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MadLordJack

MadLordJack

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MadLordJack
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  • Probably just came out too early. Though had it worked, that would have been a great example of the power of head on: 2 people getting the same benefit of 1 exhaustion perk. It's why I insist on attempting to run it.

    What likely happened was you mistimed it. Head on stuns seem to be server sided, and on top of that you have to wait for the killer to be able to move when attempting any form of stun save, rather that waiting for the animation to finish. But, that's just from what you wrote. It could be that you timed it perfectly and the perk just didn't work for some reason, dbd is a buggy game.

  • Wait, you only went to badham 4 times? It's just as likely as a coldwind map, there's 5 variants. Have they changed how badham is picked or is it a stat anomaly? I do wonder.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332126#Comment_1332126

    You mean half the time reveal doesn't work within the completely appropriate range or he stalks people through solid objects? Yes, I know.

    But no, I never said anything remotely close to "GF is OP".

    Once again, you conveniently leave out the considerably larger pile of broken shite that hinders Ghostface. Why? Do you want to pretend it doesn't exist? Or do you think it's okay, fair and balanced?

  • @LALYTHIA said:

    Coming from the dude rocking BBQ, Nurses, NOED, and Corrupt with an iri addon, on a killer with an arguably broken insta-down ability basekit. Your build isn't any more enjoyable.

    Yeah, Ghostface op, right dude?

    Come on, at lease save that shite for when it's a spirit complaining. Ghostface does indeed have a borderline broken instadown, because half the time it doesn't work properly and hands out free reveals, refuses to stalk, regresses upon 99, or let's the Ghostface stalk in a staring contest. That last one is the only problem survivors ever seem to complain about, but it is the least common of all of these. No "borderline" about it, ghostie needs a patch so he can work properly.

  • The experimental emce of mos people is that it is inconsistent. It only activates when you basic heal another survivor - that alone makes it inconsistent in its activation. Then, it deactivates if you don't get healed by it - and people can scream about camping killers all they want, I get farmed way more than camped.

  • Mechanically? Nurse, there's no question. The effort to learn her is the effort to master her, if you don't then you won't win a single game. Deathslinger is probably a close second.

    Strategically? That's a little more complicated. Hag and Trapper are the obvious ones, but all killers have their own unique strategies that you have to understand.

    Overall, I'd probably say Hag is the hardest killer to master. You need to set the board well, you need to know when and when not to ITH, you need to master the technique of pushing survivors into traps but ONLY the traps you want to push them into, you need to put down surprise traps that only get triggered in specific situations... There is a lot that goes into hag. And mechanically speaking, she isn't the easiest.

  • Meg - she was an athlete, if anyone can run the killer it's her.

    Claudette - supposedly a botanist, literally a healer. Imagine how messed up you would be after each trial. Now imagine someone at least tried to patch you up.

    Ash - annoying, but the most experienced at freaky dark magic stuff.

  • @BigBrainMegMain said:

    Soul Guard is your answer to slugging and it's almost here in Live.

    Soul Guard really isn't going to help that much. Given how powerful it's secondary effect is, hexes are going to be even rarer than they currently are, and the situation here is toxic morons forcing bleed-out which also negates Soul Guards main power.

  • Wasting the killers time. If I go down quick, I messed up. If I lead the killer on a long chase, or kite them away from the gens, I did my job. Of course, in solo que you're constantly matched with boosted idiot - I mean, with less situationally aware players, so you cannot really guage how well you do based on the generators being done. Just because two morons were gawping at me while Jake does his best to solo-rush gens doesn't mean I did bad. And just because I go down instantly doesn't always mean I screwed up - I could have been martyring myself to buy the others a little time since I knew the killer would hook me, or maybe I was just in a complete deadzone while injured or exposed. It happens. I wouldn't consider any of those scenarios "losing".

  • Ruin. I am so happy they nerfed it.

    Because then the Devs were literally forced to admit that the minimum gen speed was a serious issue and that the game was not balanced around it. Admittedly it was absolutely awful to play in the months between the ruin nerf and the map fixes, but now it actually feels nice to play dbd in general. And I actually love the new ruin, it just sucks that it's a hex perk and gets permanently disabled very quickly. It was also hilarious to see the number of entitled survivors screaming that the game was finally becoming "balanced" only to have infinites taken out of half the maps and watch them scream that their overpowered toys were broken, but for the most part it all started with the ruin rework and therefore I am grateful that it happened.

    It also had the side effect of getting me into playing more survivor, since I now didn't have to hit tiny skillchecks to be useful to my team. It wasn't too difficult, but it was just frustrating to deal with it game after game AND know why.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329133#Comment_1329133

    You might do something wrong then. 1 year is more than enough time to get one fully decked out survivor and killer with tons of items and addons.

    Also, devs recently announced new prestige rewards. And just IMAGINE devs would cut off the grind like they did in 2016 and just IMAGINE they would give awesome cosmetics or something else like they did with legacy.

    I get your point tho, but all I'm saying is that you should have more than enough bp to p3 at least a few of your mains. Would be sad if you miss out on cool rewards. Cuz as more you invest into a character beyond level 50 but still on prestige 0 the more it's going to be waste of bloodpoints when you change your mind and want to prestige

    I don't "main". I find it incredibly boring to play 1 character all the time. I have the cast, I play the cast. Right now I am levelling Huntress, Oni, Ghostface, Plague, Legion, Demogorgon, Myers, Deathslinger, Hag, Billy, Trapper, Pig, Kate, Yui, and Dwight, and I refuse to grind BP because it's ######### awful and makes me want to scrape my brain out through my ears to stop the pain. It is a serious issue that long time players don't have to deal with, though I would like to point out that I wouldn't exactly consider a year to be a short time.

    And to be honest, I doubt the prestige rewards will be that great, because if they are it's a giant slap to the people that didn't want to waste time prestiging. Sure, it's nice for completionist to have more than a bloody outfit, but if prestiging changes anything about the game other than cosmetics or BP gain they are going to lose a huge chunk of their playerbase who just got disadvantaged because they didn't grind and are now forced to to remain "competitive". For example, right now prestiging (incorrectly) states that you get better bloodwebs. If they change that statement to be true, and double the rates/ultra-rares, that's most of the playerbase they just screwed over, because suddenly completionist and long-time players are being rewarded for what was initially a personal goal, while "recent" players that don't have several hours a day for DBD are being essentially cut off and having all of their previous grinding made redundant. Not cool.

  • You are way overthinking this. The Devs don't even acknowledge there's a meta - they insist that because self care is at the top of the selection rates that it's potentially in need of a look-at. They really don't know what goes into playing this game because they still insist that it's a very, very casual game and ignore the legions of people screaming that it isn't. No matter where you fall on that particular argument, the Devs clearly go 'casual' and insist that people should stop using DS of their own free will instead of nerfing it or giving an alternative.

  • As I already stated, I'm not a completionist. I don't need to get achievements, I don't need worthless cosmetics, and I don't need to see 'III' above a character's name. There is no other benefit to prestiging at this time, as has been proven. And it's DBD, you're never swimming in BP. I have been playing this game for over a year and still don't have every perk on a single character. If I was wasting my time prestiging every character I would be even worse off.

  • It was nice, when they gave her a free fountain a few months back. The meta shifted, suddenly cleansing was in the table, everything was coming up Adiris. Then everyone realised that, as with corrupt intervention, they can just wait it out. And now she's back almost to square 1, because everyone just rushes gens and doesn't cleanse and most of the time your fountain isn't in a good spot because RNG is a thing, so you cannot catch anyone by surprise if you try to use it because when you do they get warned and go into ultra stealth mode.

    So now the meta is, once again, to not cleanse and force her to play M1 killer against teams that glue themselves to generators and play safe. Yay. Fun times to be a plague main. At least there's still some secret ways to force them out of their holes and into a chase. Sometimes.

  • Don't use it to dodge a hit. That was never the best way to use it to begin with.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324579#Comment_1324579

    Okay. Can you explain to me how hitting someone on the hook is identical to flipping someone off?

    Because it's insulting. You are trying to rub in the fact that you hooked them so much that you are throwing the game just to lord over them that you finally caught and hooked them.

    Or another way to look at it: please explain to me how erecting my longest finger is in any way insulting to you. I'm just stretching it, there's nothing wrong with that. What do you mean, there's context and intent behind the act that makes it insulting? I was just stretching it, I swear.

  • As stated above, when you stalk someone a white ring will begin to form around their icon. It turns red and plays an audio cue when you expose them, however the audio que can very easily be lost in other sounds. As you stalk, their aura will also go from white to red.

  • Why do some people get annoyed when I flip them off or tell them to go ######### themselves?

  • Step 1: run OoO and hold a flashlight

    Step 2: prepare to get your buttocks tunnelled

  • If I see a blendette, I need to kill them as quick as I can. Same with other blendy characters, they need to go. I can't chance them stealthing past me, if I see them they're dead. Lucky for me there's still so many rank 1 players that like to heal under hooks or out in the open then call me a tuneller like they have the moral high ground because they played like an idiot.

    It's just ridiculous that someone can equip an outfit and become invisible by crouching in grass. Every game with a blendette is like playing on Yamaoka or Dead Dawg Saloon: they crouch, and they win. Plus, there's the fact that someone wants so many advantages they play a specific character and equip a specific outfit so they can be harder to see.

  • I don't care about the cosmetics, there is no other reward at the moment, so why would I ever prestige a character? I have a grand total of P1 Kate for the bloody shirt. Only prestige cosmetic I wanted. No prestiged killers, no other prestiged survivors. It's too many wasted bloodpoints for no real reward except completionism.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322991#Comment_1322991

    I mean you don't have to wait until all gens are done and mori the obsession then you can take them out earlier and still get info without giving any away.

    Rancor only exists as long as there's a living obsession. No obsession, no info. You have to keep them alive or waste a perk slot. But then you can down and kill them. But only if you find them. And they have all the info they need to avoid you.

  • Rancor only works in an "ignore the obsession" build. Even when a gen pops you have no real idea where the rancor is, they have no unique indicator and yet they get to see you. The only chance you have to get value out of it's secondary ability is in a build where you deliberately leave them alive til the gens are done and kill two other survivors. Or just run a more consistent perk that doesn't give someone the benefits of their own fifth perk.

  • The problems come from the fact that the attack box is a cone. You hit the first thing in that box. Whatever it may be or how large/small it may be. That's why windows are now borderline safe with a fast vault unless the killer was breathing down your neck - if the killer has to go around an angle, the cone will likely detect the window frame before the survivors hitbox and hit that instead.

  • Actually, I think it's pretty dependent on what happened in the trial. If someone in a 4-man got carried through by perks and teammates, I don't think they should get a black pip. If someone was running a full second-chance build that clearly carried them, that shouldn't be a black pip. If someone had a key... That shouldn't be a black pip. If someone waited for their team to die and camped the hatch, that shouldn't be a black pip.

    The current system is by no means good, but getting rewarded for escaping in a trial that can be near-0 skill (not often, but it can be) is a bad idea.

  • @Drippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321754#Comment_1321754

    there is virtually no difference between being morid and death hooked, either way he must stop chase to do one or the other, giving you time to reach another pallet or window

    No difference to the survivor getting killed, perhaps. But PH saves so, so, so much time and negates so many perks and save opportunities just by killing you, or by sending you far away from the other person getting juggled. It is very strong. There are so many scenarios in which you just cannot hook someone because you don't have the time, and PH will never encounter that.

  • Hag and Ghostface. Imagine setting up a trap and doing a cross-map stalk to scare them into it. It would work maybe 1% of the time and I don't care.

    Strongest I could think of would be doc and spirit. You know where everyone is and have a 28m terror radius: anyone in T2/T3 is dead.

  • Because a good pyramid head won't send you to a cage until it's the best play available, as in instead of slugging you during a snowball. Torment makes you a little easier to track in a chase, it makes your screen slightly harder to see, and it makes you vulnerable to an instant hook/death. It's early days and the killer hasn't received the customary live changes, but right now it seems that getting tormented against a bad PH is great (they'll cage you) and against a good PH is bad (they won't give you the chance to remove it until it's too late).

  • What? Self Care is still the most common survivor perk? NERF.

    Seriously though, while stats are interesting I do think that they shouldn't be taken as seriously as some people take them. For instance, you have to pay real world money for DS.

    Actual. Cash. To unlock a perk. And it is, in most of these stats, just behind SC. A perk on a default character is only just more common than a perk from a paid dlc that never seems to rear its head in the shrine. THAT is what I find interesting, and what people should take into consideration. In fact, it's the only non-free perk up there in this stat block, and for killers it's BBQ at the top. Another paid perk that has reared its head maybe twice. But why is it there? How strong is it? Is it actually OP or do people just like double BP? Why do killers have more non-free perks/teachables than survivors? Why don't survivors have any Iri shard (so to speak) perks in the top 10?

  • @Angelicus23 said:

    ????????

    ok I don't know exactly by what way I should start with this ridiculous thing you started.

    I see you watch tru3, and here I let you an example of why you shouldn't take example of him about stretched resolution:

    https://www.twitch.tv/tru3ta1ent/clip/AdventurousAbstruseMarjoramDxCat

    he didn't even paid attention about the upside part as is perfectly clear, and admitted this to be intentional and "only counterable" by using stretched screen so "it's cheating". Ridiculous.

    https://us.v-cdn.net/6030815/uploads/4QHGIPIFM0SQ/image.png

    now here I leave you example of how the difference is none:

    https://clips.twitch.tv/KathishFragileHyenaCeilingCat

    Next point: the lag

    By the actual system: When someone lags, no matter killer or survivor, the servers stops sending information about the position of the player, so the information that the rest of players download is an stopped player, this is the reason why the lag always beneficiate the killer, and just because is a hit for the killer, even if you're in the other side of the map, you get hitted. This is the explanaion of the actual lagswitchers and VPN killers. If a survivor lag, instead of the killer, the result is just the same.

    Last point: the tremendously ridiculous thing you have invented.

    No, when a survivor lags it doesn't affect the rest of players, each one has their own ping, and even if you were true about this, as I explained before how dedicated servers latency works, it would even just beneficiate the killer even more.

    This is why devs are going to remove the killer priority and make the server work and decide if it's hit.

    I just watched both of those clips, the first is a deliberately chosen poor example and the second is a deliberately created poor example. In tru3's clip, stretched Res (as seen in the second clip, I followed the link) would have made it significantly easier to see. While the Huntress was slightly visible on screen, she would have been almost plain as day with the fov of the second clip, because if she had been walking down the side of the rock you would be able to see her doing so with the extra fov, and if she isn't there she is attempting to hide her red glow and you know where she is. As it stands, she was visible for a couple of frames in the upper right corner, reversing for a throw. However, in the moment it is very easy to miss, as evidenced by the fact that you had to go out of your way to highlight it in a screenshot instead of just posting the clip.

    And the second clip is about as arrogantly set up as the first, he deliberately chose a low loop that doesn't showcase stretched res's advantage. Those farm walls right behind him are where it really shines, you just tilt your camera down and bam, killer appears. Technically it would be possible to do that with hay bales, but only with a crouching pig or Ghostface, and even then it would be difficult to see. And he was using ini editing to force the killers red light to show through the walls.

    But even ignoring that, let's go back to the age-old stretched res question: why run it at all, since it makes the game look so ugly, as evidenced in the second clip?

  • @popoles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317546#Comment_1317546

    Different skillset == hit them, go vacuum and hit them again?

    Yeah, like Trapper hits once, twice and downs. Or Huntress does 1 hatchet, another, and hooks. Or Billy just walks up and saws. Or Ghostface reveals and downs.

    Please don't simplify an inherently complex killer. You remove stridor and amazing audio quality from the equation and suddenly it's not in any way easy. Maybe try it. The only times I have easy games as spirit is when the survivors give up or are genuinely terrible, and I don't see why I should count those matches.

  • Ah... You are aware that spirit is not a standard killer and requires a different skillset to play, right?

    Don't get me wrong, I do not think that someone with a decent audio setup and Stridor has any real skill, but if you are playing spirit like a standard chaser then you are going to lose when you go against teams that don't give up upon hearing the whoosh.

  • If the unhook was unsafe, the unhooker gets "Exposed" and their safety perks deactivate (DS, Unbreakable, Deliverence, Second Wind, MoM, etc.). It would have to be a complicated system that takes into account both the survivors distance from the hook, the killers distance from the hook, if chase was initiated, or the killer was facecamping, but in general it would be nice for survivor teams to not get rewarded by having 2 people bum rush the hooks with 4 layers of protection to buy gen time.

    It would be extra nice if the farmee got some form of compensation for their bad teammate if they were solo que. Maybe even a free unbreakable but with slower recovery speed, so that the killer can slug but not full-on snowball and has to accept their two hooks or let the poor farmee get up.

  • I... Honestly, I don't know why people run Thana on legion. Its impact on healing speeds is extremely low, and it only impacts gens if there is consistently 3-4 injured people, which may sound like a normal legion match but it really isn't because people love to heal.

  • I also enjoy playing against a good swf, so long as I have forewarning. But that's the problem, and not one that can be fixed. If I know it's a swf team, I'm bringing in the good stuff and I'm not going to be merciful. If it's the right play, I'll do it, and I expect nothing less from them. There's a couple SWF groups in my region that I actually recognise and give hard games, and it's usually a draw. But the problem is that when you aren't expecting a good swf, you don't really use solid builds, killers and add-ons. And you get steamrolled. And it's just not a good time. But a SWF indicator would kill the game, so it's down to the matchmaking system to fix it.

  • @unknown said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313396#Comment_1313396

    Explain to me how you blink attack a survivor.

    Go through the process and explain each component and the skill it requires and how all of it coalesces into a blink attack. Whether you can do them in rapid succession or not is not the question. You're arguing it took no skill and "eventually" you just get an attack. But that simply isn't true. You have to have the skill to land the attack as well as the availability to blink attack. Just using blinks over and over and over won't "eventually" just net you a magical hit. You still had to do everything else right.

    @ABannedCat Damn that really sucks. I didn't have the patience to wait for a lobby to try and find the new bugs for Nurse. That's a big yikes indeed.

    You mean to play nurse now? You see where the survivor is, use your first blink to get in close, either to a few feet behind them or to the last place you saw them. If they attempted a juke, it's most likely a 180. Otherwise, if you can still see them, you blink on them and swing. Simple to say, tricky to get right, no? And given her recharge, if you mess that up you get punished for it. Because her power is game breaking and she has no real counterplay if the nurse is good. So any but the best nurses should get punished by virtue of her gamebreakimg ability giving more reward than the required effort otherwise.

    Now, with no recharge? Borderline no punishment. Recover and try again. You made a mistake, and the survivor couldn't punish it BECAUSE HERE YOU ARE AGAIN! Once you reach that initial skill floor as old nurse, there was no need to get better. And it only took a few hours for me, maybe 2 days of nurse in the evenings. I was 100 hours into the game and thrashing people, thinking "yeah, this is balanced!" Then I got bored, played other killers, she got nerfed, I got angry, and I realised it's because I suck at nurse. So I decided to get better. Which I gave up on because she's bugged as hell, but it doesn't change the fact that her power is still there, it just requires actual skill instead of a little practice for muscle memory.

    Just because a killer has a high skill floor doesn't mean that they require skill to play after reaching that point, and it doesn't mean that you earned all of those borderline-mindless 4k's. That was the issue for old nurse: she was designed for a game that was so survivor-sided they NEEDED a killer that broke all the rules of a chase.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313151#Comment_1313151

    The spamming argument is flawed at its core. If you spam Huntress hatchets does that mean you get automatic value and reward out of them? No. It doesn't.

    It's the same for blinking. If you do nothing but hold m2 and "spam" away you won't get anything done. You still need all the other skill components to get hits. Timing, distance, mind-games, trajectory, all of these were necessary to get hits. Just spamming doesn't give you anything.

    But if we must keep a stupid powerbar for her all I ask is to either let it slowly charge while you're holding a blink so you don't get that annoying 99% "feature", or make it work like Pyramid Heads where it just drains from the total bar for each blink instead of having to charge each one discretely.

    Your counterargument is flawed at its core: YOU CANNOT SPAM HUNTRESS HATCHETS AND THEY ARE WEAKER THAN BLINKS. Seriously, you get basekit 5 and they don't phase though walls or have a giant hitbox.

    Nurse was extremely, extremely spammable. You didn't need the precise muscle memory and reflexes you now require, you just had to get in the general area and the survivor wouldn't have enough time to get away even if you whiffed. Spam city and they're down, no counter and no real gameplay. You can only juke a bad nurse consistently, and she could recover, learn and come at you again in 2.5 seconds. That is the definition of spammable. No mindgames, no skill, just eventually landing on you. And since it was old nurse, that "eventually" was about 30 seconds because all she had was blink fatigue.

    But sure, just assume I was meaning that you never, ever, ever, ever hit m1 in the entire match. Pretend that more than a basic knowledge of timing and distance mattered. Pretend that the time put in to reaching her skill floor was more than a few hours. Pretend that Nurse couldn't spam her power and get you down because she recovered from her mistakes far too quickly.

  • Matchmaking is allegedly getting overhauled soon. Given how long it has taken to implement this system, I do hope it is indicative of the effort gone into creating a thorough and complex system, and not the amount of effort that was sunk into bug fixes.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312262#Comment_1312262

    I agree with you, aside from one thing though: Hemorrhage is actually great for tracking lol, the longer bloodstains and the increased blood trails make it lowkey good, especially when they try to locker juke you.

    I genuinely disagree. Bloodstains are fine as they are. Hemorrhage doesn't give you anything you don't already have and shouldn't be considered the magical super power the Devs seem to treat it as. If the status effect was removed from the game tomorrow, nothing would change.

  • Please no. Old nurse was extremely unfair. There was no real punishment for making mistakes, addons or otherwise. Miss? Spam away. Still gonna hit them quicker than any other killer. Nurse is still extremely unfair, but now she requires actual skill to play beyond basics. Does she need some love? Yes, her glitches make it almost impossible to play her. But the nurse nerf was justified, and barring glitches her strength is still there. You just have to be actually good to play her now, instead of spending a few matches learning the basics before spamming away.

  • It's glitched. A bunch of people got handed random rank achievements.

  • Honestly, few things in this game annoy me more than seeing 3 fellow survivors in the post game, 3 DS/Unbreakable, 3 DH's, and either Adrenaline or BT. It breaks my heart sometimes, especially if the killer is purple or lower. It's like they are entitled to do whatever they want but woe be unto any killer that wants to bring their own lazy stuff. Seriously, if someone plays survivor and they bring 4 second-chance perks they really don't have the right to complain about Freddy.

  • At this point, I play killer to keep perspective. I've been going through a patch where killer is just not fun, either I'm playing Spirit/Freddy/Hag and winning because people aren't trying to actually play and I get #########-talked in the post game, I'm getting my arse handed to me as that middle-class of killers that's good enough to scare survivors into doing gens but not strong enough to stop them, or I'm getting hardcore bullied as killers I'm trying to get better as/weak killers in general. And yes, I mean bullied, there's a difference between doing gens and leaving, and actively coming at me because I suck and they know it and want points.

    Then I go play survivor and it's just way nicer. Its so easy and chill, you just pull your weight and suddenly it's not really your fault if the team loses because you put in your 1/4 of the effort. Plus you pip like crazy, so you always have a definable, achievable goal.

  • It honestly seems like a "feature" at this point. Scratch marks have been growing steadily unreliable as a tracking tool, the Devs genuinely seem to think that the hemorrhage status effect is a good tracking tool, and sounds all but disappeared in a chase (for killers only, as survivor I hear just fine, the killers footsteps are loud and clear). It's been so long since I've been able to hear a survivor looping me that I will have to relearn the skill if sounds ever get fixed, and on top of that they randomly don't work even when you aren't in a chase.

  • FoV cannot be changed, the game is very, VERY specially designed around what people are shown in their screens. Adjusting this would require... Well, a completely different game to be made. In DbD, fov isn't an "essential graphics setting", it's a base part of the gameplay that should not be messed with. If people have issues, they should be allowed to adjust other graphics options.

  • This is literally just a "nerf killer" idea. It probably wasn't intended as such, but you've got to remember 1 thing: survivors have 16 perks working for them. The killer has 4. And, on top of that, a solid team can go in naked and thrash just about any killer with killer meta perks, because survivor meta perks (mostly) undo mistakes and you don't need them if you don't make mistakes. The same simply cannot be said of killers: there are 2 members of the cast that do not rely on capitalising on survivors mistakes. Everyone else needs all the help they can get, and that means perks.

  • Springwood does have a bunch of 100% safe pallets, it commonly spawns a House of Pain, and commonly spawns a 2-story house that only a small select handful of killers can mindgame. On top of that, most of its loops are borderline unmindgameable simply because the survivor can see you. That's not to say they are safe, just unmindgameable. Car loops come to mind here: you have to animation-lock the survivor to get a hit.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307782#Comment_1307782

    Of course you can find something in droves when you're LOOKING for it. But how many videos of it are there compared to how RIDICULOUALY MANY games are played?

    An almost nonexistent percentage of them.

    In fairness I do seem to go against 1 or 2 a month, though it is not limited in any way to PC since it should be relatively easy to breach into non-crossplay games.

    Mostly it's people trying not to get caught, and the only reason I notice is because they, without a doubt, use perks that they couldn't have used or gain distance they couldn't have gained. I once had someone "dead hard" twice in a row in the same chase. It does make me wonder how many hackers the community just doesn't notice.

    Edit: I should clarify, this is something that started very, very recently and the software behind it will likely get detected soon, if it hasn't already

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307747#Comment_1307747

    Pc has hackers so I do not super duper disagree.

    Seeing how convoluted the report feature is I really do not want to spend 15 mins to report a hacker when I could just opt out of playing with them.

    I get it the master race wants us to be forced to play with them but no thanks I would rather play with other console owners or have a check box as to what systems I want to choose to play with.

    Pc bad no pc.

    Hackers are not limited to PC. If someone wants they can gain access to any queing system in the game because by nature they are not isolated and can be breached. This isn't something that can be stopped. If someone wants to ruin your game, your game shall be ruined. Though I'm not sure why you think PC specifically is bad because of this, if Microsoft and Sony didn't borderline illegally brick your console for any detectable changes then more people would be installing hacking software on their consoles as well. The only difference between console and PC communities is... Well, that.

    And no-one is getting "forced" to play with anyone. If you want longer que times, you will by all means be able to opt out. Though only killers will want to bother with that, unless the Devs actually give console players the option to play at low settings/60fps. I don't know why that's not in the game.

  • I take it you do not play much killer, no? If you did, you would know that you need quite the expensive setup to play sound sniper spirit (not some cheap headset, I hate that myth. It needs to burn. It is so, so wrong), you would know that Doc has plenty of counterplay, that Deathslinger has plenty of counterplay, and that Oni is one of the most loopable killers in the game. And you can learn how to play against specific killers by playing AS specific killers, that's what I did. Mostly, when I get caught, it's because I made a mistake or got stuck in a deadzone (often made by my teammates, thanks).

    Game balance in general has nothing to do with swf. 4 good solo's can wreck an amazing killer. The power of SWF is the fact that it can buff bad players to acceptable levels. And that's without touching meta perks. Make good decisions, run bond or kindred, and you'll be fine. If you are good and the killer gets a 4k, either they were better or your teammates sucked. And if you keep dying, then maybe it's not your team. Either way you should be pipping like crazy if you set your mind to it.

    Also, stop thinking of yourself as a solo survivor. There are 4 of you that are supposed to be working together. Of course you specifically are going to be in situation where there is nothing you can do, you are 1/4 of the team and the team is very, very rarely in a situation where nothing can be done. Killer has to deal with it far more often: just ask anyone who's ever had quick games. Is it disheartening to die because your team sucked? Yes, but that's a problem with matchmaking and the Devs know it (they just insist on throwing bad and good players together because "fun" is quick matchmaking, not matches where you don't lose in the lobby).

    Generally speaking, the game is pretty balanced right now. Sure, every third match some arsehole sends me to haddonfield, but the Devs have already fixed half the broken maps in the game. Let's just hope that the House of Pain is having that pallet removed and the stair window boarded up. It is my least favourite part of the game, and it's on 6 maps. Fun.

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