MadLordJack
MadLordJack
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1238107#Comment_1238107
quite literally nothing.
he's just begging for attention, just dont mind him.
there are still a ton of people here who actually want to have a serious discussion, focus on them instead.
I'm trying to get him to talk himself.into a corner and admit to the world his opinion is invalid based entirely on a lack of understanding
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@Peanits said:
Not necessarily a full build, but I would strongly recommend Monitor & Abuse with Whispers. Whispers tells you when someone is within 32m, M&A knocks your terror radius down to 24m outside of a chase. That way you'll always know when to crouch before someone hears your terror radius, but you won't have to slowly crouch around the whole map.
Last two perks can be whatever you want.
Rember when pig didn't have to run 2 perks for 1 gimmick? Those were the days.
Although I do like the super quick running feel you get with a wider FOV. Stack it with shadowborn and you won't even remember you move slower than survivors in a crouch.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1238107#Comment_1238107
It has everything to do with the topic of gen speed 😂 that is what she is complaining about yes?
No, it really doesn't. And this particular topic is about a generator popping 30 seconds into the match. Please, in great detail, show where exactly this killer hard tunelled and facecamped, thus making your comment somewhat valid.
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That's pretty normal. Sucks, but it's normal. Killer has to rely on snowballing only these days.
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@SurviveByDaylight said:
Welcome to DBD home of the infamous tunneling and camping strategies where killers complain about gen speed but don’t want to leave hooks 😂
Please explain what this comment has to do with the post, since it is only valid if the killer is tunelling and camping which is impossible to do without initiating a chase or hitting a survivor
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How to make NOED OP: Play Killer.
Nah, seriously though, I just want NOED to be an earned perk so you can't play like that and still activate it. If someone's blasting me with 120ms instadowns AND they got 8 hooks+no deaths? I'm less mad. Remove the whole totem thing and just make it a reward for playing the Devs preferred playstyle. I'm down with that.
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If keys couldn't open locks and purple keys had double the charges, keys would be great. Their 'unlocked potential' effect is... Honestly a little op sometimes, but still not as wildly imbalanced as being able to get free escapes.
But there is no way to rework Ivory/Ebony mori's. They are straight-up busted no matter how you look at it. Death Hook Mori? I call that the 'camp and tunnel with DS/unbreakable impunity' patch. Less broken than it is now, but still ######### broken.
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But the stalking bug... I will never get to hear the audio track without being tilted AF because I've been 'stalking' blendette for 5 minutes and I'm still in T1...
(Also, the stalking bug isn't an uncapped FPS issue, I get it even though I've never uncapped/increased my max frames)
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Well, it's cosmetics, so whatever. Flash your cash. There's far more pay-to-win options in DBD than Frosty Hag.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1237150#Comment_1237150
There are no black bars on the sides of the screen when you play with stretched res. Everything looks shorter, it makes the game look extremely blurry and visually it looks pretty terrible.
I use it because I hate how the game is with the default FOV. After getting used to playing with stretched res, returning to the default res makes me almost sick. You can't even see your character's entire body on the screen. It doesn't bother me as much on killer but I still think it should have been slightly bigger by default.
I don't get the singleplayer argument. A lot of multiplayer games, including actual competitive games, already have FOV sliders and when they don't, the default FOV is usually good enough to not bother anyone. I don't think it would mess up the balance at all if they FOV was slightly bigger on both sides.
No, it would just give rich people an even bigger advantage, something the Devs have tried to limit as much as possible because they don't want people to be classist like you get in other multiplayer games.
And you literally just admitted stretched Res gives you an advantage and that is why you use it. Entitled, much?
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Self care as an A tier perk? It's a detriment to your entire team. I get that this is just your personal opinion, but come on my friendly internet person, the numbers speak for themselves with this one. Even using it in those special circumstances where it's not detrimental to your performance doesn't mean it's worth an entire slot.
SC+Botany Knowledge? THATS legit as hell. 2 perk slots, but absolutely more than the sum of its parts.
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Because they have complete immunity to any realistic repercussion thanks to online anonymity and so hurt and abuse everyone they feel they are better than (or fear may be better than them) to make themselves feel better about their own lives without the issue of 'empathy' getting in the way, a condition that for most people only activates in face-to-face conversation where subtle microexpressions, vocal tones and body language can lead them to subconsciously feel bad about the pain they cause and thereby alter their behaviour to avoid these uncomfortable feelings of guilt from being triggered. Or, if they happen to be capable of emotional distancing (a terrifying prospect) they would be subjected to social repercussions that are similarly unpleasant to feelings of guilt.
But I dunno, I don't understand how people work. Maybe they would be that toxic IRL. Who cares, you're clearly better than them.
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I don't think you realise this, but all of DBD's imbalance issues boils down to map design and, drum roll please, EASY RANKING. Survivors rank up like it's a participation trophy, which means you don't have to be even remotely good to reach rank 1. This, by extension, makes it easier to rank up as killer becaue you can get easy pips from 'high rank' survivors and Brutal Killer your way through the rest of your matches against actually good survivors.
If anything the developers need to add more ranks and make it a lot harder to rank up as a survivor (in addition, of course, to fixing the matchmaking so rank 1's and rank 7's never, ever see each other). The fact that you think ranking up takes too long goes to show the state that this game is in: Rank was never designed as a grind able participation trophy. If you want that coveted red border, you should have the skill to earn it. The best of the best should not be going against babies that ground pips for a few hundred hours. DBD may be a casual game, but it shouldn't be THAT casual.
Plus, I hate being in red ranks. Everyone there is either super sweaty (which they should be) or super awful (like me). I just want to run around with Chest Build, give people stuff, and have fun chases. I dont want to play M1 simulator 2020. STOP MAKING ME PIP FOR THE LOVE OF THE ENTITY!
I miss purple ranks. It was fun. People had fun. We all had fun. And generators never got finished.
I miss purple ranks :(
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1234711#Comment_1234711
It only increases the vertical FOV, you can only see more from the top and bottom of the screen. You can't see more from the sides. Which is what's important really.
https://forum.deadbydaylight.com/en/discussion/comment/1234708#Comment_1234708
Exploit? It's literally just changing your resolution.
I don't need to see the pictures, I also play with stretched res. Yes, it does give a bit of an advantage on certain loops but it's really not that big of a deal. You can run the killer around just as well with the regular res.
And seriously, where do you draw the line with this? Increasing your brightness and sharpness through Nvidia Freestyle or Reshade also give you an advantage, should those not be allowed as well then?
If it doesn't give you an advantage, why do you use it? I always thought the game looked prettier without two huge black bars down the side of my screen.
And why doesn't the game offer you the option to alter your FOV in the in-game settings, which is exactly what you are doing by using stretched resolution? Why did the developers not want this in the game when so many other single player games allow-
Oh, wait, DBD isn't a single player game and has very finely tuned settings, with FOV easily being the most delicate because too much vision and the survivors can literally see the killer, their movement, and their position by peeking over almost every loop and maze tile in the game with very few exceptions, most of which are more to do with the height of the killer's model than the height of the wall. And, if they are feeling extra cheaty, altering the lighting config settings to allow the red stain to shine through the wall as well for good measure like it used to on low graphics settings.
So back to my original question, why do you use stretched resolution? You just like black bars in the side of your screen? I find them distracting myself.
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It would be nice if there was basekit counterplay like you suggest. Maybe then more people would rely on that instead of abusable perks. Looking at you, 59-second-DS crowd. You too, Unbreakable/DS crowd. Still, if they add a wiggle time pause, it would have to turn off if said survivor is getting chased to discourage looping around a hooked teammate.
Although I also think they need to rework the way hitboxes work with hooked survivors. It's not too common, but sometimes you thwack some unsafe unhooker on the back and they take no damage because your attack magically phases through them and connects with the temporarily-immortal girl.coming off the hook. I found out that's maybe to discourage camping? But it's still stupid.
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Yeah, DH is completely unusable, it's only the strongest and most reliable exhaustion perk in the game. Never get any value when I DH For Distance at least 3-4 times a match to correct my own mistake. How awful that I no longer have the secondary effect of occasionally dodging attacks without a hefty bit of luck.
Seriously though, it speaks volumes that DH is still the strongest overall exhaustion perk even with the whole 'exhausted in the ground' problem. Sure, 99ing SB is stronger, but the sheer amount you spend slowly walking around or running around leaving scratch marks to keep it 99'd can throw a match, easily. Is 3 seconds of speed truly worth half a gen of repairing? Or should you just equip DH For Distance and correct 3-4 mistakes a match with 0 repercussions?
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1235218#Comment_1235218
Personally I think it’s a waste of perk if you’re in SWF but going solo? The amount of survivors that are out for themselves, deliverance can really help, although I don’t actually use it myself.
It is arguably one of the strongest SWF perks in the game, you can just tell your buddies to stick to gens because you have a guaranteed Kobe. Bonus points if you 59 second Deliverence a camper. Not even kidding, it's actually really strong in SWF. Gets me real bad on occasion, bonus points if I'm snowballing on the other side of the map and they kobe off and pick up their buddy that 99'd super quick with Unbreakable. Sounds super niche, I know, but it's happened quite a few times. Almost weekly. Extra bonus points if I down them and get DS'd or slug them and they Unbreakable. Bonus extra bonus points if I still get DS'd after a FUBAR'd Unbreakable attempt.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1234494#Comment_1234494
No, the worst teams camp pallets. Looping wastes far more time than camping pallets. Enduring, Spirit Fury, Brutal strength literally punish camping pallets. And the deadzones in Endgame Collapse are terrible for a team if the killer has NOED. I'm pretty sure you're one of the only people who thinks it's broken.
Camping pallets literally punishes itself if the killer runs perks to punish, or heck, even if the killer is smart enough to push people into deadzones. Billy, Mike and Oni would love pallet campers... I don't know what you're on about.
I see you mistake skillful play for efficient play. Nothing is worse than a five-minute match of eating pallets. And like it or not, that's what most rank 1 sweaty swfs are all about. Maybe, MAYBE they might go for a single loop around a jungle gym. Maybe. Mostly they only loop god windows in my experience.
The problem with your line of reasoning is that you assume people stick around these deadzones. What happens if they don't? What happens if they don't care and let a teammate martyr themselves in emdgame? There is no skill to this style of play, no real conterplay, and unfortunately often no punishment. Creating deadzones may sound like a big deal, but when there's no reason to be there then it's really not. Who cares that you zone someone a little, they still have time to reach another pallet and slam it in your face in the significant majority of situations. These sort of chases simply take too damn long and don't get punished because YOU get punished for continuing it (their team does gens) or dropping it (you literally trade 1 pallet camper for another and then the gen pops and it's off to another section of the map). Down someone and hook them in a deadzone? Dude, theres now only 2 gens left and they are on the other side of the damn map, full of pallets. You now have 2 options: camp for the kill and let everyone leave, or go eat more pallets.
And I would remind you that the power of an instadown killer is that you can down them BEFORE they get to safety. Every single killer in the game excells in deadzones, it's basically an open field. Just not one with survivors in it because they all rushed the gens and left. There is no right answer to pallet camping if the survivors understand the basics of teamwork and do their damn objective. And the objective isn't the problem, it's the way they can buy time to complete it.
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Yeah. I feel like maybe you're just naturally good at the game. Who knows, maybe there is some insane way of playing legion that you have accidentally discovered that head-mind-ya-games survivors and you don't even know you are pulling because you quite literally cannot have other people's experiences. Look at wraith, the moment Hit-And-Run was discovered that boi became tipity-top-almost-unbeatable.
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@notyarbllewe said:
https://forum.deadbydaylight.com/en/discussion/comment/1234538#Comment_1234538
MadLordJack, I have faced the good and the bad. I have gotten to rank one... As the Legion. Only those that waste my power as others work on gens or somehow hide insanely well do I do bad against. And that is with any killer. For example, Spirit: if people keep tricking her on where they are going when she is in Spirit mode, she does really bad even though she is ranked the best (or among the best) killer. Practically, any Killer can be good or bad. And one more thing: please don't continue on this chat of you are going to prove that the Legion is weak, because I will never agree to that and that is exactly the opposite of why I made this thread.
I should also call out something you mentioned: Spirit as a bad killer.
Spirit is not a bad killer, EVER. If you suck as a killer (which I often do) then that killer isn't bad. YOU (OR ME) ARE. If the power is there but you cannot exploit it, that's your problem.
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@notyarbllewe said:
https://forum.deadbydaylight.com/en/discussion/comment/1234538#Comment_1234538
MadLordJack, I have faced the good and the bad. I have gotten to rank one... As the Legion. Only those that waste my power as others work on gens or somehow hide insanely well do I do bad against. And that is with any killer. For example, Spirit: if people keep tricking her on where they are going when she is in Spirit mode, she does really bad even though she is ranked the best (or among the best) killer. Practically, any Killer can be good or bad. And one more thing: please don't continue on this chat of you are going to prove that the Legion is weak, because I will never agree to that and that is exactly the opposite of why I made this thread.
I think you are confusing the killer being strong with you being good. I can, for example, loop the everliving shite out of almost any legion player, and only get downed when I no longer have a pallet. Am I a good survivor? No, I'm boosted AF. Why can I achieve this if I'm not good? Because getting the m1 chase is a basic requirement.
Or, if I'm feeling lazy, I can just drop pallets in your face and wait for them gens to be done. Good luck outskilling me without any actual gameplay. Look, I'm exploiting the weakness of Legion: playing safe. Look, there's nothing any legion can do: they are a basic m1 killer that cannot even show off their m1 skills. How sad. Should've been playing... Well, almost anyone else.
You are genuinely confusing your skill, the skill of survivors you face, and the power of the killer. You even mentioned getting to rank 1 as legion: Guess what, legion is the easiest killer to achieve that with! Wow, who knew? Their FF plays the emblem system! That's like pretending it's impressive to get 30k blood points as Legion. And being at rank 1 doesn't mean shite any more, something that most people at rank 1 acknowledges as they constantly face boosted player after boosted player. Who cares if you stomp on bad survivors, you're literally supposed to.
And, to cap it all off, maybe don't post if you cannot take criticism. People are allowed to have their own opinions, but if it goes against established, evidence-backed fact the you had better have some conflicting evidence of your own.
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@notyarbllewe said:
https://forum.deadbydaylight.com/en/discussion/comment/1234502#Comment_1234502
Just to say, I am not sarcastic about thinking that tthe Legion is good when played well. The Devs are going to buff him though, which may cause survivors to complain if people take advantage of the buff well. You never know what the survivors can reach when it comes to complaining. I don't chat all too often (as you see my # of posts), so what exactly does "m1" mean?
An m1 killer is a killer that relies on a basic, 115 movement speed, vanilla-attack-only chase in order to down people. Legion is quite literally the definition of 'm1 killer'. The have FF to get you injured, but nothing to get you downed but a basic m1 chase. And yes, you can be absolutely amazing and think Legion is a strong killer. But most of that is the fact that you are going against boosted survivors because this rank system is insanely bad. Once you've played a few games against the people that actually deserve to be red ranks you will understand just how weak Legion is. You literally cannot do a thing to down them if they just play well. Who cares that everyone got injured. Injured does nothing for you.
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Honestly, Hag would be on Nurse/Spirit levels of brokenly strong if not for:
1) Flashlights.
2) Urban Evasion.
3) Teleport glitch.
3) Good players disabling your traps while you are animation locked.
Flashlights interacting with her traps in such a detrimental way is just plain wrong. Good players already know her weakness, flaslighting traps is plain overkill. Urban Evasion is Urban Evasion, there's nothing to be said there. It's just extra good against Hag to have increased crouch speed. And the teleport glitch is just a bug, so hopefully it will be gone soon.
And yes, good players can destroy your web quite easily. All they have to do is recognise the area of the map you are refusing to leave and sprint through it while you are carrying another survivor to a hook. 5 traps, gone. Now you have to reset.
BUT, after all that, Hag is still insanely strong. She doesn't play like any other killer so it's best to keep that in mind, but that crazy ######### is so ######### strong that you can player her perkless and still wreck. (Assuming you get nice and good with her.) She is straight up amazing.
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I feel like maybe you are confusing the Devs with this nonsense. They already, SOMEHOW, think that legion is in a good place (direct quote, btw) and sarcasm doesn't help.
And I really hope you are being sarcastic, my heart couldn't take it if purple rank survivors couldn't loop an m1 killer.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1233039#Comment_1233039
Camping pallets punishes itself? Since you're wasting pallets basically and giving the killer the opportunity to create a massive deadzone?
That is completely untrue. The best teams just play ultra safe and don't give you a chance to hit them while their buddies hammer out generators and, as a killer, you really don't have a game to play because there is no punishment for being forced to eat 16 pallets. The whole thing becomes Pallet Sim 2020.
Although I rarely get forced to eat all 16 pallets, usually its about 10 because 7-8 minute average game times. Who gives a shite about deadzones when the game is literally in EGC.
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I've had hackers on PC, and if I'm being honest I wouldn't have even noticed if I hadn't been keeping track of their perks. They are getting so good at hiding their cheating it's insane. I had a Claudette, who had been (what I thought was fairly) kicking my butt all game, fail to get a flashlight save. She waited way too long, SB'd away as I dropped her teammate (I could tell, she gained much more distance than normal and still had a teeny bit of speed burst as I looked at her AND had already used SB earlier in the match). Then, as I caught up and swung at her, DH'd away and made me hit a tree. DH animation and everything. I just (clearly) wasn't expecting it. In the post game lobby, she had NO EXHAUSTION PERKS. Looking back, I'm pretty sure she just had wallhacks because she didn't fall for a single blocked-LOS mindgame but kept making rookie mistakes, like trying to get a flashlight save by aiming at my ear and dropping a pallet only to vault right into my hit.
This is just one of a VERY small handful of weird hacking scenarios I've had, but it's the one that stood out as the most missable. If I hadn't been paying attention, I would have thought she just outplayed me. It makes me wonder how many people have been so good at hiding cheats that I've just gg'd in the post-game and never even noticed.
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It's just another toxic little thing some people in massively advantageous positions like to do because they know it's completely safe. Lump it in with the same crew that t-bags at exit gates and at safe pallets/god windows.
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It would be nice if Undetectable and Oblivious interacted with spine chill in some non-gamechanging way, but at the end of the day it's an impossible perk to change without completely ruining it. I'd rather see a buff to Premonition that drastically lowers it's cooldown so there's at least some anti-stealth variety.
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Adrenaline is a ridiculously problematic perk, tbh. It's a no-brain NOED-style perk, but unlike NOED it has NO counterplay (NOED's counter is really stupid and unrealistic). Adrenaline, however, buffs you while you are winning, not losing. It activates literally no matter what because it's a 1-off perk, which means you get it off the hook or in a middle of a chase. It is literally a free health state (the reward for completing gens is GETTING OUT OF THE TRIAL, there is no need for an additional reward, it's like how hitting great skill checks bypasses Gearhead even though you already get BP and gen progress), and very minor anti-slug perk.
But if you change anything about it, you could make it proc so little as to be worthless. Doesn't activate off hook? People would whine about it being unfair (yes, hypocrytical). Doesn't activate while exhausted? People would whine about it being unfair (more hypocrasy). It's two effects have separate activation requirements? People will complain about it being inconsistent.
At the end of the day, it's an endgame perk for survivors. But if the match reaches the endgame, the killer has already lost. It will never lose its 'salt-in-the-wound' feel no matter what happens.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1232802#Comment_1232802
Well in this game state, I have to kill X amount of people to win in my mind, and I dont camp at all. Killing three nowadays in red ranks is very difficult, so sometimes killing one as a non Freddy or Spirit is an amazing achievement.
Yeah, but that's a personal victory. In fact, that's almost the definition of 'personal victory'. I'm not saying your definition of winning is bad or wrong (I dislike the emblem system, especially since I main Plague) but the fact is, if everyone keeps ignoring the games win/lose system, you get people assigning their personal victories as 'ha ha, got 2 people as insidious/noed bubba, ha ha, I'm so great'. And, given the fact that the majority of the community has their own, personal victory condition that ignores the emblems, theirs is just as valid as everyone else's.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1233021#Comment_1233021
If you complain about randomness then the whole forum will be witch hunting Bhvr for the random tiles that make up the map.
I see you don't quite understand the difference between fair RNG and finding a key from a chest in Ormond. One is fun and fresh. The other is losing because a number popped up in a calculation. People can say 'oh, it was just an unwinnable situation' all they like, but it doesn't change just how badly your emblems get affected. An already badly designed win system getting ignored because this 44.3222 became 44.3223.
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In the future? Absolutely, without a doubt. Once matchmaking and maps are fixed, and camping pallets is punished, bloodlust can go.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1232790#Comment_1232790
That is the beauty of this game the randomness is at its core a huge thing this perk set up might be strong but what if we have a putrid oak offering all hooks spawn closer. What if you go down too close to a hook, what if the Killer brings in Mad Grit.
It's all variables that can change. In some matches it might work and hey Flip-Flop finally sees some action as a perk. In others it won't the Killer runs Mad Grit and smacks your teammates dooming you in the process.
Its all random chance. Your build might be strong but there are definitely time it won't be.
That's not really a good thing, because it's a PvP game. There's nothing fun in losing because of RNG, at least not for most people. Don't get me wrong, randomness is great to keep things fresh, but random advantages/disadvantages don't keep things fresh. They're the source of all community complaints.
I say all this as an avid fan of Gwent and CCG's in general. Lol, don't listen to me. Imma post this anyway.
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Pop :(
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I mean, it's definitely not fair when someone abuses the shite out of a god loop or god pallet and THEN tbags you, but half of the god loops in the game are going away! Please, pause outside Ironworks to dance your little butt. I promise you won't regret it.
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Uh, how and why did you let yourselves get killed? Seriously, the dude was facecamping. Just do gens and leave. If he has noed, that's 2 people camped, and it sucks, but interacting with the killer in that scenario is a bad idea because... Well, you might all die to your own stupidity.
And facecamping is punished by the emblem system and by a complete lack of bloodpoints. Problem is, the Devs and half the community refuse to acknowledge that pipping is the games current win system (and not a good one at that, but it is) and so facecamping morons invent their own little 'I-win-if-I-kill-X-people' system.
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This No Mither + Flip Flop + Breakout = never hook anyone and basically turn every match into a 4-person bleed-out.
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@KingFrost said:
Oof. I remember going against a ghostface who was camping me. This Nea came for what I thought was the rescue. Instead, she pulled me off, blocked me from leaving, he downed me and put me back on the hook. Then Nea pulled me off, and he did it again. This repeated once more. I spectated afterward, and saw her lead him to the other survivors. Never have I regretted not bringing DS more than that time.
DS would have done nothing at all. All you can do is record, report and open a ticket. It sucks, and honestly that is asking too much out of most people's hardware, but this community is so toxic that a hundred reports on the same person for the same behaviour isn't enough to have any repercussions. Why? Because there an equally good chance that all those reports are faked by toxic shitheads. I kind of want to know how many reports I've had against me.
That being said, this time last year my endgame chats were usually along the lines of 'go drown yourself in a bucket of frog shite' and now it's mostly 'gg, it was awesome when you (INSERT PLAY)' 'hey, ggs <3' so I'm super confused. Still get the bad ones, but they are legit rarer. It's so wierd.
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No. Deathslinger is one of the strongest killers in the game. BUT, he is also very, VERY difficult. Almost as hard as Nurse, but with less overall reward (sheer gamestopping power) for getting that good.
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It just seems to be lots of reasons that add up. There's a lot of streamers, a lot of TTV names, it's pretty easy to snipe, it's very difficult to definitively prove somone's actually stream sniping because there is the fact they could just be having a lucky game... Even if someone jumps in your chat bragging about being a toxic waste of space, even if you don't have a TTV name, they could just be pretending to be someone that just beat you and actually have nothing to do with the game you played just to get that person banned.
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No, that's pretty normal. I definitely notice it more when I play killer, there's a lot of teams that camp pallets and rush gens in your face. The whole game becomes a pallet breaking sim simply because leaving the pallets against that kind of team backfires.
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The problem with Bloodlust is that it's still needed on more than half the maps. And, in fact, if OhTofu's vision of pallets comes to pass, will be needed more than ever because there is currently no punishment for dropping pallets super early. "Oh, no, you got rid of a pallet" doesn't apply if playing ultra safe is as rewarded as it currently is. Imagine if there were an average of 20 on a map. Who cares if you can play around it after its thrown when the survivor runs to the next loop quicker that you (after faking the break, btw) and does the same damn thing OVER and OVER again. I already get my arse kicked by teams that play safe and do gens because there's no way to catch them because they don't even need to loop/play maze tiles. Sure, get rid of Bloodlust if
1) all maps magically become balanced
2) pallet camping gets punished
Otherwise killers need a way to mindlessly chase, just like survivors have a way to mindlessly run. That 5 percent speed boost for 1 second between pallets can mean the difference between eating another one and getting a hit.
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@Respectfulnancymain said:
Arnt you tired of complaing about ds, bt, dh, swf and gen rush
No. DS is broken. BT is too abusable. DH is plain annoying. SWF is too abusable. Gen rush isn't a toxic playstyle but it's super annoying to deal with the current gen speeds AND have whiners complain about snowballs.
And noed is straight up broken. The power it gives? THATS fine. Getting it by AFKing? THATS not.
Also, screw adrenaline. I still get annoyed by that perk even though it's mostly been replaced by Unbreakable.
And, last but not least, ######### MAPS. THIS IS THE ROOT OF ALL THESE ISSUES. THIS SHITE WOULDNT BE SO BAD IF YOU DIDNT HAVE TO WORK SO HARD TO GET WHAT IS IMMEDIATELY TAKEN AWAY. KILLER OR SURVIVOR.
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First, what's this about 'beachball hatchets'? Genuinely curious. If it's about Huntress's regular old hatchet hitbox, please do remember that it's as much a negative as a positive. Imagine how OP she would be with Plagues missile hitbox, or (I don't really want to think about this) Deathslingers. Huntress>Nurse in anyone's hands if that was the case.
Second, you cannot just add a punishment system for camping and tunelling without adding a reward system for juggling. As it stands ( and I don't know if this is a glitch) I get massive negative emblem for 'camping' hooks as I chase a moron around their teammate. I get constantly DS'd for 'tunneling' as I rip survivors off of gens they worked on in my face or out of lockers they leapt into as I came up to them 6 miles away from the hook after chasing, downing, and hooking their buddy. If I get punished for shite I'm not actually doing, there'd better be a way for me to go out of my way to completely avoid survivors on hooks/1 minute after a hook and get rewarded for it. Even if it's just a BP multiplier that doesn't effect the actual game. Maybe survivors could get the opposite as well, every hook they get in a row doubles their endgame points (3 hooks/unrescued hook states = 4×BP).
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1228825#Comment_1228825
You missed the reply where I said I was using dead hard to get to the vault.
Then each time, you got outplayed. The killer can just wait a little before lunging, which is why you do not DH for distance while they are at your back. It's identical to baiting out a DH and, once again, has nothing to do with servers. I assumed you were going down before DH was activated, not after, because that's the only latency problem DH has.
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First, you are using DH wrong. Dodging a killers attack was risky even before dedicated servers. Just because it's what the Devs had in mind when they designed it doesn't mean it's the best use, simply.because latency exists.
Second, P2P had lower effective latency because it was a direct connection. Dedicated servers have higher effective latency because, while you may have 60 ping, the killer also has 60 ping. This means that it is effectively 120 pings worth of difference between all 5 people in the game (yes, even survivor to survivor). The Devs have said they are working to fix this, but in the meantime.maybe don't try to misuse DH and just stick to DH for distance. As someone that deals with meta builds all the time (like almost everyone that played killer) I can tell you that DH for distance is a far more reliable and annoying strat. Survivors try to bait an attack and get m1'd, even back in P2P. This isn't a latency issue, it's just how the game is played.
Third, melee hits (but not hatchets, redeemer or purge hits, for some insane reason) are resolved entirely on the killers machine so they do not have to constantly guess where the survivor ACTUALLY is while colliding with a hitbox that will not register a hit. This has always been the case, even back in P2P days, because the game would be genuinely unplayable otherwise. In fact, if hits were server sided, killers would literally be unable to down survivors that simply ran in a straight line, because they would be colliding with the survivors 'fake' hitbox on their screen and thus being forced to move at 4m/s to try and catch up with something else moving at 4m/s.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1226958#Comment_1226958
You can't whine about a perk being OP while refusing to utilize the counterplay. That's not how it works.
Cleansing dulls is not good counterplay. Most games you will throw cleansing 4-5 dulls and wasting a shitload of time only to get sacrificed at 3 gens and see the killer didn't even have noed. 'Cleanse dulls' is the same lame, BS excuse as 'dont tunnel' or 'apply pressure'.
And guess what, NOED is BS because it's unearned. It shouldn't have 'counterplay' (throwing the game to cleanse all 5 dulls), it should be earned. It is literally the definition of a survivor meta perk: you fail your way into its arms to get some undeserved kills. Except it's a killer perk. It's so stupid.
How's about you go into a red-rank game, as a solo player, and sacrifice one of your info perks for a totem tracker. To prevent someone from getting a powerspike they didn't earn. And die because you are trying to cleanse all 5 dulls against a killer that's actually good and doesn't use NOED, thus having all 4 perks available to kick your arse because you are wasting time doing totems instead of gens.
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Kate, Yui and David.
Kate because she's kinda stealthy, looks cool but is not Cloak Mode levels. Plus I like her lore.
Yui because sometimes I just want to do chases so I throw in one of her obnoxious outfits and do Yui things.
David because sometimes I want to play David. I dont know why, just do. Probably because I'm still hoping they buff No Mither to let you punch the killer because why not. I'd be keen to get into a straight-up fistfight with a sweaty rank 1 team.
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So your argument is that Mori's are fine because they are an ultra rare? So, you are totally fine if survivors also have an ultra-rare offering that gives them and everyone else in the match 2 extra hook states, for a grand total of 3 against an ebony Mori or 5 without?
And guess what, a level 50 character with BBQ can play with an Ebony Mori, almost. Every. Game. Billy and Huntress are the worst, because Billy has no 'ultra-rares' (lol, nothing in this game is ultra-rare) and Huntress has only Iri Head. Each level 50 bloodweb has 1-2 ultra-rare slots that spawn. Each level 50 bloodweb takes about 50k BP to get through. A good killer with bbq can get 50-60k BP in a match even with a Mori, because they get rid of one person and farm the rest with no hope of escape because when they get close they all get mori'd. Billy literally has a garaunteed Mori, or four, in every bloodweb, and Huntress has either a garunteed Mori or garunteed broken add-on combo that's almost as good. Or both, because ######### those pesky survivors. Holy #########, mori's are so rare and so hard to get, I cannot believe my eyes.
YOU CAN LITERALLY PLAY EVERY MATCH WITH AN EBONY MORI. 'NOT THAT COMMON' MY ARSEHOLE. IF YOU CONSISTENTLY GO AGAINST 5 EBONY MORIS A DAY, THEN ITS NOT BAD LUCK. ITS A PATTERN.
But I guess some people will say anything to justify crutches.
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Adding passive abilities to survivors would hurt the variety, not increase it. Why? Because a small few will always shine above the rest as the best mix of ease and power.
Besides, everyone knows that Claudette and Adam already have passive abilities :)