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MadLordJack

MadLordJack

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MadLordJack
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  • @Onyx_Blue said:

    Hooked near an exit gate and playing 'nice'? Yeah, why would you do that and expect them not to get out? It's not really a complaint so much as telling everyone you're borderline-entitled and didn't play that part of the game smart.

    Second-chance perks are very strong, just like slowdown perks are very strong. They're both stale af to go against, but are so common due to the fact people hate the other but they both balance each out - momentum wise. I hate the meta, but until it is nerfed or a new meta is introduced, can't really moan about it in this regard.

    Is it really that entitled to expect people to not bodyblock with BT and still get a free DS escape? Or is it more entitled to use those perks for what is clearly not their intended purpose, after the killer was nice to you?

    And seriously, don't compare gen slowdown to second chance perks. There is zero overlap. One exists to alleviate or undo mistakes made by the survivor. The other exists because base gen speeds are slightly over 3 minutes. Removing both from the game would result in survivors being forced to get good, and killers quitting because of the resultant match speeds that no amount of skill can undo simply because of the maths behind it.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1442323#Comment_1442323

    It is still possible to get more frames by editing the file.

    I genuinely have no idea, sorry. I do know that if you can still edit that, it won't magically revert to.its original cap. Which doesn't really help, sorry.

  • Probably not going to be any official support, no. .ini editing is the only way to uncap the frame rate. Although I'm not sure if it is still possible, what with the Devs blocking most .ini editing because of arseholes that were using graphical "tweaks" to gain unfair advantages.

  • Stuns. Just the mechanic in general, and by extension Head On. Server latency effectively gives pallets and Head On far more range than they should have.

  • Yes, and I am still rather amused by your various implications. Perhaps you should review your preconceptions regarding balance issues and people's responses.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438993#Comment_1438993

    Right... play nurse..then you'll know what hard is my friend

    I do play Nurse. Quite a bit, actually, I've been trying to get good with her since I, like many others, stopped playing her after the nerf. And honestly, the only difficult part about nurse is her mechanics, her actual gameplay is as simple as ever and once you know where your blinks are going she is still quite easy if you know what you are doing because you control everything in the chase.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1437637#Comment_1437637

    What do survivors do that's skillfully demanding in their obj? Be honest..nothing..only against these higher up killers do they even have to adapt to anything...

    Running from the killer. That's honestly the hardest thing in the game (including chasing survivors as killer) if you're solo que. You have to know where to loop, what angles to take, how to trick the killer, when the killer is trying to trick you, what walls you can glimpse the killer through, what walls the killer can glimpse you through, how to break LoS effectively (although that was made borderline easy by the chase music overwhelming survivors footsteps instead of muddying them), what pallets are good to play, what are unsafe, how to run and loop whilst looking behind you, how to plan your entire route in a split second, how and when to conserve pallets....

    And that's without getting in to chase perks.

  • @ThisGuuy83 said:

    Of course. Then once she's nerfed they'll all jump on Freddy, then huntress, then oni, etc, etc until there all just one big pile of nerf #########, instead of making players actually adapt and get skillful. If the same brain dead tactics won't work on said killer, there OP and need a nerf. It's really sad...

    There's nothing skillful about Freddy, Huntress has insane add-ons, and the problem with Spirit is that there is no skillful counterplay with her.

    Well, there is counterplay, but it's not exactly skillful, and it's completely invalidated by a simple perk/hardware combo.

    While I agree that the game would suck if everyone was an m1 killer, and thee are plenty of morons that genuinely don't want to adapt to individual killers, there are things that cannot be adapted to because you have no input into how they play out. And there are certain killers that may be stronger that their skill floor should allow. 1 killer, for the most part.

  • @ClickyClicky said:

    Love how the gen speed videos have 200 replies and this has none. Nobody complains when a killer wrecks a team in a few minutes. Its just gonna be the “bad survivors” excuse.

    Really shows the bias in the community. Both sides have the potential to quickly defeat the other side.

    That's because it really is bad survivors. No matter how skilled a killer is, the only way they can win in that timeframe is if the survivor team screws up massively and/or gets extremely unlucky. Mostly the screw-up thing. I have definitely had some quick matches, and I definitely know where both me and my team went completely wrong. Thing is, it's not the same for killers. You can do everything right and still lose in a couple of minutes. And, of course, the go-to line is "apply pressure", and of course it's complete nonsense. Early game pressure is borderline impossible if the survivor is halfway competent unless you're playing Nurse.

    So well yes, you can get 4k's and 4 escapes in under 3 minutes, and technically you can get a 4k even quicker than that, getting such a quick 4k is actually impossible against a half-decent, not-massively-boosted team. Whereas the best survivor teams actively work towards 3-minute gen times and can't really be stopped, even by the best Nurse, because of the maths behind gen speeds and chase times.

  • RPG's, Borderlands franchise, still have a bit of a thing for NFS games, and a whole bunch more RPG's. Like, most AA and AAA titles. I may have an addiction.

    Edit: story-driven RPG's. A game's gotta have more than a perk system for me to enjoy it.

  • Actually, Myers is probably one of the most balanced killers in the game in terms of difficulty Vs potential. He's far from the weakest, but he is the epitome of m1 killers. If you aren't good at the m1, you're screwed. If you are good at the m1, well, you're still in the survivors home turf and they have no qualms about using every advantage they get.

  • @anarchy753 said:

    I've gotta say, I flat out don't understand the devs' design pilosophy half the time.

    Look at Huntress, she came in and they were like "ok, we have a ranged killer, so to compensate we're gong to make it so that survivors have a really large area that lets them know she's around."

    Then Deathslinger comes out and it's like "ok, we have a ranged killer, so let's make him stealthy af, like no terror radius until you're already in shooting range, and add ons that can let him shoot you outside TR."

    This right here captures why nonstandardised TR's should be a thing. Deathslinger would be borderline underpowered with a normal TR, because his ranged attack can't actually down you and it would be easy to constantly keep yourself behind cover. However, his base TR is still too much warning and his M&A TR is just unfair. They should have designed him so that his TR is at 28m. Monitor takes that down to 20, and his max range is 18. Still strong, still stealthy, but now he isn't a stealth killer.

  • Yes. And also no.

    Spirit is complicated. If the killer has a good soundcard, headset, and runs Stridor, they can literally hear the survivors breathing even when healthy and can accurately pinpoint their location to within the distance of a mid-sized lunge. This basically takes away counterplay, because her counterplay is mindgaming and you can't mindgame someone that can hear your precise location.

    However, if you take one those away, Spirit becomes significantly harder (but still strong). I have long since given up on sounds in DBD, and I dislike using Stridor for a myriad of reasons. So I have to play her entirely via getting in a survivors head, seeing how they juke me, and reacting to that in my next phasewalk. It is hard. Very, very hard. And when I make a mistake, it's both a good play by the survivor and my fault for falling for it. It's like comparing pre-nerf and post-nerf Nurse: the power is still there, it's just harder to play her. Though I would like her changed so that both the survivors and Spirit get glimpses of one another during her phasewalk.

    With both of those being said, I also go against a lot of people that see a Spirit and give up entirely, just assuming that the game is unwinnable and being complete dickheads in the post-game. They are what makes it super easy to rank up as her even without soundsnipy-Spirit. It's stupid and I hate it and it's honestly why I don't play her that much. I despise people throwing matches just because they assume an outcome, and I despise it when they refuse to learn Spirit counterplay and just call her drastically OP because they basically threw themselves on hooks. Guess what, I want her changed too, but you can make Clown look OP by giving up.

  • While it's true that the developers ignore almost every piece of feedback that the community gives them, there is a very good reason for this: most of us are selfish arseholes with opinions in direct and equal opposition.

    That's honestly the likely source of their stats-worship as well, though it doesn't excuse their incompetent data gathering and analysis. I'm sorry, Devs, but any statistician worth their salt could tell you to look at the hard facts behind the chart in order to understand it, not just at the chart itself.

  • Because they take zero skill or effort to activate AND nullify a potentially enormous amount of effort by giving someone that made a mistake, which should be punished, a free second chance.

    It's not necessarily about the power, but what they represent. They nullify hard work and take no skill to use, no shite people don't like them. It doesn't feel good to have some arsehole jump off the hook and yank down their teammate. It doesn't feel good to have a bunch of arseholes hook bomb you. It doesn't feel good to have a bunch of people group up, only to have Unbreakable and/or Soul Guard undo their terrible strategising. It doesn't feel good to get NOED camped.

  • Thank you. Gods, I needed that laugh.


    But I'm still a little frustrated, so I'm going to go murder a few lobbies with the apparently-weak ghostie gal.

  • Remember when they removed the ability to switch between killer and survivor in the pre-lobby screen? And people say the Devs don't want to divide us.

  • A ridiculously in-depth rank, scoring and pip system that analyses the killer/perks/items/add-ons/offerings/SWF status/skill level of each player, the layout and loop/stealth scale of the map, and general flow of the trial. Why? So peoples ######### efforts and contributions to a match are actually acknowledged and rewarded, and morons can stop bringing in stupid overpowered shite, because they no longer get rewarded for essentially taking candy from a god-damned ######### baby.

    Edit: I'm tired and angry, but the bad words accentuate my point quite nicely so I won't delete them.

  • NOED doesn't need a nerf, it needs a complete overhaul that rewards good killers with the power of perma-bloodlust 1 and instadowns, without the moronic "counterplay" that is totem cleansing. Right now it absolutely sucks and takes literally zero effort to use. I'm not kidding, it activates if you just go make a sandwich. That makes no sense. And it's "counterplay" is stronger than the perk itself, even assuming that the perk is in the trial. That also makes no sense.

    A "nerf" removes power. NOED's power is fine, it's it's activation requirements that are nonsensical. Seriously, imagine how awesome the perk would be if it only activated after you hooked 6-8 people with 0-1 deaths. Or something similar to that. It would literally reward letting survivors go so they can survive til the gens are done, how awesome would that be for the health of the game.

    Edit: Activation AND deactivation requirements are nonsensical.

  • @Mookywolf said:

    i see where you're coming from, but uh, everyones just going to say... "do bones", because you should. break totems, you can get 1,000-5,000 bloodpoints for it. run small game, detective's hunch, bring a map, use inner strength just as a nice bonus reward. its annoying, i get it, but its a very easily countered perk.

    Yeah, and the easiest way to counter it is just to do the generators and leave the killer their 1 petty kill. Seriously, I have seen so many teams throw away their escapes to come rescue my arse. Don't. Don't do bones either, it's a waste of time and will get everyone killed for a myriad of reasons. Yeah, just... Well, leave.

  • @Aven_Fallen said:

    Yeah, nerf even more good Survivor Perks so that all we have left is Deja-Vu. Even less variety sounds great.

    There are considerably more good survivor perks than good killer perks. They just aren't all brain-dead second-chance perks that people just slap on and get to use for free.

  • People claim that this game is survivor sided because survivor is inherently easier. You only have to do 1/4 of the work. And you can ways rush generators. And in fact, the game is literally designed around the assumption that survivors WONT work together, which is why SWF is so strong and the rank system allows complete idiot's to reach all ranks.

    Bad players rank up easily and never have to learn about teamwork, thereby work terribly with their team, allowing high-rank killers the benefit of a team that doesn't actually work together, which causes them to pip up (or at least black pip) and go against yet another team that actually DOES work together (whether SWF or actually decent solo's) and they essentially ######### all over the killer, who then blackpips/depips, and said killer them goes onto their next game that features 1 or more morons and the whole vicious cycle continues.

    Seriously, it's kinda sad that the power of SWF comes not from perk synergy, but the simple advantage of verbal communication in team co-ordination. If this game was actually balanced, good solo que players that have solid teamwork wouldn't get accused of being in a party. Because the game wouldn't assume you have 1 complete moron. Which is the reason solo players are disadvantaged, because I have absolutely felt the supreme joy that is playing with a full solo team that co-ordinates and works well together. It's the DBD equivalent of winning $5 from a roadside scratchy.

    Also, there are plenty of streamers with "100+ escapes in a row" type BS videos that propigate the entitled mentality. More, in fact, than the number of "100+ kills in a row" videos, judging by a couple of quick YT searches. Both of which are disgusting formats.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1430643#Comment_1430643

    Actually Surveillance blocks the aura for some odd reason. It might be a bug, but considering BHVR hasn't bothered to patch it after two updates, it might be intended

    Wait, surveillance blocks the yellow aura revealed to survivors? It certainly doesn't block the yellow aura revealed to killers

  • Honestly, gen control builds. Pop, Trail, Surveillance is what I'm currently running on PH, and I like it. It does suck (and is a bit stupid) that you give away your position to every survivor when you activate Trail, but using it aggressively can be super effective. Run into a couple of people, kick the gen while they scatter, and take advantage of the moderate confusion to get some hits in. Make sure to keep an eye on the generator as well, you wouldn't believe the number of times that I've had it light up while I'm still in stealth.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428558#Comment_1428558

    Did you actually assume I meant recovering exhaustion whilst running in circles around a pallet? A good survivor who actually manages their exhaustion does not lead chases like this. They use the tiles available to them, use LoS to make distance and recover exhaustion

    Okay... That's not one chase then, is it? If the killer loses you, the chase is over. If they find you again, that's a new chase. And either way, losing LoS is not in any way skill based, the game was literally designed for that to be as easy as possible. I know, because it is my playstyle and I'm extremely lazy. Looping is much harder than using a killers lack of audio cues to bamboozle them. And it doesn't change the fact that people that need to hack aren't good at the game and often use hacks to spoof SB and DH with speedhacks and no-collision hacks, respectively. And it becomes extremely obvious when, in a basic chase, they used a 99'd SB after SBing to a pallet half a minute before.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428632#Comment_1428632

    If OP determines fun on this basis, then he has a clear cut choice between the two killers and it's an easy swap, so he has no reason to complain.

    That said I still maintain the point that the 'this killer is the same as that, but (insert random point)' are fundamentally ridiculous. Both oni and Billy can run around the map and have an insta-down - that's pretty much where their similarities end. There actual powers have different conditions to activate and play very differently during a chase. They have absolutely separate aesthetic and gameplay loop.

    Same goes for huntress and Deathslinger.. The only similarity between the two is that they can attack survivors from a range. Mechanically they play completely differently and in a chase they behave completely differently.

    That's why I'm dismissive of anyone who tries to make a point like OP. It's just not worth a discussion

    And you are entitled to your opinion. However, you are completely ignoring something else: comparing the two is not the basis for which one you would rather play. For example, I hate billy. I despise billy. Billy is an overused madman with an overappreciated power. However, he is stronger than Oni simply because you cannot wait out Billy's chainsaw. At least, you couldn't before. And the two can be directly compared because they have essentially the same playstyle. Even their looping is similar, just with different details.

    Like it or not, similar subjects invite discussion and comparison. Why? Because it is not, in fact, pointless, and nor is it "ridiculous". They are objectively similar subjects, and please do remember that "similar" and "identical" are not the same term. You even contradicted yourself - You said that Huntess and Deathslinger are ranged killers, yet they play completely differently. They are both ranged killers, their power revolves around hitting survivors at range. That there is an instant similarity in playstyle, and an enormous one at that. Now, if you are comparing Huntress and Oni, well, they clearly have nothing in common except basic killer abilities. Their powers share no overlap whatsoever, either in playstyle or ability. Since they share no common ground, direct comparison is difficult bordering on worthless.

    Being dismissive of people because of your personal opinion on the "fun" of a topic is extremely arrogant. After all, instead of scrolling past and completely forgetting this post, you felt the need to express your opinion about it's worth.

  • @Accullla said:

    I love people trying to do a like - for - like comparison between killers in this game. Did you ever think that people like to play them because they enjoy using their power; like the gameplay; enjoy the aesthetic? Not everything is about finding the killer that can net you a guaranteed 4k with the optimal perks, power and playstyle

    Seriously, I struggle to understand how people who think like this manage to even enjoy the game. I'd be bored out of my mind if i had this mindset going into a match.

    Fun is subjective, and if there are 2 killers with a similar playstyle that someone enjoys, it's logical that they would like to compare them to see who is better. It's like the Huntress/Deathslinger comparisons: at the end of they day, they are similar killers with similar powers and people naturally compare the two to see what their respective advantages and disadvantages are. It just, in this case, people are struggling to find PTB billy's advantages.

  • Nurse was not overnerfed. Her power literally breaks the game, of course she should be extremely difficult to use.

    Billy, however, has been unfairly decimated. His add-ons needed changed, but are now borderline laughable. And his base kit... Damn. That's bad. He is far from a game breaking, ignore-everything killer like Nurse. Now he's reverse Oni, only without the superior mobility and 1-shot.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428515#Comment_1428515

    That's actually quite possible. If you get the chase to last long enough and let go of your sprint key when you don't need to sprint, it's actually not hard to recover 40 seconds of exhaustion during a single chase

    Okay, so, let's do the maths here. 40 second sof exhaustion, recovering... Let's be generous, let's say 5 seconds of not holding shift at every single loop they get to. That's about 8 loops. Let's say that they manage to play each loop for about 20 seconds, including the 5-second downtime, and it takes them 10 seconds to reach the next loop. That's 8(20+10)=240 second's, or a 4 minute cooldown til they can use SB again. Which is being very generous.

    Wait, hang on, I messed up. 40 seconds doesn't fit into 20 seconds, which is usually how long it takes to get into melee range of a hacker, since they tend to suck so bad.

  • Honestly, the easiest way to "balance" this game would be an in-depth pip system.

    No, stop laughing. I'm being serious. Okay, now, the reason people hate the pip system is because it doesn't do its job. It doesn't to its job because it doesn't take everything into account. But there are wildly imbalanced things in the game that heavily influence the power of one side or the other, and they are effectively ignored by the bloodpoints and pip systems. So if everything was taken into account, suddenly a deathsquads 3-minute escape, or the classic Ebony Mori Freddy's effortless 4k, are no longer instant victories. The people using these get slapped across the face with a big old "you used a crutch, you didn't earn it". Bam, suddenly people get recognition for playing an impossible-to-win scenario, and while the game itself isn't any more balanced, it also doesn't tell people they suck because they lost a game of chicken against a train after being tied down to the tracks.

  • That feeling when someone uses SB twice in one chase.

  • @NinjaDette1 said:

    As someone who equally plays on both sides.Honestly people need to get over bagging it’s literally just people going up and down.

    It's people bragging that you can't kill them any more. Words are literally just pressure waves created by the vibration of someone's vocal chords, but that doeant mean they don't convey more than what that statement implies.

  • I see no problem with that. It screws over all morons that actively camp and tunnel with the least camp/tunnel friendly killer power I can think of.

    Edit: just the PH part, not the "every hook" part.

  • Honestly, I love Hawkins as a survivor. Its just so simple and easy to stealth. Sure, the pallets suck, but you can usually hear the killers coming from a mile off, and you get 2 free generators. I totally understand why it's so hated, but the only map I have easier stealth on is Dead Dawg, so if they change Hawkins they had better make stealth weaker.

    Midwich is the worst map I have ever had the misfortune of playing on. As killer. And as survivor. It is like the Devs deliberately tired to make it as opposite as possible to Father Campbell's Chapel as they possibly could, and succeeded admirably. The sounds are awful, the loops are awful, the generators are awful, stealth is nonexistent, but in the plus side it looks really cool.

    I would love to see a rework of all indoor maps. The Game is just as bad imo, every pallet is extremely safe, but one they're gone it's open season. Lery's is awful just because of the strength of the new loops, most of them are essentially god pallets against the taller killers as well.

  • @Tactless_Ninja said:

    I keep seeing people associate Billy with skill. All you do is bulldoze into people and never M1. God forbid Billy actually use his mallet.

    And they're now saying Oni is a stronger Billy. Oni can't 1 hit down everyone within the first minute of the match. Oni absolutely deserves what he does because he earns it. He has to build it up first.

    Billy deserved everything he got.

    With that said I've been watching streams and he can still cruise along in the level even when overheated. And an on-demand 1 hit down is still incredibly powerful. But spamming or even revving it in people's faces until they make a mistake is now long gone. It's now more on Billy to make a conscious decision on how to use his resources.

    Are you going to mention how impossible it is to play billy against good survivors, how his chainsaw was never on command, how his mallet usually gets more hits than his chainsaw, how he is a killer that relies almost entirely on survivors making mistakes in order to actually get a chainsaw hit, or how without add-ons he isn't even that great, just acceptably consistent?

    Billy's add-ons needed adjustment. Hands down, no question, they were dumb. But the basekit changes should limit his mobility, not his chase potential. And I'm not entirely sure what you mean about spamming it or revving it constantly, those are the two easiest kinds of billy players to loop because they are stuck in a constant cooldown or constantly move slower than you. The scary billy's are the ones that curve, feather and even consistently land backrevs.

  • Look, if a survivor triggers the trap, hit them. It's not tunelling. Tunelling is consciously and deliberately focusing on one survivor. It isn't NOT deliberately letting a survivor go despite everything. It's the same with farms: if someone pulls their teammate off the hook in front of you, feel free to whack them. It's your damn job to punish those sorts of mistakes.

    I miss the old days, when people didn't call everything "tunelling" or "camping". Remember when the whole "you-camped-me-because-you-didnt-run-to-the-opposite-corner" thing was actually a joke and not a serious accusation that people used? They were good times. Well, they were awfull, survivor-ruled hellscapes of trials, but... Yeah. Something.

  • No, I have not played that specific title. What I have played, however, is an extensive amount of R6 Siege, most Battlefield titles, every CoD title before Infinite Warfare, Overwatch, and even GTA Online. So far, with the exception of DBD, the only game I have played in which people actively and regularly go out of their way to message me is GTA. And that's not exactly a competitive PVP shooter, it just happens to have that mechanic in the game. Even Siege isn't that bad these days, thanks to the developers.

    Edit: I forgot PUBG

  • @Sunri said:

    Why killer mains are such crybabies just get gut and stop tunneling lol

    I love how people as innocent as this still exist. They genuinely argue that DS only effects tunelling.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422444#Comment_1422444

    PvP shooters are undoubtedly worse than DBD. They're not even in the same ball park when it comes to toxicity.

    I have yet to have someone go out of their way to message me detailing just how bad I am and what exactly they are doing to my mother in any PvP shooter. There is a difference between casually calling that shite out through a mic and actually taking the time to source someone's gamertag/username, type out the entire message, and send it to them in such a manner that they don't get banned for abuse. That alone tells me the different levels of toxicity.

  • The problem with the casual-vs-competative argument is that the game is currently locked into casual mode with a fake competitive board providing win/lose information and comparisons. Let's throw out a question here: How many people would despise deathsquads if the game actually took into account the sheer overwhelming power they bring to a trial and adjust the victory requirements accordingly? AKA, what if the pip system actually WORKED? What if these toxic arseholes were forced to accept that 4 escapes is not actually a victory, but abusing a broken mechanic? What if it rubbed in their face that the killer actually beat them by playing well and NOT bringing in brokenly powerful shite?

  • No, a DS aura would be extremely abused. I'm not saying by any means that DS is okay, but I definitely get tunnelled way more in trials with no obsession. In fact, shout out to all the killers that DONT hardcore tunnel in those trials. If DS had an aura, literally everyone would have to run it. I still don't like the perk, I think it needs an extreme rework to remove the obvious perk abuse (I'm sorry, but free gen time and free hooks aren't "bold plays"), but having it show an indicator on a specific person when it's activated isn't a great idea.

    BT aura, on the other hand, wouldn't be so bad. Like DS it exists to prevent tunelling, but unlike DS the power of the perk isn't the uncertainty it brews.

    Unfortunately, you only have to look at the sheer amount of information that survivors get to know what the Devs were meaningwith that statement. Killers still have major sound issues that have been in the game since before Oni's release and actually got worse (as in more frequent) with the last patch. Fixing those issues should have been a priority. They clearly weren't.

  • The point of sneaking and hiding in DBD is that a series of unfixed issues, mostly sound bugs, made it ridiculously strong and borderline OP in certain maps.

    And, as just about everyone has said, BBQ is easy to counter. Honestly, I barely care when a killer has it, because if they actually see my aura I still have plenty of time to hide. I often use it to trick killers into crossing the map, then wasting time looking for me as I stealth away because they just have no idea that I'm no longer there because they have no real ques to allow them to know.

    Edit: I would also like to say, 50 hours is still very, very new. DBD is not like any other game, you need a very specific skillset to play it. You need to memorise a whole bunch of perks, abilities, maps, add-ons...the list goes on. It took me til around devotion 1 to grasp the basics.

  • Deathslinger isn't underrated. No-one questions his power except people that are bad at quickscoping and have never seen a half-decent Deathslinger. I have honestly.never seen anyone but a salty killer call Deathslinger "weak".

    Plague is underrated, but for very good reasons: her power is still worthless against good teams (who just stealth out the corrupt purge), her 1 fountain isn't centralised and so actually drinking from it can lose you games, and she relies on people having very fast internet connections. She is my main, she is strong, but she has massive, massive consistency issues. Good players just hammer gens and play very safely, and that's honestly her downfall. Amusingly, it is also the downfall of just about every killer, but because she has everyone injured it's more natural for cocky morons to lose their cockiness.

    Honestly, I do think that Plague is a very good killer when she actually works, but it's too many things that have to allign. The team needs to not rush gens instantly, the fountain needs to be decently placed, everyone needs to have low ping, you need to have a decent early game, and you need everyone to have decent ping. Also, ping is important.

  • Because the sides aren't even (yes, I know I'm stating the obvious, I know the game is assymeteical), the developers refuse to clearly define an in-game victory condition that actually works (right now we only have pips, and it sucks), and all of the broken things that someone can bring into a game isn't reflected in the scorecards. That gets coupled with the terrible matchmaking, general salty PVP attitude and a healthy dose of "I DS'd you so you MUST have tunelled me" and "I got my 1 facecamp kill so I won" mentality to provide the perfect melting pot of misunderstanding, where everything is subjective and the developers worship extremely basic statistics and refuse to take into account the large, glaring details that HEAVILY skew them.

    Seriously, my highschool stats teacher would have backhanded me from here to the next town over if I blatantly ignored so much data.

  • The power of SWF Vs solo is very, very simple: you don't have to be good to hammer out gens, you just have to be co-ordinated.

    But letting players pick maps? No, that would kill the game. No-one should ever pick maps, or else Haddonfield and Hawkins would be the only maps ever played. The solution is, and always will be, the same solution proposed years ago: buff survivors info, fix matchmaking and ranking, and buff killers appropriately to match the new average survivor team power level.

    But that goes against the theme of the game, which the Devs hold as a holy grail second only to The Statistics (the broken, overtly skewed stuff. You know the ones I'm talking about). The theme of the game is horror. The unknown is scary. It's a horror game, the 'victims' shouldn't know what's going on, let's all ignore that they already get more basekit info than the thematically horrifying, monstrous killer and SWF removes the horror element altogether. Yeah. Logical.

  • Honestly, no. No, no, no, no, no. No.

    I used to think that something like that would be fine, but at the end of the day, it would be better to implement some form of "cancel-unhook" interaction, so that you don't get farmed. Bam, easy fix, suddenly farming is no longer a thing, the moron that tried to farm you gets a free whack across the spine, and morons no longer consider "farming" and "tunneling" to be the same thing. (Guess what, if you come off the hook in front of me, I'm taking a whack at you. Why shouldn't I? You got farmed by an idiot, go blame them, not the person they just handed free map pressure in the form of a slug or mend.)

  • That's the saddest part about this game, and the community as a whole. There's this dumb, moronic rulebook that all killers must obey without question that convinently allows survivors to escape most trials, but survivors can do literally whatever tf they want without exception, because they are the 'victims' and they have 'no control' over how a trial plays out.

    And that's without mentioning the completel lack of perspective from many players. So many survivors don't understand when a tunnel isn't a tunell, when camping isn't camping, or even when camping is entirely justified (oh, I know, it's SHOCKING! When theres 2 people hooked right next to each other in a gen-heavy zone, the killer is supposed to run to the opposite corner! Right?) And then you get the killers that main Freddy, use every Mori they get their hand on, and never enter a match without pop and noed. You get the hardcore facecampers, the zealous tunellers, and the general pricks that just don't care and wonder why someone gets upset that they got hard facecamped by Bubba.

  • That's an intended mechanic, and while it does suck for you it's not exactly getting tunelled. If you got farmed, go blame your teammate. If you were tunelled, you wouldn't have been able to bleed out.

  • Wait, someone actually got a kill with that combo? Damn, it's been ages.

  • When the hit very clearly registers for you, but it doesn't for the survivor. It's similar to a robbed grab. It's pretty easy to tell when it happens, because they'll scream like you infected/damaged them, but nothing happens. They won't get infected, they won't get damaged. Sometimes a robbed hit completely invalidates the entire purge, meaning that even if they suddnely stand still and let you vomit all over them it never registers for the duration of that instance of purge, due to Plague's vomit mechanics. It used to happen a lot for Huntress after they first released dedicated servers, but they somehow patched her and not a killer with a very similar mechanic.

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