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MadLordJack

MadLordJack

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MadLordJack
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  • It is intended, and possible, but mostly luck-based thanks to ping issues. I don't know the precise numbers behind it, but I'd say you're about as likely to get stunned as you are to eat the pallet with your chainsaw. At least, that has been my experience. Shout out to all the bubba's that also mysteriously hit me mid animation, break the pallet, and go into a tantrum above my slugged and confused form. I have never once been able to achieve this level of Leatherfacing, but I hope one day to master it.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478068#Comment_1478068

    That stuff is the SOLE reason I hardly 99 survivors. If I'm going for a stalk approach, I'm surely committing to it, and it's been successful everytime.

    Til you go against a half-decent team, sure. Stalking, exposing and downing a single person has so much counterplay, and gives good survivors such confidence, that it is even more on them to lose than normal.

  • @ Antares2332 said:

    Bruh, but there is also another book of "killer's rulebook for survivors", one of those rules says "don't genrush", when that's what survivors should do, the objective of the game.

    The Survivors Rulebook For Killers is an actual problem that has existed in DBD since it began, what with survivors victimising themselves against the big bad killers and creating a bunch of rules that you should follow if you aren't a heartless monster. Ironically, the counterplay to literally everything the killer can do is just to rush the generators and leave. And, also ironically, it is acceptable for most of the survivors that worship the Rulebook to t-bag, hook bomb, run full meta builds, be in a full tryhard party, bring every item and claim them to be worthless, play ultra safe against m1 killers and then call them trash, and most recently: Run DS/UB.

    And yet the Killers Rulebook Jor Survivors has never been a meme or joke, except in the sense that people joke about it ever existing even as a meme or joke. I wonder why that is.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472922#Comment_1472922

    You act like he's completely helpless when on cooldown. It's up to the player to act accordingly when Night Shroud is not ready. It also depends on when or if your power was disabled during the last chase.

    The 30 seconds I will agree is a tedious cooldown for a stealth killer power, but then I remember that he can move base speed whenever he wants with no TR and Stain, and owns an extremely fast stalk rate in base kit that is really powerful when utilized correctly.

    He is just a other legion or trapper without his power, so yes, he is completely helpess against good survivors. Even his crouch is only good against bad players. And I don't care to measure a killer against the mediocre or majority, but as to how well they can do against the best.

    Thirty whole seconds is an extremely large amount of time for a killer to not have a power, so much so that Ghostface goes from being in Night Shroud, setting up tactical moves and 99ing opponents without their ever knowing, to literally being unable to exploit all of his previous work and being forced to either wait 30 whole seconds to fully stalk someone, or hitting them and nullifying the fact that he wasted all that time 99ing them. In fact, Ghostface might be the only killer in the game who not only actively sabotages his own efforts, but is encouraged to by a ridiculous cooldown period.

  • "Guess I got outperked".

    Honestly, it's the only time I feel that when I'm playing survivor. That, and when I can't find the Devour Hope.

  • When she works: Plague.

    When she so often doesn't work and constantly "misses": Ghostface.

  • That is probably false. Comb through a hundred threads and you'll see an equal amount of moronic "mains" screaming at each other, whilst people that play a decent amount of both sides and attempt to have an actual discussion get screamed at as an opposition "main". The bias comes not from the forum as a whole, but from the individual thread.

    A lot of that is the fact that people will play the significant majority of their trials as one side, then belittle the issues of the other and/or outright refuse to acknowledge any problem in the first place. For example, survivors can always fall back on the "do gens" tactic to pretty much escape every trial. A lot of killers accept this and, instead of trying to play normally, hardcore tunnel and facecamp to get in a few petty kills, regardless of the generator speeds of a specific trial. Survivors combat this by equipping perks that, whilst they were designed for anti-scumbag purposes, are broad enough to be used in a shocking array of situations and with a punishment befitting scumbags, not average killers attempting to play nice.

    Then people come onto the forums and complain that they got tunneled and facecamped, and someone else in the forum will complain about getting hit by a dozen second-chance perks. Both posts attract sympathetic readers that defend them against anyone belittling their troubles, whether or not they were ACTUALLY getting belittled, and form a sense of comradeship with the others who have dealt with similar issues and become hostile to outside opinion, the quality of which varies from attempts at positivity to "it's the only way to win, stop complaining", "don't camp and tunnel then, moron", and of course the ever present "Git Gud scrub."

  • @AshesofDreams said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476450#Comment_1476450

    A little bummed to hear it isn't any better on other platforms. I was really hoping it would be. I just don't see why I'm grouped with Rank 1s and not 20s when I'm 14. Can you elaborate on what the "MMR system" they are adding is?

    Basically, the pip system sucks and doesn't actually reflect someone's skill very accurately. For example, I am usually at red ranks and I really, really shouldn't be. So the Devs are implementing a completely seperate matchmaking system based around an MMR score, however it will be hidden from our view and we will not know what our MMR score is. (MMR stands for Match Making Rating, lots of games use MMR systems, however in DBD it's going to be hidden from view and we will still only see the current ranks and pips and such.)

  • Don't worry about it, that's just DBD. You aren't experiencing anything out of the ordinary. I took a 2-month break, went from red ranks to rank 13 (rank reset two days after I came back) and my opponents still haven't changed. Lovely rainbow colours, or all reds. One or the other. Mostly, it's because ranking up as survivor is insanely easy, and by extension it can be easy to rank up as killer because you are slaughtering boosted survivors.

    But they are adding an MMR system to make matches a little fairer, so stick with it. It might actually work.

    Edit: Also, the grind is real in DBD. I have all perks on exactly 1 killer, and more than 50% of perks on about four more, as well as on 2 survivors.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476372#Comment_1476372

    Yes thats exactly what I mean when you aren't getting tunneled actively you shouldn't have the protection of an anti tunnel perk

    Sorry, then. Your previous post confused me. I thought you meant that there should be some exceptions.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476167#Comment_1476167

    Any progress to the state of the match is too much for an anti tunnel perk, healing, cleansing, being fully healed, or starting to repair all shouldnt be part of the anti tunnel package

    Why not? If I sit down at a gen or totem, I'm clearly not getting tunelled and don't deserve the free objective time that having DS currently brings. And if you're healing near the hook, that's genuinely your mistake. You could have run away and let a teammate take the heat, which is the correct play to avoid being an easy slug.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476173#Comment_1476173

    You literally contradicted yourself.

    Tunneling, as soon as being unhooked, the killer tunnel visions YOU and only YOU.

    Using an Insta-Heal during a chase while the killer is following you, after being unhooked is still considered tunneling.

    Is it not? Haven't you healed for 2 or 3 seconds after being unhooked and then you hear his terror radius making his way to you?

    I'm sure we've all been in that situation, and killers like the OP want to take that away? What, you heal for 1 second and DS is deactivated?

    What a laugh.

    So by that logic, DS should deactivate if the killer downs you, then the person that unhooked you. After all, if you get slugged, you aren't getting tunelled, because the killer isn't only going after you. And I in no way contradicted myself, I sincerely doubt anyone has ever brought and instaheal into a trial with the intention of only using whilst being tunelled. That's like saying you mori'd everyone because of DS/UB.

    And yes, I have certainly had killers come after me after I get unhooked. Except a lot of the time it's not exactly tunelling - if you're the injured one, it only makes sense to slug you, and if you were healing in an unsafe location, that's on you. I have watched many of my teammates die because they think that under the hook or around a wall are good locations, and that the killer should ignore the injured person tip they are healthy.

    I wholeheartedly agree with your definition of tunelling, though not with your justification for using extremely strong items or your assumption that I in any way have been contradictory. Just because both sides can be arseholes doesn't mean you should pre-emptively take the low road.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476167#Comment_1476167

    Your last point makes sense to me. I just wanted to punish survivors who put themselves back into the game early.

    Yeah, I've had teammates and opponents that heal under the hook and then blame the killer for even daring to consider looking at the survivor. It's not fair to expect your opponent to go out of their way to be nice, and it's not fair to punish them for it. It's like if there was a perk that reset a generator if two of them pop too closely together.

  • @BigBrainMegMain said:

    2. This timer will pause when you are in a chase and while you are down. This timer will immediately deactivate if you start repairing a gen, cleanse a totem, are fully healed, enter a locker or unhook another survivor.

    Unfair. This negates insta-heals during a chase. Negates Second Wind. Negates Inner Strength when even looping the killer who's tunneling you by entering a locker. It punishes survivors for not fully healing, even with We'll Make It which is a 5 second heal, the killer could already be on his way looking for you.

    1. Decisive Strike has two tokens. You lose a token after being rescued from a hook within 32 meters of the killers location, otherwise no tokens are consumed. If a token is consumed, you have 30 seconds of DS being active

    Does this mean I lose a token if I'm farmed off the hook and I have to wait for the killer to leave the radius in order to go for the unhook?

    Please explain this.


    Just out of curiosity, what do you think tunelling is and why do you think it's unfair that DS deactivates after you use an instaheal?

  • There's no point in even suggesting changes tied to chase mechanics. The Devs have said they have no interest in reworking them and that they want killers rewarded for being in a chase, not being rewarded for not being in a chase. Yes, it's dumb, and it genuinely comes across as either lazy or poorly thought-out. (Their main reason is Bloodlust, and yet chases are designed to be easily broken for a microsecond so that bloodlust gets reset. Go figure.)

    However, other than that, the only two criticisms I have are the fact that it's radius-linked (Demogorgon, Hag, Huntress, Billy, Oni, Spirit and Nurse all want to say hello) and that it's still 30 seconds, which is a huge amount of time. Someone could come off a hook and just sit under it and heal, or their teammate could farm them and get away with it. Sure, 2 uses is great, but the deactivation conditions should be super strict. Maybe if it deactivates after 5 seconds of doing an action with a progress bar?

  • As everyone here is saying, play it safe til someone gets hit. Then... Normal looping. Honestly, it's just normal loop gameplay. Sure, he can come out of nowhere and bonk you, but that is both avoidable (stealth play) and not what makes him strong. His strength lies in the fact that people DONT try to loop him, because he cannot use demon dash in a loop without the top knot add-on. All he has is his instadown. So, while between loops he is dangerous, while he's at a loop he's a lot less threatening so long as you keep an ear out when LoS is broken (you can literally pinpoint his exact position with his footsteps, he's as bad as Demogorgon.)

  • It seems like the initial error was it not updating their records, and the system's solution was to roll back your account. And I'd be willing to bet that the reason they don't want to recredit you your lost progress is because of a company policy.

    Also, English is a germanic language, so you can use German syntax with English words and get your point across just fine (for the most part). And your English is actually pretty good.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473936#Comment_1473936

    It really, really does. Its very easy to hit survivors with shock if you have a pair of functioning eyes and look where they are running to. Its not like Huntress or Deathslinger where you need pin point accuracy. Its easy as pie to hit them with the shock blasts. If you are mindlessly zapping, then you're flat out bad. Nobody should be doing anything mindlessly as killer.

    I did compare skill floor to skill floor and skill ceiling to skill ceiling. Doc's skill floor is just setting off a static blast. Instant information location on survivors. Start a chase, simply point your blasts where they are running. Its incredibly straight forward. That's not counting all the advantages you can get with putting them into madness. Denying them pallet drops and window vaults, backward skill checks, doc's illusions telling you where they are etc. Doc's skill ceiling is timing the blasts to deny them loops at windows and pallets. That is incredibly easy in comparison to being strategic with your stalk on various survivors, timing the most opportune time and place to pop your tier 3, and all this is after you have to get out of tier 1 with your slow movement and small lunge.

    You can say your opinion that Doc is mechanically harder is a fact......that doesn't make it true. Facts can be proven. You've not said anything or shown anything that proves it.

    And yet with Myers all you have to do is hold down M2 a bunch with no real or thought til you hear a dingle dingle. It takes no real skill to find people, because there is nothing you can do to make that easier. As compared to the skill floor of Doc, in which you run around shocking people and wasting loads of time. Wait, that's not a skill floor, that's just being unable to play the killer. Docs skill floor is more along the lines of mindlessly using the blast, then mindlessly using the shock, then... Wait, no, that still doesn't help because you actually need to know how to block drops and vaults, which requires actual skill that tiering up madness doesn't. Which means that if you are simple teiring up madness then you are playing an m1 killer with no instadown potential.

    And it is actually difficult to use Doc's shock effectively, because you have to time it perfectly and hit them just right. Hit them early, they go for another loop. Hit them late, they perform the action they needed to. Spam it, and they can loop almost forever. As compared to Myers, who takes no mechanical practice whatsoever, and whose skill ceiling doesn't include anything even remotely along the lines of a Doc chase, since Myers is a basic m1 killer and uses all the same things that Doc can choose to use.

    And then you go into being strategic with your stalk - but that's not a skill floor, that's a skill ceiling, and it is mechanically extremely easy. You just need to hold M2, only this time carefully so. So let's go with tactics: Stalking people correctly. Keeping an eye on the red in someone's aura. 99ing. Looking at their knees. And thats... well, I can't think of anything else except perhaps knowing when to pop a t3. But let's look at Docs skill ceiling - well, here's where the shock timing comes in, and using the info you get to make good decisions, and using environmental clues to tell when someone is in a locker to avoid a blast, and reading doc aura's, and knowing who is screaming, and knowing who is in what madness, knowing when it's one or two people screaming, knowing how close or far away they are and accurately knowing where they are because of it and what tiles are around them, and actually using your blast to dial in on people instead of just finding them so as to not waste it, and using his shock to prevent long loops instead of just preventing vaults. And then there's the fact that Doc is so strong when played well, it's almost entirely on you to win. No pressure.

    Another way to look at it is the sheer difference in number of players. They've both been out for a similar amount of time, and Doc recently got a rework that made him even stronger, AND he's an in-game DLC character. And yet there are way more Myers players than Doc players. So why is that, if Doc is easier and has a lower skill floor?

  • Prediction and practice. And also, in many tiles you can actually see your opponent through small gaps in the walls. But mostly it's just about anticipating them.

    The best way is to play both sides so that you have a healthy understanding of what your opponent can and cannot do, and what tactics they may employ in a given situation. It also helps by letting you see how your opponents are playing and adding it to your own arsenal of tricks.

  • The problem isn't with toxicity, it's with blatant disregard for your opponent and their challenges that leads into, but is still a distinct problem than, toxicity. I have had a fair few matches against flash-clicky survivors that fully acknowledge and talk about the significant advantages they have, and whilst I have never seen a toxic Freddy do the same I have had plenty of matches with non-toxic Freddy's that play dirty and freely admit that they just want easy matches. (To be honest, I don't see clicky clicky morons as toxic, more just an annoyance.)

    There was a video a while back about player entitlement, in which a streamer played like the scummiest scumbag killer, then proceeded to complain about his opponent for perceived camping and tunelling while he was playing survivor. It's not just about "blank" mains not caring about the other side, there's also this huge undercurrent of massive hypocrisy, where people don't play by the rules they set for their opponents.

  • Yeah, griefers are a real problem. It's not the Devs/killers being like that, it's players in general. I have certainly come across far more toxic survivors than toxic killers, though you are 4× more likely to find them. It is a pity that people gain personal satisfaction by hurting others, but... Well, I was about to make an excuse, but unless you edited around survivor toxicity then there really isn't any. Griefing is griefing, and it is neither pleasant nor acceptable.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472993#Comment_1472993

    I disagree. Doc has free location information on survivors with static blast. Its easy to zap them in chase and stop them dropping pallets or vaulting windows. You get free deerstalker if you get them to tier 3 and then slug.

    Myers starts in tier 1 with slower speed and small lunge. You have to be strategic to not over stalk one survivor too early or else you will have nothing left on them when you see them again later in the match. Smart Myers will 99 their tier 3. You have to be strategic and know the right time to pop your tier 3 so you can ensure you get a down and make sure they don't make you waste it by being at a super safe loop when you pop it.

    I think all that takes more skill than Doc and his madness zapping.

    It really, really doesn't. Your entire argument is that Doc is mechanically easier, which is inherently flawed by the fact that... He isn't. His shock is actually very, very hard to use, because you will lose if you mindlessly zap til you are in melee range. That's like chasing someone as T1 Myers.

    You literally just compared Doc's skill floor to Myers skill ceiling. Perhaps you should compare skill floor to skill floor (not-so-mindless zapping to basic staring) or skill ceiling to skill ceiling (what you said, compared to docs blast and all of the complicated little mechanics behind madness, the difficulty of a well-executed chase, etc). But pointing out the most complex part of playing Myers and the most basic and least effective way of playing doc is silly.

  • @Hallowgeek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472993#Comment_1472993

    The thing about Michael is his power is dependent on survivors. If he can’t locate anybody then he’s an ultra slow killer with zero map pressure. I’ve been in lobby’s before where every survivor is running Spine Chill and Michael has JUST reached Tier 2 when the last generator pops. Whereas Doctor can locate survivors, deny loops and pallets by simply pressing a single button. 

    I understand that we all have different opinions but can you honestly tell me that if you had a friend who was playing as killer for the first time and they wanted to choose between Michael and Doctor you’d honestly recommend Michael? I find that hard to believe. Doctor is somebody I’d recommend to newbies because he has abilities that help him locate survivors which is what most new players struggle with.

    Yes, I would and do recommend Myers. He's so easy, all you do at bare minimum is stare and fill your stalk meter, then commence a basic m1 chase. Whereas the bare minimum from doc is having to learn how to use both his blast, his madness, and his shock, because otherwise you may as well be playing another killer.

    And at the other end, when you look at their skill ceilings, Myers still falls short. He has nothing he can do to scare good survivors, and he is the most loopable killer in the game. His biggest asset isn't even T3, but his small TR. Whereas Doc always has the ability to block pallets and windows if the killer is good enough, but has to know exactly when and where to use his shock or else you slow yourself down too much. You have to know how to use his madness, and you have to make constant decisions about who is vulnerable or not - something that all killers must do, but that he must do even more. It even takes more skill to read his illusory aura's.

    And don't get me started on his adodns. They are all so very complicated. So are Myers, to be fair, and considering that they are both hot messes I don't even want to touch that pile with a ten foot pole.

    Edit: perhaps I should clarify: the example you have has nothing to do with skill. Not finding a survivor isn't a thing a more experienced Myers has less trouble with, but it is something that a more experienced killer in general has less trouble with. Taking basic killer knowledge and attempting to apply it specifically to one killer is a bit... Wierd.

  • If it is an opinion, true. But when it can be disproven by combing over the different mechanics and strategies, not so much. And when that person arrogantly states something as an "objective fact" and refuses to accept that they are deliberately not taking anything that disagrees with them into consideration, I do like to point and laugh at their hypocrisy.

    If someone wants to say something, fine. I can say the sky is indigo. That doesn't mean I can slap colour palette's put of everyone's hands when they hold them up to correct me.

  • @Hallowgeek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472937#Comment_1472937

    Your thread wasn’t the same. You said Michael takes less skill to play than Doctor. And that’s not an opinion. That’s just wrong. And I saw that you took my advice and deleted the thread. So well done. 😘

    You do know that Myers really does take less skill than Doc, objectively speaking? It's not really an opinion, he just has more things in his base kit, whereas Myers is a basic chase killer that has nothing creative but a slightly increased lunge distance. Which means that every skill can be lifted from basekit Myers and applied to basekit Doc, but the same cannot be said in reverse.

  • @I_Teabag_Gate said:

    A lot of killers like to blame their bad games on SWF. In reality they just did bad or the survivors did well.

    People would dodge lobbies because of this bogeyman they have created.

    Yeah, the stark reality is that survivors always have the true power of SWF at their fingertips, and that's called "doing the gens". Which is a bit wierd given that most times I think I'm going against a party their friends list tells me I'm right, but I have had plenty of solo games full of terrible loopers that play extremely safe and all escape because of super quick gens. Don't get me wrong, it's even more annoying when the full parties break out OoO, DS/UB, all that nonsense, but it's honestly just icing on the shite cake of not-running-away-and-hiding-every-time-you-hear-a-heartbeat.

  • @ClickyClicky said:

    I wouldn’t pay attention to any of the killer mains on here talking about counter play. They think that running around looking for 5 little totems for a few minutes with no information on what other players have done is perfectly fine counterplay to stop the killer from activating god mode but ask them to not pick up a survivor within 60 seconds of them being unhooked and they flip their lid.

    Basically to them everything on the killer side has counter play no matter how small but everything on the survivor side is expected to have huge and easy counter play.

    These are the same people whose answer to anything is often “don’t get caught” or “dont get seen”.

    Not being seen is a perfectly reasonable suggestion. Stealth play is insanely strong against every killer except Legion and Doc, and it's still a viable strat against Doc if you're good enough and have some handy lockers. Why do you think that Yamaoka's Estate and Dead Dawg Saloon are so hated? It lets all but the most neon characters hide with extreme ease and never even need to use the maps notoriously meh loops. And all of these killers do have counterplay, it's just an unreasonably small amount that gets trumped in every case by skill. Which is no reason not to attempt anything in the first place, because so very few people are actually good at any of these killers and can often be juked.

  • @AngeloMerte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471906#Comment_1471906

    But unlike killers who can force out mistakes (mindgames, red glow hiding, moonwalking, fake pallet kicking etc etc) there is no way for survivors to force mistakes against spirit or deathslinger. If a spirit or deathslinger makes a mistake it's 100% up to the player behind the killer to make that mistake and not the survivor forcing it.

    You cannot force someone to make a mistake, only put them in a position where mistakes are possible. And in every scenario you suggested, it is 100% up to the player behind the survivor to avoid them. If you get mindgamed, you messed up. That's your mistake, that you need to own, and you could have avoided making it whether you like it or not.

    And if you cannot put those killers into positions to make mistakes, why is it that "juking" is a term that exists? Why do survivors dodge and weave, why do they make unpredictable movements, why do they fast-vault pallets and slow-vault back, why do they start running only to double back, why do they do anything that they do when faced with those killers other than stand still and die? Because they are forcing the killer into positions where making a mistake is much easier.

    But no, of course you are right, you didn't mess up when you got mindgamed at a jungle gym by Ghostface, you just... Got forced to mess up? Right. And it was totally the right play to run in a completely straight line away from the Deathslinger, thus giving him the easiest shot of his life.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469256#Comment_1469256

    Only add-on dependent if you can't go one trial without stacking cooldown add-ons, which IMO is not that necessary unlike what most "mains" say.

    Sure. I guess if you're good enough you can deal with the best survivor teams with a whopping 30 second cooldown. I've just never, ever seen anyone be able to do it.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472488#Comment_1472488

    well in the killers defence there is one of them and 4 survivors, if 4 of them all run dead hard, adren, ds and sprint, wouldnt you be pretty peeved?

    there needs to be a limit on how many defensive perks a survivor can use on a single character, when a survivor can out pressure a killer you know somethings wrong.

    infact when i play solo survivor the enemy i fear most is a survivor with cancer perks, because if he does a bad job he's a waste of time and if he makes mistakes he forces the killer on you by leading him to gens with survivors on them.

    they are usually the first to DC if they either fail DS or get out played at a loop forcing a 3v1, usually with 4 gens still up.

    No. No, I wouldnt be. I would sigh and move on to my next game, which would also be meta filled. Now, if a survivor ran those and then proceeded to call me trash for making them use all 4 of their second chances, then I would actually be annoyed. Bonus points if they had the smol pp build. Would probably still just point out their perks and leave, any hypocrite so lacking in perspective isn't worth more than that.

    And, might I point out, that you are creating an entirely different scenario to the one presented whilst attempting to justify moderate toxicity.

    Also, I would love all of my opponents to run DH and SB.

  • That super toxic DS/Adrenaline combo.

    I mean, come on. Attacking someone for running strong perks that don't even compliment each other whilst running so many meta perks it hurts to see? Where's the Sloppy? Where's the Surveillance? If they're going to be holier-than-thou, they could have at least had less basic-######### meta perks.

  • The difference isn't as large as you may want to believe. If someone mainly plays 1 of the 2 sides, their opinions and experience are going to be viewed from a lens tainted by the aforementioned side. There's nothing wrong with playing said side, but that doesn't mean they have a good understanding of what their opponent/s is/are having to deal with. For instance, the legions of killers that go out of their way to camp and tunnel, or the legions of DS/UB users. Some are arrogant and just don't care, others genuinely have no idea what they are doing and believe that what they are doing is fair.

  • @JacksonWise said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469270#Comment_1469270

    The point of the increased mobility is so the "fun" factor can be addressed more easily. With increased mobility, killers don't have to be oppressive in chase to make up for it and have a fair chance of winning. If killer powers are no longer oppressive, they become less frustrating because both players feel like they have an equal chance to outplay one another.

    But you are potentially decreasing 4 people's fun. That's the problem: high-mobility killers are consistently ranked as some of the least fun killers to play against. I wonder why that is...

  • The counterplay to Deathslinger and PH is to hope that they screw up and miss. The counterplay to Spirit is to hope she isn't running Stridor with a good audio setup, or to play a guessing game.

    That is in essence all there is to know. Whilst in a chase, you, as the survivor, have to hope that the killer makes mistakes. How coincidental that it is the exact same mindset you have to be in while playing as just about every other killer. I don't think that these killers are very fun to go against, but I also see the irony that that is the biggest complaint about going against survivors - you have to wait for them to make a mistake before you can do anything to catch them.

    I'm simply acknowledging this, I really have no idea if it is a good or bad thing to have killers whose personal skill trumps the survivors. Maybe people will grow a little empathy, or maybe they will dig into their hypocrisy. Who knows.

  • The game should never attempt to be balanced around kills and escapes, such a system is completely moronic given the sheer amount of RNG and broken things in a match. Instead, the games pip system should be reworked into a complex and in-depth analasys of perks, items, add-ons, offerings, map colour pallet Vs character skins, map layout, tile layout, SWF status and ease of killer ability.

    Why? Because kills and escapes are arbitrary, and even if the game is magically balanced around 2k's... It would die due to the complete lack of variety. So instead, I say keep the broken shite, but force players to accept that they are using crutches and that their opponent displayed more skill (or at least effort) and therefore wins the match in the eyes of the entity, developers and community as a whole. Who cares if Freddy mori'd you to win because they bitched out and burned a Mori and never even tried a mindgame. Who cares if the SWF squad beat your arse, they lose because they are a full party running DS/UB/BT/SB and they didn't display any real skill expect holding m1 while their buddies hook bombed.

    While skill in DBD is difficult to account for, the strength of a build is not.

  • @ImighthaveDS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470713#Comment_1470713

    Sneaking and playing stealth is a great strat for some. As long as you are using your time to do objectives. Not just hiding in a corner using urban evasion and self caring. 99% of players misuse self-care by just running off to heal when they get hit.

    Don't forget the fact that you can sneak away in the middle of a chase thanks to the chase music completely drowning out a sprinting survivor. Stealth is useful even for non-stealthy players.

  • In answer to the title, no, things can be toxic that aren't intended as such. Mostly due to a complete lack of empathy, rationality, or care for consequence. Do you have any idea how many people genuinely think that it is in any way okay to run the Immortality Combo, or the name Scott Jund uses, the small pp build? Just using those two perks is inherently toxic, even if it's not intended as such, because you are abusing 2 already (possible overly) powerful perks to become literally unhookable regardless of what you do or how you play.

    Or you could be a member of a depip squad. Or you could be a basement bubba. Or you could run an ebony Mori for the 60k daily and go "sure, I burned it, I may as well get the full use". Like it or not, all of those actions beget toxicity and directly ruin another players experience unfairly. It's not a directly competitive game where your opponent has an equal chance that you do to exploit stuff, asserting dominance over another, heavily disadvantaged player is still 'bullying' whether you intend it or not.

    However, that isn't to say that trying your best to win is toxic. If the killer has someone hooked in a good spot, that's not toxic to patrol them. If the survivor has a gen almost finished, it's not toxic to pop it in the killers face. If some moron goes for a farm, it's not toxic to hit the farmee. If the killer has a snowball going, it's not toxic to UB out of there (though it is somewhat questionable in terms of general fairness).

    Toxicity is doing something that you don't have to that directly negatively impacts the other side, or potentially even your own side. Accidentally doing something isn't toxic. But, for example, if you know the maths behind DS/UB and continue to use them in conjunction, then that's toxic, because it's poisons the community as a whole.

  • Your argument is invalidated by the fact that the "counterplay" to the perk is stronger and more useful than the already ridiculously strong and completely unearned perk.

    You want to run NOED and claim its balanced? Fine, I hope you get all my DS/UB opponents/teammates. Y'all can go have a nice time together. Away from me. In your trials of boring, frustrating mutual toxicity.

  • @kitty_love said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469258#Comment_1469258

    Agreed survivors are just overly altruistic with this perk and it can be especially frustrating playing solo because of it. Being farmed sucks since their often selfish so they’ll wait till the killer breaks line of sight with the hook, farm you, then immediately go to hide, leaving you to deal with the mess. A way for the player to stop a hook rescue would be nice.

    A face camping killer isn’t impossible tho, exceptions would be leatherface and hillbilly since they have instadown abilities. But swf can deal with face campers and even some solos (although that’s harder to pull off). Spine chill/resilience and dh will help you pull of a successful save, forcing your teammate to take a hit. Agreed survivors are just overly altruistic with this perk and it can be especially frustrating playing solo because of it. Being farmed sucks since their often selfish so they’ll wait till the killer breaks line of sight with the hook, farm you, then immediately go to hide, leaving you to deal with the mess. A way for the player to stop a hook rescue would be nice.

    A face camping killer isn’t impossible tho, exceptions would be leatherface and hillbilly since they have instadown abilities. But swf can deal with face campers and even some solos (although that’s harder to pull off). Spine chill/resilience and dh will help you pull of a successful save, forcing your teammate to take a hit.

    No, Bubba isn't a great example. Ufortunately, the skill ceiling to facecamping is a lot higher than one might assume, and a (relatively speaking) good facecamper will down you before you get the hook off, thus forcing at least 2 downs when the teammate tries to come in for the unhook and gets downed by a double m1 combo and/or instasaw (but still getting the poor guy off the hook)

    However, I did miss the perfect example of what BT can be: a patrolling tunnelling killer that goes after the unhooked guy deliberately and the unhooked guy at least gets a BT to waste some time.

  • Whilst increased mobility would be nice, you are ignoring the fact that you cannot account for "fun". People don't even seem to know what they want, every time I see the words "boring killer" thrown around, it tends to be more accurately replaced with the title "frustrating killer", because the only reason a killer becomes boring is because you are so frustrated you stop trying to escape them.

    You can't fix that with a portal system. People would just find the next meta thing and abuse that as much as possible, leading to even more cries of "unfair" and the misleading "boring".

  • I dislike BT because it's highly abusable and rewards survivors for farming their teammates, thus getting free "safe" unhooks and not having to take the time to unhook safely.

    Plus, it doesn't even do its one original job that well. If a killer is facecamping, a little BT isn't going to save anybody most of the time. So it kind of just let's people play like wankers because other people play like wankers and created the initial demand for the perk.

  • No, but he would be ridiculously overbearing. The fact that he's an add-on dependant killer would mean that, without his add-ons, he would still be an m1 killer most of the time. But, if he had no tell AND solid cooldown reduction, that would be OP.

  • I would argue that the worst experience in DBD is joining a party only to find out that they are toxic wankers that just want to bully the killer and force them to depip. Maybe that's just me, though.

  • No, I still think that there should be simultanious non-auditory tells for both spirit and the survivor as to where the other is. Reducing the TR only prevents stand-still mindgames, not the general problem that is being unable to tell where she is and react accordingly.

  • General lore fit? Pennywise the Dancing Clown, no. It, the horrifying supernatural ancient fear eating horror monster? Absolutely.

    Pennywise is a weird mix of too silly and not silly enough. He's dumb and goofy but you can't make fun of him and hang a lampshade on just how dumb and goofy he is. You just have to go "look, he's big scary clown, we must run in fear and try not to laugh". And yes, he is dumb and goofy, the reason he's so bloody terrifying is that the dumb and goofy clown slowly stalks you for days or weeks on end whilst slowly driving you insane via jumpscares and supernatural apparations before finally eating you in a semi-cannibalistic bit of fine dining. (Like it or not, humans are innately terrified by the idea of a human shaped monster consuming them, which is one reason that so many humanoid monsters from pop culture and folklore eat people).

    A terrifying shapeshifting monster of which pennywise is but a single aspect of? I don't know how that would work, but I want it to. It would certainly be the weakest killer in the game, but it'd still be fun.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/174152/this-forum-is-very-killer-biased

    I can’t disagree.

    Sadly there’s still a little killer PTSD floating around these forums (not to make light of genuine PTSD. I’m just emphasising a point).

    The problem in this forum is too much bias from either side. It seems suggesting balance ideas that are fair for both sides sits in the minority.

    Suggest a buff to survivors, you’re a killer main.

    Suggest a killer buff, you’re a killer main.

    Happens to me all the time.

    I think what you mean is that individual threads have bias, not the forums in general. If I go snooping for a little bit I can find just as many pro-broken-killer as pro-broken-survivor posts. The idea of bias is an unreasonable lean towards one side of an argument, not pointing out that one side of the trial can win the war of dbd top trumps.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466971#Comment_1466971

    Look man happens to much for me I actually stopped using ds/ub for like a week but I got tunneled and put the perks back on. I rather not get punished because I try to run a more casual build but killers would tunnel hard if ds/ub werent in the game its evident enough If there is no obsession.

    Please explain, in detail, what UB and tunelling have to do with one another. Because guess what: slugging you isn't "tunnelling". It is, by it's very definition, the opposite: the killer is literally leaving you to go and chase someone else.

  • @LinkOfSerevillon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467349#Comment_1467349

    Yup around 15 to 20 for killer and instant for survivor.

    I'm not able to kill everyone since im pretty bad at that and have no intentions to improve with me only being able to get maybe 2-3 matches in per day as killer.

    Yeah, I have a similar number of matches a day, but I definitely didn't let that stop me from constantly getting destroyed until I sort of started doing well by pouring out buckets of sweat. And I get it, it's not fun, but I never found camping to be that fun either. It's so 1-dimensional. I would honestly be that you get even more bored of it than you get frustated by being bulldozed. Though I would suggest pulling back from the hook to gently facilitate more chases, that way you can get better and still get a few kills in. Maybe. It's kind of map dependant.

  • I am genuinely curious: you have 15 minute wait times? Mine are borderline instant, especially at peak times. It's like no-one wants to play killer on AU servers. I've been back-to-back BP farming.

    And I would also like to say that it is your job to kill everyone, not some people. If you camp to do that, fine, but camping to secure petty kills seems rather pointless, and your experience and skill will not improve. Quite the opposite, most likely.

    And, I would also like to frame your waiting argument in another way: "I suck at survivor, I have to wait 15 minutes for a match only to get hard tunelled and facecamped, so I run nothing but DS/UB/DH/Adrenaline". Just a little something to consider, I know it sounds like I'm just being mean but I hope you understand that you are not only exempting yourself from complaining about fun-ruining survivor tactics but you are also lending them an (admittedly false) sense of legitimacy.

  • No, not really. But at the same time, yes, absolutely. It is, as with most strategies in DBD bar doing gens, situational. And a lot of what gets called tunelling isn't even tunelling: An all-too-common occurance is farming (as in pulling someone off the hook in the killers face). The clearly correct strat there is to down them both, and yet people insist that the killer should let the both of them off and go and chase someone else you camping wanker. Because, as with people confusing "farming" and "tunelling", people also confuse "being anywhere near the hook for any possible reason" and "camping".

    But going after 1 survivor above all others to eliminate them from the game, regardless of anything else, is never the right choice unless they are complete potatoes, in which case it's probably not justified. As frustrating as it is to have someone hardcore tunnel you, the only reason it's not to the detriment of the killers game as a whole is because of potato teammates which refuse to use the insane amount of time you can buy to do gens.

    Going after the still-injured survivor can be the right choice, but it depends on whether or not they are in a safe area, and whether or not they have altruistic teammates. It's far more reasonable to expect the healthy survivor to take a hit than it is to expect the killer to not go for the vulnerable person, and instead chase the healthy one that booked it immediately.

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