors don't 99 for that purpose alone. They do in order to have more time to perform rescues as well, which in that case actually works in favor of the killer too, because it encourages altruism. In regards to Bloodwarden, the situation is no different than it was from pre-EGC, except survivors actually risk getting trapped and dying to the timer when it's timed right.

    99ing predates the EGC and has had additional significance attached via mistranslation of tactics, not gameplay. If Bloodwarden didn't exist, neither would 99ing. People were already in the habit and panicked when a timer suddenly appeared, but the timer itself never really comes into account when the gates are opened early.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504553#Comment_1504553

    Maybe it's time to find another game then if your having that much trouble to have fun in this game

    3/4 of the things you mentioned are normal gameplay things

    Why are you forcing yourself to play a game you clearly don't like and ruin the experience for others whenever the slightest thing goes against your ideal of fun

    Nobody is a winner the way your doing it

    I'm not taking my own experiences into account, merely the reported experiences of the community as a whole. Personally I enjoy DBD, and though people genuinely enjoy doing things that are supposed to hurt me or (If I'm a teammate) the opposition, I am also fully aware that they are the lesser for it. It is honestly more depressing that people act in such toxic ways in the first place, and it is sad to consider the problems and issues that cause them to feel they have to dominate someone in an anonymous online video game to feel personal validation.

    Edit: I also didn't mention any normal gameplay things. If you consider toxicity normal then perhaps you are a little too jaded.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504531#Comment_1504531

    ah okay...definitely seems like something that should be fixed lol

    The upcoming server hit validation hopefully will... Unless this "server hit validation" code is the exact same as the one that ranged killers currently have, in which case get prepared for robbed m1's as well. Also, good luck to anyone who isn't playing in the cities the servers are located in.

    Edit: for some reason "server hit validation" autocorrected to "secret hi retaliation" and now I want that in the game as well

  • I'm not saying you can't. And I'm not necessarily saying it's acceptable to DC under those circumstances, I'm just saying that it is understandable.

  • @NursesBootie said:

    The DC penalties are good for people like you that simply don't want to understand why it's ruining the game.

    The problem is, it's often quite understandable why people DC. That's not to say it's justified to quit just because you don't like the killer or you wanted to rage quit, but a Mori? Vault spammers? Facecampers? Deathsquads? Stealth arseholes? Bleed-out wankers? Game-breaking bugs and glitches? Overtly evil map offerings?

    It's hard to tell someone "yeah, just stay in the game and continue to play" when it would be more fun to sandpaper your forehead.

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