Avatar

MadLordJack

MadLordJack

About

Username
MadLordJack
Joined
Visits
0
Last Active
—

Comments

  • For The People is a SWF perk, and a strong one, but I don't think it needs a nerf. I've gone against it a few times and it's pretty annoying, but half the time they screw up and the recipient goes down anyway. And I have also had an Otz's Biggest Fear moment where 2 people ran up to a guy I just downed and immediately broke themselves getting him back to full health, but I was too busy laughing and hooking the two people I just downed that were also on death hook to care.

    TLDR if someone actually gets value out of it, they earned it. That alone makes me fine with it in its current state.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226703#Comment_1226703

    Once you get out of the low ranks NOED starts getting used in proper engame builds, which actually makes for an interesting game. If the survivors don't pop totems, that's on them, it's not the Killer's fault

    Don't even try to use the 'cleanse dulls' excuse, please. That's as lame as the 'dont tunnel and you won't get DS'd' excuse. Such a power spike should be on you to earn, not someone else to avoid. You don't even have to touch your keyboard/controller and it activates. I know, I've done it before. Its so dumb.

    And I have yet to see a red rank killer actually run an endgame build that ever works. They are the definition of meme builds. The moment most good survivors see NOED, they just leave. Good luck getting Bloodwarden value when the only person left is the one on your shoulder. Maybe that is a regional thing, though, because I have seen NA content creators somehow have people not leave the match and get Bloodwardened.

    Long story short? The power of NOED is fine. Endgame perks are fine. The fact NOED is earned by AFK'ing is not okay. Fire Up is the power level such afk-able perks should be at, not NOED.

  • Your device may simply not be able to run it. It could be coding errors, resolution advantage, oversight... The list goes on.

    Try searching it in the browser version of the Play Store. It will allow you to view the page and will tell you if your device is unable to run it. Otherwise, following the download link (available only if your device can run it) should get it to download if it's an app store glitch.

  • "NOED is a killers best friend". Holy shite, ######### is that statement.

    I really hope this is bait or you are very new to the game. NOED is a really, really bad perk. Mostly because it's extremely powerful and completely unearned. I'm all for late-game powerups but NOED is just an excuse to get away with facecamping and/or getting kills you genuinely don't deserve. This is how most NOED games go (from my experience as a survivor): awful long chase (because the killer just eats pallets and doesn't mindgame), eventual down, hook, softcamp, survivor dies, gates powered, NOED, easy down, hook, facecamp, 2 kills. It is literally the same as a meta survivor perk, you play like an absolute wanker and get it for free. So dumb. At least SWF teams can disable it without throwing the game.

    And that's without the detrimental effect it has on killer players that use it. Holy shite, your skill level will drop quick as you rely on your dumb perk. Congrats, you use a crutch. You're just like a survivor main.

  • That is due to the deficit of people wanting to play killer, at least at green/purple/red ranks. Less killers = less matches (because they are half a match). It also doesn't help that the few killers that are there are being taken up by swf squads due to a matchmaking change a while back (implemented to prevent derank bullying).

  • Even if you come off hook already activated, you have more than enough time to search all 5 boxes. This is entirely pebcac, not rng. I've had a 6-box search on Mother's Dwelling and still had nearly a fifth of my timer left.

  • You know that killers are supposed to be able to hit you through a window, right? It's a WINDOW. Same as low, thin walls. A white picket fence doesn't protect you if you get too close. That's not a hitbox issue, it's a feature to make loops less safe.

    And Deathslinger absolutely cannot shoot through solid objects. He can, however, thread the needle between gaps in solid objects, which is what gives him an edge over Huntress in 1-on-1-loops. And if the fact that the chain phases through solid objects confuses you, please try to understand that it's a mechanic. It glows orange and breaks super fast if it's phasing through an object, which means that it can only be used in shorter loops.

  • There are a lot of addon-dependant killers. Ghostface with recovery, Plague with apples, Oni with the top knot, Trapper with bags, Demo with rat liver... It's pretty insane the number of killers that have 1 add-on that makes them actually good (or, in Trappers case, playable).

    Still a bit wierd that Plague feels like she needs an apple, though. Maybe they should make her garunteed fountain more centralised.

  • No, not really. But it's a 'fun little mechanic' I guess.

  • That seems like a noclip hack of some kind

  • That just sounds like a perk to VERY mildly buff people that play at uncapped fps

  • Survivors just realised they could do gens and leave. And it's a super easy strat. The only way to counter it is to be very good and a bit lucky. Plus they realised that 2 people.om gens is a good thing, and the Devs actually.came out and said that you should always expect to lose 2-3 gens in the first 2 minutes.

    Other than that, the game is heading into its most balanced form. The Devs are systematically scrapping god loops and spacing out tiles, and generator speeds are getting somewhat normalised (although they are focusing on what 4 people on a gen can do, not what 2 people on a gen can do).

  • Unbeatable killers (if played well)? Nurse, Spirit.

    Almost unbeatable or add-on dependent? Billy, Huntress, Deathslinger, Ghostface, Oni, Plague, Doctor.

    Easy and strong? Freddy.

    Everyone else? Situational at best.

    But the problem with tier lists is that there are a lot of overrated and underrated killers that people put higher/lower than they deserve simply because they are easy/difficult to play. For example, lots of people think Freddy is top-tier and Myers is very decent, but in reality they both get ######### on as bad as Clown against good survivors. This is because they are M1 killers at heart and are forced to use that playstyle. Throw a pallet, they get screwed. Even Freddy.

    Conversely, Ghostface and Plague can absolutely destroy even the best teams, but they are extremely difficult to play well (and get robbed by dedicated servers). Then there's the fact that builds often don't get taken into account, which means Wraith gets ignored often even though he's one of the strongest killers just by using Hit-And-Run style. Even Leatherface is disgusting with Nemesis/PWYF. About as strong as Freddy, and similarly as easy.

  • These mechanics are incomparable. For one thing, exhaustion is in a good spot. It's got upsides, downsides, it's relatively consistent (except Adrenaline, but that's a special case). Hex perks are just a joke, with three of them (Ruin, DH, NOED) being used as an excuse not to touch the mechanic as a whole and two of them (Haunted Grounds, Retribution) being bandaid fixes that didn't really work. Really, really hope that totems at least get the Dead Dawg treatment in every map. Not a perfect fix, but it's better that having some clueless survivor randomly spot it from a mile off and insta cleanse, thus activating the insane argument of 'JuSt RuN tOtEm PrOtEcTiOn'. Totem protection perks are bandiad fixes that massively subtract from your build by taking up a slot an actually useful perk could be in, instead of a meme trap-card trying (and usually failing) to protect your meme perk.

  • Kindred. Without a doubt, Kindred. And Alert is creeping up there as well.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222698#Comment_1222698

    Lithe is probably better than Dead hard to be honest, it's like an activatable Sprint burst that lets you save a few pallets (if you utilise the distance) which is really effective at jungle gyms since you keep the pallets, and you can also escape dead zones if all you got is a Z wall. It also allows you to run around generally. And if you're on a map with less vaults, that's fine, just drop a pallet and if the killer tries to mindgame you on the pallet and you find an opportunity to vault, you can use it to get away from the pallet.

    Dead hard is good, yes, but I think Lithe buys more time when used correctly, and definitely saves more pallets. It keeps you out of the situation where you need dead hard in the first place, which is why I think it's the best exhaustion perk after Balanced Landing's nerf.

    My opinion though, you don't have to agree.

    You can't save lithe, it gets burned the first time you vault and good looping requires vaults. It can be the best mindgaming perk, because the killer can stay back and try to play a loop you aren't at. And I definitely think that the exhaustion argument is pretty circular: some people like SB because it's amazing once or twice a match, some people use DH because it consistantly corrects mistakes, Lithe is better because it's essentially an on-command SB if you are at a weak loop. I just think consistency is best in a game as inconsistent as DBD, I guess.

  • That sounds like you are having consistent bad luck with dedicated servers. I've never had any problems like this unless I have +100 ping

    Edit: I should clarify, I don't often use Deliverence by I have had a few Kobe's and they aren't that glitchy.

  • That sounds like you may have horrible ping.

  • You're not supposed to be able to wiggle out, not without a concentrated effort from your team. The wiggle timer mostly just exists to make sure killers cannot put you wherever they want to, i.e. basement.

  • Sprint burst forces you to walk around the majority of the time, which immediately limits it's usefulness. Sure, you can 99 it, but the instance you do anything but run or vault and it's gone, which completely eliminates the point of 99ing it. It is one of the best perks in the game, but it only shines in swf. If you're looking for the strongest exhaustion perk, use DH. Way more versatile, doesn't limit your movement, and is ACTUALLY on command.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221789#Comment_1221789

    I think something like this is good for stronger killers, to give more counters.

    That is the same argument as using perks to counter perks. It's a bad, bad fix. Especially since these items, in the occasional circumstance they are in the game, completely destroy the killer if they happen to be going against one of those specific killers. Using perks/items to soft counter specific killers is bad enough. Hard counters are absolutely atrocious.

  • Thanks to dedicated servers, survivors have priority. Same as grabs. It needs to happen on both your screen and the survivors screen for you to close the hatch, whereas survivors just need it to happen on their screen. I often have my 'close hatch' animation cancelled, and yet I have never had my 'use hatch' animation cancelled.

    BUT, killers can bodyblock the hatch if they stand in the exact centre and the survivor will not get the prompt to use the hatch.

    BUT BUT, if a survivor is smart they will remember that the killers hitbox shrinks when they are being impacted by a running survivor for about half a second (to prevent basement bodyblocking) and the survivor can still get out if they are smart.

    BUT BUT BUT this requires pretty intimate game knowledge and somewhat precise timing. Still pretty easy compared to basic looping, but at least they worked for it.

    BUT BUT BUT BUT can we just get a hatch rework? Please? It's completely random, so either it robs the killer of a kill or robs the survivor of their (usually, at least, unless they get good door spawns) last chance at escaping.

  • Items shouldn't interact with killers in any way, it's an ancient mechanic that needs taken away. Lightburn, maps and flaslighting traps? Why are 4 killers specifically weaker because of an item? How is it fair that an item interferes with their power in such a direct way?

  • The only map with reduced pallet spawns is The Asylum, which now has 2 main building pallets instead of the ridiculous 4. No changes are going live that haven't been listed in the Dev notes, which means that maps do not have reduced pallets. Some old maps just have reduced loop safety, for which I am grateful as both survivor and killer. And if there is a bug forcing less pallets to spawn, well, finding that crap is what a ptb is FOR.

  • Swamp is a broken Hatch map. I don't know if it can simply NOT spawn, but the stupid thing CAN spawn almost anywhere. That, in conjunction with the sound bug drastically (and unrealistically) muting sounds if there is an object between you and the source of the sound, makes hatch on swamps even more unfair than normal. Autohaven has a similar issue if the hatch spawns at a 4-wall maze tile.

    Would love a rework of the hatch so it's less of a coin toss as to who finds it.

  • Yes, dedicated servers made it so she has to hit on the survivors screen, which means that you often get the survivirs screaming as you hit them, only to be completely fine. It seriously is a stupid mechanic because it should be client side, not server side. Nothing worse than getting a corrupt purge rob as Plague, especially since she would be an amazing killer otherwise.

    I get that they wanted to minimize the amount of seemingly BS hits, but they simply shouldn't have. It makes no sense.

  • @MegMain98 said:

    I see Plague just as much as other killers on PS4. I actually see all of them in rotation quite a bit except Hag. I went against like 5 Oni’s yesterday which was a nice surprise.

    @MadLordJack Plague is not that hard. You don’t need accuracy like Huntress or Deathslinger. You’re actually playing her wrong if you’re constantly puking on one survivor to break them. You want to infect them and let them passively get broken and then find other healthy survivors and gain pressure that way. Usually you can force them to cleanse easier that way.

    You have to be both an amazing shot and understand Plagues very specific missiles in order to hit good survivors with her corrupt purge. The only time you don't need to be extremely accurate is if you catch someone out in the open, which you will never do if you are going against good teams. That being said, yeah, if you catch someone out in the open she's like ranged Bubba, but there's a reason Bubba isn't good. Plague, on the other hand, is one of the strongest killers in the game and on a similar level as Ghostface (you can do okay if you play okay, but if you take the time and learn their nuances? Almost as good as Billy/Huntress (and having bad maps are the only reason they aren't)).

    Huntress doesn't require that level of sheer accuracy unless you are going for cross-maps. In fact, the best way to play her is to literally let the survivors juke themselves back into your imaginary cross hair. Or literal crosshair. Other than that, she is mostly about timing and loop knowledge (where to wind up, how to mindgame, etc). And she is just as hard a killer to play, maybe harder if someone's never played FPS's, but for ######### sakes her hatchets are like flying fridges. Deathslinger and Plague can get hits where she simply cannot because her hatchets are to large, and so you should be TRYING to get hits where she cannot, or else why play them over her?

  • Clown was made for a different era of dbd. And he wasn't even that good back then, not once people realised that early pallet throws were, as with all killers but especially him, his bane. His slowdown was likely implemented so he wouldn't be too powerful (bottle-hit combo) in very specific circumstances. That's my guess, anyway.

    Clown just needs a full rework. If you want to play a similar killer, and already have him unlocked, play Freddy. Freddy's snares even have a longer slowdown duration and he doesn't slow HIMSELF down while placing. It's so dumb, but playing Freddy and ignoring gen teleporting the whole game is actually stronger than Clown. #########.

  • The problem is, in my experience, defining 'camping'. A straight up facecamp? Yeah, that's #########. There's no reason for that. Patrolling the hook? Okay, I guess. Patrolling is very contextual: if there's an objective or something nearby (like a half-complete gen) that you want to guard, sure. Just doing a flyby on your way somewhere else, or setting up as hag/trapper? Not camping or patrolling. Yet these all get called 'camping' by some people

  • I never thought about it before, but Plague on console must be rough. I main her on pc and she's somewhere in between Huntress and Deathslinger in terms of accuracy required. No wonder she's such a low pick rate.

  • The only issue with nurse is her bugs. Everything else is addressed by simply playing her well and reacting, instead of predicting. But there is no reason to play her when she just whiffs half her blinks due to bugs. It's so stupid.

  • Yeah, and spawn camping is a strat in shooters.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216408#Comment_1216408

    Thats why a lot of killers tend to go back and forth, try and bait the unhook.

    Survivors just want to play the game as intended. So what are they to do? Leave other people on the hook every game? Because most “unsafe unhooks” are because the killer just proxy camps.

    Yeah, that is not the case. I play as much survivor as killer, when I get accused of proxy camping it's because I chase a moron around the hook, and I always see my teammates going for unsafe unhooks via kindred. Seriously, almost every unsafe unhook I see is the killer literally running away in a straight line only to hear the unhook and do a 180. Or a moron trying to run the killer around the hook. Very, very few killers I go against actually proxy camp, and of those few killers even less actually tunnel off hook. Mostly it's just a slap on the back for map pressure while they chase the unhooker.

  • I'm sorry to break this to you, but punishing an unsafe unhook isn't really a bad/toxic thing. There's a reason it's called 'unsafe'. Constantly going for the same person even when there are other people around? Immediately re-hooking the survivor without trying to chase the idiotic unhooker? Yeah, that's tunneling. And yeah, it's getting more common because killers need to take shortcuts and often lose all empathy.

  • Swap out spine chill for kindred or bond. They are must-have solo perks. Spine chill might save your life or tell you when to let go of a gen, but kindred and bond give way more useful info that can save an entire match. Kindred tells you when to save, what all of your teammates are doing, where their gens are, where the killer is going next, WHO the killer is... And bond is just hard to describe. It's really, really good and you get lots of info about your team, and you can see whether or not they are in a chase so it also sort of replaces spine chill.

  • And they put in the time to get to red ranks and still have not been banned despite what is likely numerous reports, some even with evidence such as this.

    On the other hand, I have been reported in-game for saying 'gg' or 'glng'. Maybe you should open a ticket on the official reporting page?

  • Hook spawns are random, but they also get placed (in all but 1 map) close enough to each other that losing a single hook via sacrifice will not prevent the killer from actually hooking someone. If you've ever been in that situation, you know how frustrating it is to have some absolute prick keep running back to the same deadzone every time they get off your shoulder and proceed to complain that you let them bleed out.

    However, they are also supposed to spawn far enough apart that sabo saves are viable. And, unfortunately, the Saloon has an entire row of hooks right next to each other that make it literally impossible. And also two corners that only spawn 1 hook each on average, which often creates the aforementioned deadzones.

  • The Plague. She is easily my favourite killer. I'd reccoment getting her for her perks alone, but if you enjoy Huntress you will probably love Plague as well. Super difficult killer, though

  • Head On isn't op, but is extremely annoying, especially against a SWF.

  • @Dccrasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214904#Comment_1214904

    Because they are too OP. Why should a killer have a secondary power? OP perks are already their secondary power.

    Okay, I'm gonna spell it out for you. Plague is designed as a 'set them up, knock them down' character. Vile Purge sets them up, Corrupt Purge knocks them down. When survivors found out they could simply not cleanse and remove the whole 'knock them down' aspect, she became so weak they gave her a free fountain. And yeah, nowadays a good plague will wipe the ######### floor with you assuming no server mishaps, because she's a snowball killer. It is, however, extremely difficult to BE a good plague, and on top of that she cannot snowball if people just aren't there to get the ball of snow rolling. And, on top of ALL THAT, she's still not as strong as nurse, spirit, billy, huntress, all them ones. She's strong, but still outplayable even in Omega Huntress mode. And, given that outside of her Corrupt Purge she's a basic, super-visible, no-advantage, easily heard, easily looped m1 ######### she absolutely needs a fountain or two.

    Leatherface is just straight up weak. If you are getting caught in the same chainsaw as someone else, either the killers an arsehole facecamper or you royally screwed up. And honestly, if you are going for a save against a facecamping Leatherface you screwed up anyway. On top of that, Leatherface isn't that strong in a chase, the only thing he has going for him is Nemesis/PWYF. That combo makes him borderline too strong for the sheer lack of skill you need to play it, but that's entirely different to nerfing his already ######### power.

    And there is no killer perk at all that acts like a secondary power. None. In fact, there's only 1 problematic perk in the killer end of the spectrum, and even that's just because it's completely unearned. It still doesn't act like a secondary power, either.

  • So you want plague to have no secondary power and leatherface to have permanent meme addon. Why?

  • Spirit is a very difficult killer to play as.

    Unless you have a very good headset, very good sound card, very good EQ settings and a perk called 'Stridor', in which case you can just hear exactly where people are and slaughter them.

    Seriously, you kind of need all of the above. I have an okay headset and ######### soundcard, Stridor doesn't help that much. Great, I can hear someone kind of near me but I have no idea where they actually are. I also don't run Schoolgirl/Halloween bodies on her because that's borderline cheating. Seriously Devs, fix that. It's not okay that some of her skins just straight up rob survivors of info.

  • Why would you make one of the worst slowdown perks in the game into a hex perk? At max stacks it's 16% slowdown. That's about 8 seconds of (solo) gen time, 3 seconds of heal time... Oh yeah, and there's no reasonable way to keep everybody injured except as plague. And even then you don't heal, you cleanse, which Thana doesn't affect.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213660#Comment_1213660

    Ghostface and wraith power is not used for chase. If they chase with them, they're gonna lose because there's nothing to help them in chase.

    Yes, ghostface can hide his stain, but once you have mastered hiding red stain with other killer, it really does not have much effect.

    I'm not saying anything should change about them, I just hate it personally.

  • Leatherface. I ######### hate Leatherface. More than literally any other killer. Almost every LF runs Nemesis/PWYF and it's just super ######### brutal. It's not even OP, it's just infuriating how easy it is to get chainsaws with that combo. Even Freddy is harder than Nemesis/PWYF Leatherface.

    On a similar note, Hit-And-Run Wraith/Ghostface. There's no chases, no real gameplay. Just do gens, heal, and hope the killer isn't reading you on Nurses. Great, real engaging. I feel so outplayed.

    Other than that? Don't care. It's not about the character but the player. Spirit? Sure. Freddy? I guess. Billy? Okay. Nurse? Absolutely.

  • Solo survivor would be nice if it were harder to rank up. Right now survivor pips are handed out like candy at Halloween, which means more terrible survivors at higher ranks, which means more terrible killers at higher ranks safety pipping off of good teams and pipping up off of bad ones, which means lots of them facecamp/hard tunnel/NOED success...

    Maybe make it harder to pip? Seriously, I don't mind admitting I'm boosted AF. Just because I'm not terrible doesn't mean I should be in red ranks. And I know I've often been that weak link that an actually good killer exploits to screw over my teammates. (I don't run meta builds, so tunnel away I guess. Or leave me on the ground, I'm not getting back up. Yeah, sure, facecamp that guy, I can't do anything about it unless my random teammate comes in to help with the unhook tech... Wait, no, kindreds telling me they're self caring in a corner or hiding in lockers.)

  • Now that the perk Gearhead has been out for a while, are you considering giving it any buffs/changes/reverting it to PTB state? I really love the concept but its prerequisite (2 basic hits), timer and random trigger (GOOD skillcheck, not just 'skillcheck') leave it rare to highlight a gen, let alone get useful info from.

  • Also, you get points in a chase so that zero-points guy clearly DC'd.

  • Are the games still ongoing while you take these pictures? Because it seems convenient that you hide Alive/Dead/Sacrificed/DC icons in both images.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212736#Comment_1212736

    Sadly, I think you're right. So what it really comes down to is balancing for SWF, which is one heck of a chore. I've made a different post on exactly this, and I wonder what you're opinion would be. You can find it here. https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs#latest

    Yeah, that could work. Might be better to have the 6th character as bot with preferential targeting. Either way, I am actually unsure just how this would impact que times in a split, swf/no-swf queing system. I certainly know I'd que up as a sandbagging gremlin that exists to purely annoy survivors, but it'd likely have to be only for swf mode simply because solo que is filled with morons that do the job by accident.