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MadLordJack

MadLordJack

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MadLordJack
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  • The 2k average is what the Devs are aiming for, however, there are a number of glaring flaws. Foremost is the fact that in a 2k game, 2 people win and the other 2 pip, yet the killer can rarely get more than a black pip. Right, that's fair. Second is the fact that trials are flooded with terrible players that inherently drive the average kills upward. When the team has no bad players, the team will probably win. That is the biggest SWF complaint: a SWF can choose to not have potatoes, and by extension wreck most killers (characters, not players).

    That is where the 2k mindset falls apart. Trials aren't balanced around kills and escapes, but the community demands them to be and ignores what affects that ideal number.

  • Plague: Make her Purge killer-sided. Right now it's server-side and you get robbed left and right if the survivors have more than 30 ping. There's nothing fun about watching multiple projectiles phase through a survivor with zero registration. Except, of course, when it actually does register, they scream, and.... Keep going on like normal without actually getting hit or infected

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/177342/ridiculous-amount-of-toxic-survivors

    I'm gonna go out on a limb and say that if you or anyone else is that put off by in game emotes and people hitting the CTRL key, perhaps Dead by Daylight, video games outside of Super Mario, and the internet in general aren't for you.

    I don't get the "you're too sensitive" argument. In-game toxicity is a form of expressing domination. People do not like to be dominated. It is a simple concept to grasp.

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494779#Comment_1494779

    I said I'm maining pig mostly and sure I use rule set #2 and tampered timer a lot. But when I play against pig it's so easy to get the helmet off. No real reason any decent survivor should be dying to a helmet when I dont tunnel down the people going to jigsaw boxes.

    Then you are probably at high ping, are only going against terrible survivors, both, or are so good at the game that you could play survivor with no hands.

  • Trapper and Myers swapped animations for some reason. Now Trapper is full of swag and Myers looks like he wants to beat you to death with the handle of his kitchen knife.

  • If this isn't bait, then you are either only playing top tier killers with their best addons, and lying about your mains, only getting terrible survivors that don't know what a gen is, or are playing at a high ping.

  • All the broken little toys in the game would be worthless if DBD had an in-depth pip system. The Devs waste too much time on an impossible balancing act when what they should be doing is creating a win/lose system that's tied to how well a player completed their objectives instead of this moronic kill/escape system. Seriously, in a draw game 2 people win. #########, that's not fair.

  • @Pryzm said:

    First of all, I don't mean anything here to be disrespectful, so pleas please understand that. I main Trapper, who is one of the slowest killers to get going. He has to spend the early game setting up the map. You don't want to commit to long chases too early or you are done. I understand how fast those first few gens can go.

    That said, "gen rush" claims annoy the hell out of me. What are survivors supposed to do? Hide in a locker for the first 45 seconds, the run from th locker to killer shack and back before starting a gen? They have only one objective that counts, do the gens asap. The longer a match goes, the more their chances of survival fade.

    Getting upset at survivors hitting gens is as absurd as survivors getting upset at a killer for getting a hook within the first minute. We have one objective, kill the survivors.

    My thoughts are that you either ran into a group who completely outclassed your skill level;happens to everyone. You perhaps made too many mistakes early? Did you commit to a long chase early in the game that cost you more time than it was worth? Be willing to break off a chase if it looks like it will take too long. Wound and move on.

    Dud you tunnel or spend too much time proxy camping? A lot of killers rank up vs bad survivors in green and purple ranks only to learn that lazy strategy does not cut it so well at the higher ranks. They either whine, or learn to adjust their skills and grow.

    Not enough data to know what it was. I'd suggest taking a step back and try to asses any errors you are making and correct them. That is how you get better.

    Good luck.

    Those builds are literally designed to get the gens done as fast as possible. Double up on gens w/Prove Thyself, stealth so the killer is forced to waste more time looking for you, Resilience because more gen speed, a medic to patch everyone up before they go for the gates. That is a tournament "deathsquad" team right there.

  • @HittingOnHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494383#Comment_1494383

    oh really?? dont u enjoy the mutual toxic interaction to see who is a bigger madafaka?? it is great

    It isnt mutual. Thats the problem.

  • No, I definitely do not have fun against those people unless I'm playing a strong build myself. I mean, I prefer it to the good old "genrush so hard we leave people to die on the hook", but not by much because I hate getting outperked.

  • The amount of ultra-chase killers kind of dispells that idea. People seem to hate them (because their own skill trumps survivors and leads to very short chases) more than holding M1. Sure, m1 sim isnt fun... But that's what the game becomes anyway against a good Nurse.

  • He was already in that gang with the very common charge-time add-ons. Now it's just base kit.

  • Yes and no. He is pretty accurate about most things, which is extremely harsh to hear for most survivors (it's not exactly fun when someone points out that all of you personal skill is invalidated by the fact that everyone could just hold m1 for a similar effect). However, a lot of what he says is similar to the twisted spoutings of mono-sided killer mains who absolutely refuse to play both sides despite that basically being a prerequisite for Tru3 to take your opinion seriously (whether or not it's okay for him to ignore "main" opinions is not something I'm gonna touch). So he's basically become this haven for entitled killers who want to blame everything on someone else, even though he goes on mini-rants about entitled killers all the time.

    And yeah, he goes off about SWF quite a lot... But for very good reasons.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493707#Comment_1493707

    In other words the only reason he isn’t used more despite his potential for incredibly fast chases, very few learn how to do more than simply blindly throwing at survivors, and wasting more bottles than they actually need.

    Maybe you should consider making a teaching series if Clown really has this amazing, secret potential. Honestly, it wouldn't really surprise me as much as it should, but I've genuinely never seen it. Every fast clown chase I have been in or watched has been good clown VS terrible hold-W survivor. Even perfectly thrown bottles seem pretty much useless given the short amount of slowdown and borderline-worthlessness of his screen muck.

  • Not only mori's, but Mori effects. Tombstone Piece is pretty much an Ivory Mori (or ebony if you prefer stalking to chasing), Rancor is super abusable (I personally don't want it gone, but it's unfair what I've seen some killers do), and much as I love Devour, it really isn't the survivors fault if it goes off. It's just RNG, and DH is holding back Hex perks as a whole by being ten times stronger than any other.

  • Because that's a strong part of the map, not the map as a whole. Sure, plenty of maps have broken buildings and areas that survivors can run to when you hit them, but for the most part it's better to leave and catch someone else off guard, because most strong buildings aren't so easily accessible.

    Of course, there are exceptions. Badham (all variations), Haddonfield, Grim Pantry and Disturbed Ward have broken buildings that are pretty much always there, and you don't really have a good choice. It's either leave them so they can do free gens and heals, or chase them and force them to use up the pallets.

    Shout-out to whichever Badham map has the House of Pain chained to the Two Story chained to the Preschool.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493154#Comment_1493154

    Clown can end chases on healthy survivors in less than 30 seconds (usually faster for me), and prevent survivors from reaching pallets/vaults/loops in the first place.

    And what massive self slow down?!?!

    Reloading his bottles.

    And I definitely call you on that. If clown had that hidden potential against good survivors, he would be top tier. That's nurse-level chase times.

  • Prove it. I spent 20 games in a row without teleporting as Freddy and had quicker overall chases than when I did the same as clown. Overall I got about 12 3/4k's as Freddy, 9 as clown. No addons, no offerings besides BP.

    At the end of the day, Freddy is all about reaching a pallet, snaring the pallet, and getting a hit. Clown can't do the same, and he has massive self-slowdown. No amount of sweet bottle tricks helps that.

  • I got this error message right after I finished a match. No penalty, because you cannot DC from the post-match scoreboard, but for whatever reason my session did indeed time out after a single match of survivor.

  • The sheer stupidity of it all is that no-teleport Freddy is actually stronger than Clown. Go figure.

  • @ClickyClicky said:

    I dont want to comment on him because I havent tried him enough, but i wouldnt be surprised as thats generally the way they’re going now.

    Killers wanted killers with no counterplay and the developers seem to be giving them exactly that. This is what happens when a group takes over a forum, spreads propaganda and then the development team reads it day in, day out.

    Don't try to make it an "us Vs them" thing, there's just as many bitching survivor morons as bitching killer morons. The shift towards shorter chases is a result of an aim for shorter overall matches, not "propaganda". This is their idea of making things fair: as gens fly by, so do chases.

  • Thrilling is a perk with few downsides that works even when the survivors know you have it. Either you know exactly where they are, or the generator has a not inconsiderable 16 extra seconds (should they let go before it activates to fool you). As opposed to BBQ, a perk with counterplay for days and (especially after the aura changes) little practical use because of it. I get a good reading maybe twice a match with BBQ. The rest of the time it's there for BP's.

  • What's fun about SWF? Nothing, now that you cannot change your killer. It's either hope they aren't super sweaty (which overt SWF's almost always are), get bulldozed, or dodge the lobby entirely. You used to be able to switch your full build up in preparation, bringing along an adequate level of strength to deal with a party, but now you can only change perks and add-ons. Easily the biggest issue I have with implementing the lock BEFORE YOU IMPLIMENT THE STUPID MMR SYSTEM. WELL ######### DONE. VERY THOUGHT OUT.

  • You can do literally nothing. If survivors want to do gens, they do gens. You can mitigate it, but you cannot prevent it. It is, after all, the one strat that survivors are forced to use against strong chase killers.

  • Still fairer than the Key challenge.

  • @BigBrainMegMain said:

    If you're so good at doing your job, DS shouldn't be a hindrance to you.

    So why the complain?

    Because DS can undo all that good work and force you to start from scratch, all because you were actually doing well. A 5-second stun is plenty of time for everyone to scatter and you to lose your snowball. In a game where snowballing is the way to play.

    Plus, DS is just about the most Outperked a person can get.

  • @GoldieLegion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490531#Comment_1490531

    Ds is a situational perk, u can only use it if killer decides to tunnel, and thats killers decision, i had lot of games where ds was totally useless cause killer decided to play fair. so ds is op cause it wont allow u hook the same surv that just been unhooked? wao. If those perks are so useless whats the need of buffing then? sorry but all u said makes no sense to me

    I literally just have you the most common DS situation under the sun, and you call not letting survivors get free gen time or heals to be "tunelling"? Tunnelling is when the killer exclusively goes after 1 survivor, not the killer punishing an otherwise bad play.

  • @adamn40 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490496#Comment_1490496

    There is still loads of counterplay to nurse on the survivors end. Yes a good nurse can stop that nearly 100% of the time but that's how killers should be balanced.

    Well, you can have that opinion. But I personally would rather a game with less ultra-short chases and ultra-short gens. I personally don't find the m1 simulator to be that fun.

  • I have an idea - give me the damned option to sell my mori's for a refund. Seriously, I've got at least a million bloodpoints trapped in shimmering pink unfairness. M'want m'BP.

  • I've got a counterpoint and a mental excersize. First, the excersize: Go back in the last year's worth of patch notes and produce every direct survivor need in the game, then every direct survivor buff. Every time I do that, it's it's pretty 1-for-1. Even BL got directly buffed in its "nerf", which only removed an ability that was already completely useless unless abused to create infinites.

    Okay, giant glaring counterpoint: Lightborn is situational and bad since you can always just... Well, look down. You compared it to DS, an absolutely non-situational perk that you can get extreme value from regardless of whether or not you stab the killer or even equipped it that match, and it is entirely non-situational unless you think that "getting hooked" is "situational".

    Don't believe me? Run DS and immediately go do gens/heal the moment you are unhooked. If you see the killer coming, jump in a locker. Situational my arse.

  • The Entity is a lovecraftian monster. Just saying.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489870#Comment_1489870

    Actually this comment highlights the problem of trying to "prove" counterplay

    No matter what happens, there will be some excuse you can pull to say "a good deathslinger would've _____". The fact is that humans don't play perfectly or see the future. and if the Deathslinger IS that good and can play around all your attempts to throw him off, he deserves the kill

    Sure bud. Keep pretending. Or go get some actual proof that there is counterplay instead of just saying there is. I'm basing my opinions off of my own experience and skilled Deathslinger streamers. Where's yours coming from?

  • No, Nurse isn't even comparable. Her power is still ridiculously strong and she ignores everything the survivors can possibly do bar stealth, which is rectified by perks. The only saving grace is that there's now a punishment for messing up, which there never used to be and actually made her a pretty easy killer once you got past that initial skill floor (spammidy spam spam spam!)

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489635#Comment_1489635

    You can't get the hit if there are objects in the way. If your idea of "counterplay" is being able to avoid getting shot every time, then survivors could 1v1 Slinger.

    I have played survivor and prevented hits just by getting in the way when another survivor is harpooned. I have stopped myself from getting hit by snagging myself on a generator. It's not rocket science. Just look for obstacles so you know where to go before the chase. Obviously there will be times where you're in a dead zone and can't do that, but that's your fault for being caught in a dead zone.

    If the Slinger walks backwards, you cannot get snagged because you're friction is set to almost zero. And if your idea of "counterplay" is hiding behind a wall, I would like to point out that that is an unreasonable ask, since the killer can force you out by just walking to you.

    Maybe your problem is that you aren't a good Deathslinger and haven't seen a good Deathslinger play. There is nothing the survivor can do in a chase to ever counter him. Pre-drop the pallet? A good Deathslinger would have shot you before you reached it, and even if they somehow couldn't all they need to do is break it and shoot you then. Hide behind an object? Hello, my friends Left Foot and Right Foot have come to meet you. Juke? Nope, that's where the "Good Deathslinger" part of the equation comes in. Bodyblocking? That's not counterplay, that's just a tactic.

  • I can absolutely confirm that putting a tile between you and Deathslinger isn't counterplay. I can still shoot and hit you. That's why there's no "counterplay" to a skilled Deathslinger (which I'm not), because they can just shoot you, and all you can do is make their aiming harder. I don't think Deathslinger is OP because he is the most genrushable of the strong chasers, but there really isn't anything you can do that he cannot easily undo.

  • Great, because I just reread my comment and confused myself with all of those grammatical and spelling errors

  • It's always been a thing. And yeah, it's dumb, it's like if survivors got negative points for a teammate getting hit. There is no convincing justification for it.

  • @twistedmonkey said:

    The difference is changing survivors doesn't affect the mmr rating as they all share one.

    The only way to sort it really is to punish lobby dodging and also lock survivors in half way through the time so killer can setup perks.

    Remember this change was done as many asked for it. It makes it more viable to try killers players are not familiar with.

    Id imagine a lobby punishment would also be met with complaints.

    Preventing quickswitching has been asked for for a significantly longer amount of time. The Dev's have proved that they will happily lock characters so you cannot switch to get a giant advantage. So why only affect one side with it?

  • @Peanits said:

    They're doing nothing wrong by sitting under the pallet. That's a smart move. That means that if the killer picks them up, they're for sure going to be within stunning distance. Sitting on one side of it means the the killer can pick them up and be safely far enough away from it.

    Ideally you shouldn't be leading the killer on a chase around that pallet, and you definitely shouldn't use it at that point unless you're saving them. The only exception being if they're already fully recovered, then it makes sense for them to crawl to one side so you can drop it and pick them up while the killer breaks it.

    No, the smart move really is to sit at one side or the other. If the killer pick you up, their giant hitbox will still be caught and your team will still get the save. Otherwise, they can heal to in relative safety, since if the killer comes along from the other side of the pallet you get the stun and finish healing. You cannot do that if you are in the middle of the pallet, both because the survivor healing you has a much harder time and will often get hit whilst trying to drop the pallet, and because you will often get shoved to the killers side of the pallet for a free pickup. So, if a teammate is looping the killer, make sure you're lying at the side they will be when they drop it, so they can finish your recovery whilst the killer is kicking the pallet instead of throwing you into the killer.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488947#Comment_1488947

    are you implying he is baiting me or am i the one missing something?

    Both I and the post I was replying to were being so incredibly sarcastic that neither of us thought there was a need to type "/s". Clearly being a perma 1-shot against the best stealth killer in the game is literally the biggest disadvantage that could possible happen to a team of survivors bar an Ebony Mori. It would literally be the strongest Ghostface could ever be.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486953#Comment_1486953

    IMO opinion height of killer shouldnt affect FOV. As an ex-Freddy main having limited visuals and being stuck in dreamworld is annoying is a nerf no matter how people try to spin it lore wise. Vision should be the same across the board. Just like the crouch vision of Pig, I cannot stand it and it stops me from playing the killers.

    I understand why, but it is annoying.

    Trust me, it's more annoying the other way around. Playing as Plague is so frustrating right now, she was a perfectly balanced killer and now there's this looming creeping disadvantage.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486186#Comment_1486186

    what do you mean? he just doesnt have to stalk for insta downs and he still has stealth its all poitives for ghost vs. 4 no mithers

    *Waits for penny to drop*

  • Her camera got lowered for some reason. And I hope it's not intentional, the advantage/disadvantage to tall killers is supposed to be higher FoV/being easier to spot at and around loops. It would be like Hag suddenly having a normal camera height, so she could see you but you couldn't see her.

    Edit: I should clarify, you can see it when you look at her insence burner. Her arm is a fair bit higher up the screen than it used to be, revealing a bit more of the burner and blocking a bit more of the camera.

  • Nope, just her add-ons. But most of us thought the same about Billy, so get ready for Huntress to have 4 basekit hatchets and a slightly longer reload time.

  • Survivors already have something else to work with, it's called LoS breakers. See, the Devs in their infinite wisdom though it fair to make chase music override survivors footsteps but not have it mask the killers sounds. So now you can break LoS and run directly away from the loop you are at while the killer mindgames themselves. Which, while funny the first time, is honestly extremely unfair when you realise that it takes literally zero skill and cannot be accounted for by the killer, given how easy it is to break LoS. It's essentially a no-mindgame mindgame, similar to Spirit.

    Edit: Naturally, it is also my preferred tactic because I like to highlight to my opponents just how broken it is. I almost never get caught out doing it.

  • The thing about survivor is that they can not only blame "overpowered" killers, but also potato teammates. And so, naturally, many many survivors are the best at the game and never make mistakes. At least, that's one of the impressions you get from them. The other is that they probably don't know what personal responsibility or accountability are.

  • Yes. Vile Purge only is extremely bad. She is one of the, if not the absolute, worst M1 killers in the game. She's tall, ultra visible, and loud. All survivors need to do is play safe and you're done for. She used to be my main, I dealt with it all the time. You can't kill what throws every single pallet early while their panicking teammates rush the generators as fast as they can manage.

    Still, it's better to lose to safe players than watch your corrupt purge magically phase though a survivor or 4. At least safe players actually outplayed you in some sense.

  • Clown. No map pressure, no chase pressure, no lethality. Somehow, to this day, remains the only m1 killer with a chasing power. No killer even comes close to that level of bad, even Legion has good points and perk synergy.

  • You know, I've been having the same issues with game performance, but it seems few people are on PC. My best guess is that the update broke one of my drivers.

  • The only way I can see is by having IRL premonition powers and running a stronger build before you enter the match.

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