MadLordJack
MadLordJack
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1233039#Comment_1233039
What do you mean "camping pallets"? Do you honestly think survivors should just drop a pallet and run to the next just to immediately drop it? There's very few safe pallets and the rest are mostly big-brainable so break the safe pallets, game the next one, it's not hard.
And yet half the teams I go against just insist on dropping every single pallet quick as they can. Maybe they'll go for a single loop once in a blue moon, but generally speaking it's hard to mindgame a pallet that no-one is at any more because they got the stun thanks to dedicated servers. And it works, because gens get done because you have no map pressure. Drop the chase? They go do gens. Break the pallet? You're wasting time. Who cares if every pallet gets thrown in a 5 minute chase if you don't have time to punish it.
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Do you have any idea how many chases you 'won' in terms of seconds? Because I'm pretty sure that most of those chases will have been super quick not-an-actual-chase chases that give you less pip points. In fact, I'm pretty sure your evader emblem increases exponentially the longer you are in 1 chase-instance for exactly this reason (the idea being that it's not exactly an achievement to have the killer spot you but ignore you and thus you 'win the chase'). However, I am fully aware that chases constantly get 'dropped' mid-chase because of LoS blockers.
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That is the definition of holding the game hostage, unfortunately you need to record the game (or at least the offences commited) in order for the Devs to be able to act upon it AND report them in-game. This is mostly because arseholes report people for offences they haven't commited A LOT.
Not gonna lie, I am getting sick of the ultra-level stealth in DBD. I still play stealthy, and I don't mind people stealthing a little, but blendettes have got to go. I had a match earlier on Ironworks where I was chasing a p3 Claudette AND LITERALLY COULDNT SEE HER RUNNING IN A STRAIGHT LINE IN FRONT OF ME. I'm not even kidding, I wish I had recorded that match. She was terrible, didn't even try to loop, but tracking her was nearly impossible even though she wasn't trying to hide. But, twice she just crouched in a corner after seeing my Oni arse from a mile off and genuinely vanished only for me to stumble upon her randomly. If I didn't know the pathing around tiles, or if she had been better at hiding, I wouldn't have ever hit her. I cannot imagine how easy it would have been for 4 blendettes to hold that game hostage.
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The emblem system is broken, in the precise opposite to the way that you are describing. It is far, far too easy for a survivor to pip up. A gen, a totem, a safe unhook, a heal and a couple of small chases. All you need. You don't even have to be good at the game, you just need to do some stuff and things and you're all good. This, in turn, leads to killer being easy to rank up because you safety pip your way through actual decent teams and pip up off of Rank 1 Self Care gamers. (SC+Botany is legit, not SC+UE+far corner of the map).
Also, an escape is not a win, nor is a 4k. The pip system is broken AF but it really is the games win system. Yes. Really. I know, stupid isn't it? But if an escape was a win then rank 1 would be full of Left Behind/Sole Survivor gamers with keys or plunderers. A win is pulling your 1/4 of the teams weight, because that's what gets you to rank 1. And it is far, far too easy and boosts a hell of a lot of players, including myself. It's so dumb. I wish they would make it just a bit harder. That being said, double pipping as a survivor is an absolute joke, I think I've done it twice in an entire year of playing. I think there is a middle ground here that we can aim for, right people?
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1251899#Comment_1251899
That's correct to some degree - however people with thousands of hours are obviously more likely to perform like red ranks than a new player who got forced into red ranks due to how rank reset and pipping works at this moment.
But not by much. Barring a certain rank til you have a certain number of in-match playtime hours still means that terrible people will be getting through just by playing the damn game. But now, you have good people that picked up the game quick (I'm not one of these) bullying the shite out of other new people.
And what's this about okay kg like red ranks? Are you using the term to mean genuinely good players, or do you mean the insane symphony of good and bad players that we currently have but that are still slightly better than the average yellow rank?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1251856#Comment_1251856
Easy guide to apply Map Pressure:
- Hit Survivor
- Down Survivor
- Hook Survivor
- One Survivor needs to go for the Rescue, meanwhile you find another Survivor for a Chase
- Congratulations, you got Map Pressure! Only one Survivor can work on a Gen at this point.
Surely it can be a lot harder than that, but the goal is to force Survivors into altruistic actions. This is also something Survivors want, because getting chased or going for Unhooks is more fun than sitting on a Gen. Of course it requires the Killer to make decisions like "Should I really chase that guy here?". If the Survivor seems to be good at Looping or is at a strong Structure, it is better to leave them. In the end its the Killers fault if he gets run by 5 Gens, because he is too stubborn to ignore that guy he cannot catch.
And the Killer should not get rewarded for being bad, just so that he can tunnel quite easily.
You do not play much killer if you think that's how the game works. Short answer? If survivors want to do the generators, they are getting done. And that's okay, it is, as long as you recognise the need to punish unsafe unhooks in the late-game. Snowballing is really the only way killers have of applying pressure these days, a single down-and-hook means almost nothing. You need to get multiple downs, fast. That means not letting them get away with unsafe unhooks: you have two people ripe for the down.
But no, perks like BT, DS, Unbreakable, Adrenaline... They all have the survivors backs, turning bad plays into skilless, time-wasting immortality-fests.
And as for the scenario you just concocted, that is very, very rare unless you are playing one of the Big Two or the survivors absolutely suck. And on top of that, that 1 guy doing gens IS STILL DOING GENS. He doesn't have to do anything else. If someone is doing a generator, you don't have good map pressure. You just have map pressure. Then the unhooked and the unhooker heal up while the 3rd person run you around and do a gen in 48 seconds. Tadaa! Pressure evaporated because someone could run you around for a minute by playing safe. Then the solo gen gets finished too and you lost 2 gens because your map pressure sucked because you were playing nice and now you have to play dirty or go stand in a corner.
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Playtime doesnt equal in-match time. That's Devotion Level. And Devotion Level doesn't equal skill level. I'm not saying I should be at red ranks, but I play with a lot of familiar faces with 1-2k hours that absolutely suck.
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Rank is literally just a number that shows how long you have played the game. Sure, higher ranks mostly play better than lower ranks, but that doesn't mean that a full rank 1 lobby is a lobby of 5 people that are good at the game. Maybe you have a half decent killer, 1 or 2 very good survivors, 1 or 2 meh survivors, and the obligatory Blendette self-caring in a corner against Sloppy, Thana, Coulrophobia and Dying Light that also thinks she booted up minesweeper and is wondering why a bomb hasn't gone off.
I got hit by the derank bug back in Feb, went from red ranks to rank 16, and my games really didn't change much as I slogged back through the ranks I don't belong at, through the ranks I actually belong at, and into ranks I once again don't belong at.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1251143#Comment_1251143
Ig the argument dosent really make sense now that i actually think about it
Edit: i always though do bones was dumb i meant the just slug vs do bones argument
Yeah, but the slug argument has merit beyond countering DS: It's map pressure for the killer. Maybe not in the best way, but it's still pressure, unless they run the good old DS/Unbreakable. If you cleanse all 5 dull totems in a game with no NOED, or 4 in a game with NOED, you get nothing for it. In fact, you are helping the killer out.
I think maybe the problem is that there is no 1 perk that survivors have that is directly comparable to NOED. Adrenaline has a similar effect, but there is literally 0 counterplay and it only effects 1 person per perk. Even DS is mostly just a problem when people exploit it and/or combo it with other perks. It's just one of those things that really needs to be experienced, but I guess a lot of people just refuse to play survivor and just assume everyone is Seal Team SWF.
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Honestly, do bones is even worse that 'just slug'. At least you get something out of slugging someone, it's map pressure! Although I don't often have many opportinities to slug out the DS these days what with DS lockers still being a thing. 'Do bones' is more along to 'facecamp the locker the guy fast-vaulted into the locker 20 seconds after being unhooked and healing at a jungle gym'.
Except it's still somehow worse, because the 'counterplay' to NOED is actually stronger than the perk itself, AND is only valid as long as you cleanse all 5 totems AND the killer actually had NOED. On top of that? 'RuN a PeRk To CoUnTeR a PeRk'. Yeah, real intelligent argument you have there. Even ignoring THAT level of stupidity, what happens if I cleanse 3 totems, my teammates cleanse 2, AND WE CANNOT TELL EACH OTHER SO WE SPEND ANOTHER 5 MINUTES NOT DOING GENS, SEARCHING FOR TOTEMS THAT DONT EXIST?
'Do bones' is the absolute dumbest bit of counterplay in this entire game, mostly because it actually seems reasonable on the surface and IS reasonable if you are in a 4-person party. No-one rational actually thinks that it's okay to force a DS.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1249867#Comment_1249867
Whats the "house of pain"?
The single-story house that spawns in haddonfield/badham. It has the super safe pallet in the basement, usually next to a generator, and spawns an extremely strong pallet either in the garage or front doorway. On top of that, it has some insane windows at it's weakest spawn and even a potential infinite window loop at its strongest spawn. It is a house of absolute killer torture if the survivro knows what they are doing, hence the nickname 'the house of pain'. Although I don't see that term used much any more.
And it's kind of wierd, because there's an achievement called House of Pain that requires you to repair a generator in a different house altogether.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1247656#Comment_1247656
"If I consistently win/lose matches because of one thing in particular, then I definitely have a reason to complain."
You could also, you know, analyze what you did wrong and find ways to do it better next time. Or find a tactic that would beat whatever it is that you keep losing to.
Yeah, I totally misplayed around that Mori/key/house of pain/god loop/stridor spirit/recharge nurse/NOED facecamper/meta perk team/safe pallet/chained jungle gym/chained safe pallets/swf deathsquad/terrible teammates/map offering/blendettes in high-foliage maps/getting tunelled and facecamped to death.
Don't pretend you can 'git gud' and avoid these. Mostly, the counterplay to broken shite is bringing your own broken shite. The rest just doesn't even have counterplay. If someone spends BP to get a giant advantage or uses scummy tactics before you do... Not a lot to be done.
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@LetsPlayTogether said:
How about wearing glasses? I never had any problems with Yamaoka and this is the only map where survivors really have the chance to play stealthy. this is typical killer ranting, grounded on bad skill.
How often do you play against stealthy survivors on Yamaoka/Saloon? How outskilled do you feel knowing that they are just crouching in a bush the moment they hear a terror radius? It's not a matter of skill, skill is in the chases. Finding people clipped into foliage is pure luck (if it happens fast) or a waste of time. Just because you know someone is in the area doesn't mean you can afford to waste 30 seconds checking every hidey hole, and on top of that those maps hide scratch marks as well so you often lose people mid chase even without the sound bug. Then half of them crouch back in a bush with Iron Will and it's back to square 1: you know someone is in the area, but now you have to waste time looking for someone holding a button real well.
I'm not saying that stealth maps are OP for survivors, they generally have terrible loops, but that doesn't make them fun to deal with as killer. It's a perfectly reasonable complaint to not want to play in a map that's super easy to hide on, especially if you don't happen to be playing a stealth killer. It's not that dissimilar to god loops, or seeing a survivor run into the House Of Pain every time you hit them.
Edit: also, I play stealthy all the time, even without stealth perks or Blendette (I don't actually have any Blentedde attire). Just about every map has opportunities for stealth play, it's just a matter of exploiting them. And I'm not talking about running into a corner to self care, either: I'm talking stealthing around the area as the killer is trying to find you.
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Yamaoka and Saloon are both designed around stealth play, as is Hawkings (in a different way). That's not changing. We're probably going to get even more ultra-stealth maps in the future. It's just one way the Devs have of keeping the maps unique.
That being said, PLEASE INCREASE THE AMBIENT LIGHT IN YAMAOKA! Seriously, the ambient light is just terrible, a Blendette and a Ghostface can bump into each other and never even know it!
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/1249029#Comment_1249029
True, that is a good point (unlike the other guy).
But there is a thing about that, if you are trying to sneak around the entire map, you should be ready to crouch and hide from a survivor. If you are not near any cover, that is a misplay from your part as you are making it easy to get revealed.
Idk about the killee instinct bug rn tho. From what I've seen from other players you still get the killer isntinct no matter what. I dont play or have ghostface so there is probably more to the situation than I can see as the survivor
You clearly do not understand how easily Ghostface gets revealed. The bug goes both ways, not that most people care: I've been revealed through solid brick more times than I can count, just because someone caught a microsecond glimpse of me through a window.
Outside of those extreme cases, you will always be getting spotted as Ghostface simply because ultra-stealth takes too long. It's great when you are in an area that's easy to sneak in, but you have to leave those areas. Should you be getting revealed? No, but you don't really have the luxury of taking it super sneaky-like. At least the reveal indicator tells you the general direction you have to hide yourself from: if you didn't have it, you would basically be powerless the moment you leave the central building.
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Sure, except the killer instinct isbugged and unreliable. If the survivor is anywhere on your screen but hidden behind a box, you straight up get no notification except the 'reveal' warning sound. That's without going into the bugged revealing mechanics.
Maybe if Ghostface had better recharge, but right now that would make him unplayable simply because you don't know where to hide.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1248776#Comment_1248776
8k, survivors already compete with eachother over scores - the only unlimited resource are chases.
id rather have to work for around 2-3 gens and become more aggressive with killer knowing that I did my part in fixing gens and allowing others to do their part
While I understand your logic, that is simply not how games play out in the majority of matches. Especially since there's always 1 or 2 people constantly getting chased, either by chance, tunnelling or them just being a clicky-clicky arsehole. They aren't getting points, you aren't getting points, the other guy that's been helpful isn't getting points... Better to not have an 8k catagory cap for any of the 8 catagories.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1247643#Comment_1247643
The max cap should be there.
By 'max cap', do you mean the 8k or the 32k?
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1247384#Comment_1247384
''Aura reading, in the other hand, is straight-up situational wallhacks. Nothing will ever equal Kindred for what it does,''
are you stupid?
''hey, the killer is camping me''
There, you saved yourself using kindred,
''Hey, im the close and killer gone, I will go for the unhook''
I just negated the 2 reason you need kindred at all.
That is only a tiny portion of what Kindred actually does. I don't think you know a lot about aura reading perks if you think that this very basic information is the power of Kindred. In a SWF, unless you have people calling out their exact locations (which is super rare) then you honestly have no idea where people are or what exactly they are doing. You don't know what direction the killer was travelling, you don't know how far away everyone is, you don't know who is in the most danger, you don't know how spread out you all are, you don't know where (if any) the traps around the hook are, you dont even know if the killer had BBQ. Why? Because people suck at calling this stuff out. Even the occasional Seal Team SWF wastes a shitload of time explaining, in exact detail, shite you could have just seen for yourself. And that's assuming that it's a full 4-peraon party, we haven't even gone into 3/2-person SWF.
Maybe don't call someone stupid just because you cannot act upon all the info a perk gives you.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1247501#Comment_1247501
tbh all you have to do is swarm the traps, she can't hit everyone at once. SWF often destroy my nests in this kind of manner.
Same for me. Then I reset while I have 2 people incapacitated, 1 from the swarming and 1 that I had already downed pre-swarm.
It also helps that I place some extremely difficult to trigger traps, I suppose. I've had teams disable them, but they usually waste time tight-hugging the loops in my web. I've found that the best way is to have 3-4 of these in strong areas that swarm tactics won't get, a couple in well-travelled pathways that take half a second to reset, and the rest just depends on the team I go against. Trapping pathways in full view of the hooked survivor can be a good tactic for SWF.
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Both is good. That's why I run SB. So I can do the one when I inevitability fail at the other. And you can absolutely do both, I don't understand this idea of 'one or the other'. Most people play this game for thousands of hours. They CAN do both, because the got bored and learned both. I certainly can.
As a killer, though, it's entirely map dependent. Stealthy survivors on Saloon or Yamaoka? Just kill me. Please. PLEASE. Loopers on... Well, about half the maps on the roster? Sure, I love eating pallets. Gimme. Splinter them into my mouth. Do a single basic loop and stun me immediately. I love mindgaming post-drop long-wall jungle gyms. Totally okay.
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If I consistently win/lose matches because of one thing in particular, then I definitely have a reason to complain. And, like it or not, if people didn't complain about stuff the Devs would just assume the game is fine and not ever touch it again. The more something is complained about, the larger the issue.
That being said, it would be nice if people didn't immediately post their opinions whilst being tilted from a bad experience. A little perspective and a cool head is nice. And it would be especially nice if people didn't create fake accounts/bait posts/just straight up troll people trying to have an actual discussion. But that's just the nature of being online, I guess.
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The killers are basically super soldiers. The entity have them enhanced strength, senses, endurance, etc.. There's probably going to be something about survivors killing killers in the future of the lore (it's pretty low-hanging fruit for the game's writers) but for now the answer is: Because it's essentially impossible even if the Entity actively encouraged it.
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How is this any different that a match of Bully With Friends? Please explain.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1247576#Comment_1247576
They messed with billy and it is as if he is drunk now.
That's a glitch with a single killer, not killer movement being 'HEAVILY nerfed'
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Its 'random'.
What that actually means is that the Devs put whatever they feel like in the shrine. And if a tome has a specific perk required to complete a challenge, that perk will be in the next shrine.
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Wait, a glitch buffed a terrible perk very slightly and they removed it? Uh, why?
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Killer movement? What? What are you on about?
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Plague: Make her 1 fountain centralised
Plague: make her purge client-side because she gets robbed far too easily
Alert: make it effective against stealth killers. Not the exact same as it was pre-Undetectable, but maybe a brief after-image of some kind that at least shows you where the break action happened.
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Play 5 matches in Mother's Dwelling and 5 matches in Father Campbell's Chapel. You'll quickly see which one feels more balanced and which feels like you're slogging through mud.
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Hag literally has the strongest map pressure in the game. Enter her web, I dare you. Who cares if 4 gens get done before she gets a down, she's HAG.
Other than that, most of the reason killers don't have good map pressure is a complete lack of snowball potential. Easily the best pressure in the game is 2 quick downs, which most killers cannot do without perks or sheer luck.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1211584#Comment_1211584
The point is he's complaing survivors are overpowered. He got more points, who cares. It's just a game
My point was that you cannot pip in such circumstances, as you suggested they could. I wasn't applying to the original post, I was correcting you on your assumption.
And 'its just a game' is no excuse for broken matchmaking. People play games to have fun. There is no fun to be had while getting bullied by people that are better than you at a videogame. And, at least for those of us with a shred of empathy, there is no fun in being the bullies either.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1247162#Comment_1247162
Even if you don't tap full power potential as SWF you still get legit every usefull aura reading addon into your basekit minus OoO just by talking. You get to counter the surprise factor killer has at the start of the game when you still don't know who you face. If your friend tell you he just got stalked by ghostface, you will be double checking around you more than if no one could communicate you who they got chased by. Your potatoe friend who relly only on terror radius? now Ghostface wont get free stalk early game on him. You got baseline Kindred. that save 1 perkslot for survivor who already have 4 time the perks of a killer.
IMO SWF should have limited perk slot.
2 player- not affected
3 player- lose 1 perk slot (does not affect the fourth player who alone)
4 player- lose 2 perk slot.
If you get free perks for simply being in vocal chat, then you need to lose the ability to overstack second chances perk. A solo survivor has to use perk slot for overall utility and aura reading, or they can go stacked with second chances perk. Differance is they wont have both and have to make a choice.
Honestly, the best thing I can say is: Comms isn't aura reading. If a team is calling out info that well, that's one of those teams that should probably be playing Rainbow Six instead of bullying people in DBD. For the most part, the little callouts that add up are things like 'oh, I have Deliverence, just stick to gens' or 'the killer is ghostface' or 'uh, guys, I maybe used shack pallet'. Generally speaking, SWF isn't aura reading. It's a bit stronger than aura reading, imo, just in an indirect way. You don't know exactly where everyone is or what they are doing, but you have a general idea AND can do shite like 'nah, leave me, I have DS/Unbreakable. Do gens instead.'
Aura reading, in the other hand, is straight-up situational wallhacks. Nothing will ever equal Kindred for what it does, nor will anything equal Bond for what it does. Comms just sort of does these jobs in a poor-mans way while giving you an assortment of other boosts.
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SWF is overpowered as shite. Everyone knows that. BUT, most people don't try to tap it's full potential, and of those people, most seem to use it as a crutch.
And and and, and this is an important one, SWF is needed for the game to keep alive and healthy. It's such a big draw, not just for the RAW INFO POWER factor but also for the Sandbag With Friends factor (and everything in between). People just like playing with their friends. SWF will always be an issue, there's no real way around it: even ignoring comms, you play so much better knowing how everyone else on your team plays.
Now, all that being said, I do think that some perks should be locked out of SWF. OoO is the absolute biggest problem here, closely followed by standard meta perks and even nonstandard ones such as Prove Thyself, Deliverence, and even Distortion. I dont necessarily think they should ALL be locked out ALL THE TIME, but maybe there's some way to make sure a team doesn't have all this, a key, a map and a map offering.
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@Cocktail said:
https://forum.deadbydaylight.com/en/discussion/comment/1246714#Comment_1246714
But how would you opt out on Xbox?
PC currently HAS a crossplay option between the PC Microsoft Store and Steam. There is a little toggle you can go to to switch "Crossplay" off in the menu.
And your fears about hackers are a little... strange. I maybe don't think you remember what happened during the console dedicated server test earlier this year, but crossplay had nothing to do with it. Hackers just put themselves, or streamers, into console matches, creating their own little version of crossplay that was completely unaffected by ACTUAL crospslay. That's not an issue with legit crossplay at all, just dedicated servers. Which are their own, separate issue. As, in fact, are hackers: BHVR flicking a switch to enable people on console and PC to que together has nothing to do with hacking dedicated servers to put yourself or an unwitting streamer into a broken match.
And as for hackers, they are a real issue that, thanks do the magic of dedicated servers, everyone will now have to deal with. But hopefully that means more people recording and reporting hackers in the act.
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The Devs do seem to be doing good work. Slow, and occasionally misguided (Anyone else cry in frustration when they gave their reasons for the Gearhead nerf last stream?) work, but still pretty good work. It's clear they want the game to be as balanced as possible. The design team is definitely amazing and the game itself looks great, and now we are finally getting basic map reworks (for the longest time, the most core of core issues). This alone has reinvigorated my faith that the Devs understand what they are doing.
That being said, there are some changes that would be extremely easy to implement and are practically no-brainers. For example: Locking keys and mori's. Not removing, not reworking, just locking them like event offerings til a better format can be found.
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I'm not gonna lie, it seems like you are terrible at this game. Like, REALLY bad. You think MoM was okay? You thought Ruin was OP? The newest perk you use is BT? Are you sure that YOU are not one of these boosted, unskilled noobs you so despise? Let me guess, full meta build and instadropping pallets? You do know that you should... I believe it's called 'looping', but I could be wrong about that.
Seriously, I don't get it. I've been stomping killers hard, even when I get sacrificed (I tend to be the 1k that got tunneled, but I can keep a chase long enough to get some gens done most of the time), and I don't even run meta perks. Half the games I play in don't even have an obsession. Is a lot of that because of terrible matchmaking? Absolutely, I'm boosted AF and I bet most of my teammates are as well. But if killer is so easy then why do I stomp on people that are the same damn rank as me A LOT more than they stomp on me? And, by the way, killer is the role that is harder to rank up in, so theoretically I should be worse than them.
DBD is finally reaching a state where skill ACTUALLY matters. All we need now is for people to stop looking at kills/escapes as a judgement of balance - mori's, broken add-ons, and bad matchmaking in general skews the stats pretty heavily. Mostly the bad matchmaking. And I'm including ranking in the same category as matchmaking because matchmaking is the only reason it matters.
And btw, there are plenty of asymetrical horror games out there that have tried and failed to compete with dbd.
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I definitely think that Billy is a stronger killer simply because he doesn't rely on Survivors making HUGE mistakes to get his power. Don't get me wrong, he does rely almost exclusively on survivors mistakes, but there is a difference between Billy's 'YOU STOOD IN THE WRONG PIXEL NOW I VROOM VROOM CURVE', and Oni's 'Well, I had a kinda bad early game and now I need everyone to forget that generators exist for a minute'.
That being said, Oni's power is clearly better than Billy, it's just that Billy has a higher skill ceiling AND a reliable power that you don't have to manually charge up. That also being said, top knot + extra bloodorb = borderline op in the right hands. No loops are safe and the power is always on.
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I don't know where you are getting your information, but I rarely see people complain about in-trial keys to the same level as keys in general. Mostly it's just the fact that it nullifies an extreme portion of work the someone needs to do to escape. The fact that you can just find them mid-trial is just a big gfys on top of an already big FU.
Imagine if mori's could randomly activate mid trial. Not perks, 'kill' perks are completely different and ACTUALLY earned. Just a random Mori offering burns itself. Would that make it the biggest problem with mori's? No, the problem is that they exist in the first place. The RNG activation is just the razor-filled poisoned cherry on top.
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By 'toxic' do you mean just playing the game somewhat normally (flashlights and 360's are pretty normal. Inneffective, but normal), or going out of their way to ruin the killers experience and and be a complete arse (t-bagging safe pallets, spamming vaults, locker DS, immortality abuse, etc.)? Either way, the know-it-all part sounds annoying but I've never had to deal with it myself.
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I'm not exactly a baby huntress, but I did give up on her after dedicated servers rolled out and I've been trying to pick her up again.
And it feels awful. I miss half my hatchets because I'm boosted, but some I miss even though the model hits the survivors. Others I hit even though my screen showed a clear miss! It's like I just cannot figure out what's right or wrong any more. I'm so confused half the time: did I make a bad play, did the survivor outskill me, or did I get some external factor? I know huntress' sheer power is still there, but something just feels off about her that makes relearning her so damn hard. But I'm still trying.
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@Peanits said:
That seems about right to me. You had a close match judging by how many points you got, and you managed to kill half of them. That tells me that you're right around the ideal rank for you.
How do you reach this conclusion? All we see here is an endgame screen. If the rank system didn't massively boost people then that argument would be perfectly reasonable but we genuinely cannot tell what happened in this match. How good were those survivors? Were they deserving of their rank, or did they just 'earn' it by playing a match per day? That's not even mentioning the fact that it's a Wraith, second only to Legion for getting easy BP and pips without actually doing anything productive due to mechanic interaction.
My best guess, looking at those emblems, is that the game took about 12 minutes, very few hooks, and a whole lot of Wraiths not-so-surprise attacks. Even then, I wouldn't be surprised if I'm completely off-base. And it still doesn't show the quality of the match, just how certain generic events may have happened.
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Plague seems to be a difficult killer to balance point-wise given the two VERY separate playstyles against her. That being said... Just give lots of deviousness and extra chaser for m1ing a broken survivor. It's not that big a deal. Same with Myers.
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I'm starting to see a pattern here: Killers are forced to take shortcuts to win, a large portion of the community understands this and is perfectly accepting of slugging/late game farm punishment, but another large portion bitches about slugging or getting farmed, or is just a toxic whiner in general that thinks fast vaulting into a locker after a full heal at 50 seconds while the killer is chasing someone else = tunnelling, and so killers think 'oh, well, if EVERYTHING I do is bad then I can do ANYTHING!'
And voila, another camper is born. Welcome to the tunnel-at-5-gens. Noed Insurance away!
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Unfortunately, that would create less diversity. Almost everyone would play 1 of these two camps, depending on the meta, and we would have all the same characters. Just like people play strong killers, just like people play meta perks, people will now play meta survivors.
Hell's, they already do. Blendette, anyone?
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It's another annoying get-out-of-jail-free card, but it's not OP or anything. Just annoying.
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The problem with NOED is that you don't have to earn it in any way. You don't even have to touch your keyboard to activate it, and the 'counterplay' is often stronger than having the perk active because solo's will throw the game cleansing all 5 dulls against a killer not running NOED.
Nothing is good about NOED in its current state. Nothing is good about Facecamp Insurance.
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I love playing both sides - until someone stops playing nice. It's hard to have fun when you're getting hook bombed by people with 4 layers of protection. Or the killer tunnels you off hook in the early/mid game.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1240546#Comment_1240546
I do play both roles and I know that deadzones are ridiculously OP. Don't you agree?
I really don't see any deadzones in your images. The loops are further apart, which is good, and in between is corn, which is annoying for everyone involved but definitely good for survivors even with the new corn-row spacing. Now you have to play around the tile you are beside instead of instadropping a mildly unsafe pallet and casually walking to a maze tile.
A deadzone is a large area of the map with nothing to use in them. These are small areas of them map that are filled with corn and connect to maze tiles. Not exactly 'nothing to use'.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1238114#Comment_1238114
maybe discordance would have helped in this situation. There you go, issue resolved. I have no sympathy for killers 😂
Please explain your logic, I would enjoy hearing how Discordance helps in a game where the generators pop before you have time to get there because of the limitations of movement speed