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MadLordJack

MadLordJack

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MadLordJack
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  • The fact that you actually believe that any half-decent killer would chase you for more than a minute is astounding.

  • Probably something from DC's Vertigo print. Maybe Nergal from Hellblazer?

    Edit: Or just Constantine himself. He would probably make an excellent killer.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347369#Comment_2347369

    Oh... because it’s impossible that someone can also play while they’re not streaming?

    And band like this aren’t given out lightly. There would have been repeated breaches before they threw the ban hammer.

    Tell me about it, I've stopped reporting anything but endgame chat abuse. It's just not worth the effort when so little action is ever taken.

  • Yes and no. There are certain situations and certain actions the killer can take in which it is considered holding the game hostage, however I have no sympathy for griefers so I won't elaborate further.

  • @DuraLexTeia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347364#Comment_2347364

    There is no reason, But here is the reason.

    https://us.v-cdn.net/6030815/uploads/B6I9EBCZRPD5/banned-2.png

    Banned for Abusing Bug or Errors? WTH? I'm a streamer, While not a Big Streamer, you can watch my videos on youtube to prove I'm legit and doesn't use anything on my advantage. Sometimes I even lose the game, But how did I even get banned when the last killer I played yesterday was the Twins before I call it a Night? I already sent a report on my case. But How did I got banned for playing The Twins when first, Camping is not a Bannable Offense, Second given Victor can camp near the Hook, and Third that I play all Killers and not even a Twins main.

    A ban like this requires undisputable video evidence. They don't hand them out for no reason. In fact, many exploiters and griefers escape punishment because of how lenient the system is.

    Whatever you did, you're not saying.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347274#Comment_2347274

    in my experience of playing mainly basic attack killers, legion, ghost face. i'd have to rely on bloodlust just to get close enough to hit them a second or even a first time. once they get to that loop thats an instant +30 seconds wasted (might be an exaggeration).

    so ive just started playig huntress to hit em over pallets, windows, walls or if they have to go into an open area so i dont have to rely on bloodlust to actually get a down. ridiculous that is

    Then you need more practice, or you are grossly overestimating how much a very, very occasional 5% boost to your speed actually does. I play Legion, Trapper, Plague and Billy, all of whom rely on basic attacks, none of whom I ever get any use out of Bloodlust.

    In fact, Huntress is actually the killer that requires Bloodlust the most, because of her 110 speed and hatchet windup there are several windows, such as in the House of Pain, that become absolute infinites against her, and that's even with bloodlust.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347274#Comment_2347274

    2-3 seconds is 9.2-13.8 meters which is enough to catch most survivors before they reach the next loop.

    Remember they nerfed demo's pallet break add-on despite it only saving you 0.4 seconds(1.84 meters) per pallet as time for killer matters...A lot.

    Yes, please do completely ignore the fact that they aren't throwing any pallets whatsoever, or else Bloodlust wouldn't even be coming into play, so that time to reach anything doesn't actually matter.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347261#Comment_2347261

    and which killer would you be playing at this point? and how many times do these survs not go to any loop?

    Plague, Trapper, Nemesis, Legion, Demogorgon, Wraith, Huntress, Billy, Trickster, and... I think that's been my current rotation.

    And I don't even know why I mentioned holding W, that's literally every trial for me but I worked out that bloodlust does nothing. It speeds up the process of catching survivors by 2-3 seconds. Sure, wow, I'm bloodlusted, huge deal.

  • @Hoodied said:

    Hopefully this perk teaches people on how underrated distortion is

    It is a pretty sweet perk, but I think it's best for SWF becuase it's main use is to know what perks the killer is running.

  • @Bran said:

    having no bloodlust would kill killers. at that point they'd never be able to get the hit on the survivor in the chase. so i don't think you'd need those results for the fact.

    That's not true at all, I very rarely have bloodlust in a chase. It mostly just comes up when survivors hold W or I'm in Haddonfield or Badham.

  • I don't remember if the Devs released details, but I do remember having a trial with a SWF team on Haddonfield who politely (I'm not kidding, it was very polite) showed me just how many infinites were on that map due to chase being dropped via LoS breaks and, by extension, windows not being blocked.

  • Keep waiting. They're dragging their feet for every single rift cosmetic.

  • @Bigchungus223 said:

    The ds nerf was a little overkill, I feel like it should’ve only been disabled when working on a gen and doing a totem/ chest.

    I don't see how, such a punishing effect is only ever supposed to hit tunnelers. Something that still isn't the case.

  • That's the entire point of the perk and is a very necessary element in balancing DbD: early downs.

    I just wish the Devs had actually made an early game collapse instead of making us rely on a perk.

  • Yeah, I bought the rift and was fully intent on grinding it out... Then DbD ######### broke

  • @Peanits said:

    I can clear that up right now: There is an increased to get higher quality nodes in your bloodweb, but it is incredibly slight. So while they're not a myth, it's probably not worth doing just to get rarer items unless you intend to keep dumping bloodpoints into that character for a long time.

    As someone who deliberately p3'd a single main and has pumped about the same number of BP into a p1 and 2 p0's for about a year, all of them survivors, I have more overall items and add-ons, and by extension more rare ones, on the p0's and the p1.

    The BP that a P3 requires really isn't worth the investment unless you're planning on playing that character for a few thousand hours a year over multiple years.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/264717/im-sick-of-toxic-survivors-let-them-all-play-with-the-toxic-killers

    If you get your way, the 'toxic' people will be the competitive mode and the casuals will just meme aroound and never get to play the actual game. So I am down for this; it'd effectively create a serious mode and separate out the people who don't really want to play and would rather meme around with their buddies ruining my game experience.

    Since when was competitive DbD even remotely close to griefing?

  • @Orion said:

    I would love it if DCers and toxic people had to play with each other and only each other, but, unfortunately, what constitutes toxic behavior is too subjective.

    Yeah, that's true. I'd only want to put true gameplay griefers in the pit, but even that is subjective what with hardcore tunneling and camping being controversial to say the least

  • @Zozzy said:

    Well that sucks. Red ranks?

    I avoid swf groups when i play survivor for this reason.

    The survivors that do this are, and I'm not sure if this is shocking or not, red ranks. I usually hover around purple and get a rainbow cast of teammates and opponents and it really is the red ranks, specifically the rank 1's, that do this the most.

  • @DangerScouse said:

    I've never played Spirit, but my lord the level of whinging survivors on here everyday complaining about her. Geez.

    Actually, a lot of the people that complain about her are killer mains.

  • Oh yes, these I am intimately familiar with.

  • Easy to play and boring to play against. He's the killer version of The Game map - you have no options but to predrop every single pallet.

  • I cannot suggest VPNing to AU servers at about 9pm AU time to play with all the sweaty Australians, that's not allowed and is morally repugnant.

  • This is why I never trust people and don't leave anything to chance if I want to win.

    But what's really funny is when j was testing Blight on a controller, I came across a bully squad that slammed 4 gens in 2 minutes and proceeded to swarm me. Then I unplugged my controller.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2344336#Comment_2344336

    That’s all fair. I would love for Spirit to require more skill which would make her feel more rewarding to play.

    I’m still of the opinion that Iron Will needs a nerf as it is too strong to last the whole match with no downside to it but it should be nerfed the same time Spirit gets nerfed.

    Oh yeah, I hate IW. It cannot be a coincidence that my chases last considerably longer when I have it equipped. That's just not something that mysteriously unlocks hidden reserves of pure looping skill.

  • This does nothing as trying to use Franklin's to "counter" keys doesn't even work and just wastes your own time.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2344291#Comment_2344291

    That is fair but if Spirit did have directional audio then survivors would get an early warning about the short burst. Then again, I believe I was on break during the time Spirit had that breathing bug so I didn’t know what it felt like to play as or against.

    She moves so fast that it didn't matter, just like with Nurse there's no real time to react and it was almost purely a nerf to bad Spirits.

    Which was a good thing and it did make Spirit more fun to play because suddenly there was this element of interactivity and it was fun trying to trick people with it.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2344306#Comment_2344306

    According to what I have read and seen, apparently he results in chases being basically unwinnable in everyway, while still not having any sort of map pressure, resulting in his weakness still being the same as usual

    Yeah, that's my experience playing as Trickster right now. I have no idea why people don't get that, its like they turn their brain off and bow to the Opinion Of The Masses the moment they get to a maze tile instead of actually using his power.

    This buff doesn't change a thing except making him slightly easier.

  • We have vastly different experiences. SWF'S are so sweaty here, that so long as I do some gens I escape becuase I usually get paired with a 2-3 person SWF team.

    As Killer, my average gen speeds is about 4 minutes.

    Edit: also, Franklin's doesnt do anything against keys unless the survivors have the IQ of a brick.

    Edit edit: and it takes up an extremely valuable perk slot.

  • PTB Trickster seems like a killer that takes 25 seconds instead of 30 seconds to down people.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343742#Comment_2343742

    It’s too strong to last the whole match. Just imagine if Spirit got changed to have directional audio, Iron Will users will have no counterplay.

    Yeah they would, it's called short-burst Spirit, the significantly easier and often complimentary sister of Stridor Spirit that relies on constantly 50/50ing loops (let's be honest, 80/20ing loops) that now all the Spirit players will use instead.

  • @Shirokinukatsukami said:

    If you only get 1 kill that's not "playing decently." You got trounced, that's probably why you get GGEZ'd. Still poor sportsmanship on their part but just saying.

    Actually, this is a game where I can, and do, show off significantly more skill than survivors and still lose because predrop-and-W is meta.

    That's actually one of DbD's biggest complaints: Skill and effort aren't rewarded for various reasons.

  • Hillbilly isn't a very skill-based killer for me. Survivors jerk around and teleport everywhere the moment they get withing hitting distance of me, so backrevs are aaot.pure luck rather than skill because it really is impossible to tell where they are, and his bump map is as chaotic and unpredictable as Blight's so curving is pretty much random as well.

  • Yes, because everything is black and white and nuance doesn't exist.

    Do you want to know the reality, based on the players you are talking about? Viable: literally ######### no-one.

  • What region do you play in? AU is the best for solo because everyone is a genrusher and you usually have a 2-3 person SWF with you

  • I just wanted to throw in something else that I feel is very important but which doesn't seem to be said that often: being trans doesn't mean conforming to gender stereotypes. I know that everyone who's written in this thread understands that, but for the people that are just perusing and have gotten this far: Not all women wear skirts and makeup and act feminine. That doesn't change regardless of her birth gender.

    Also, skirts and makeup rock.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2342323#Comment_2342323

    The Game and Coldwind was good for perfonmance. And both maps of reworked versions are survivorside.

    Both of those maps lag out my PC

  • @Phasmamain said:

    Swamp needs it the most imo. Yes more than haddonfield because it’s painful to play for both sides

    It is? How? Survivors have insane loops, no unsafe pallets and an overabundance of reeds to hide in.

    And we all know that reworked maps always end up with worse performance, so if that's what you're meaning then a rework is the last thing that map needs.

  • It's pretty hard not to proxy camp survivors when there's only 4 gens left on the entire map at your first hook after 2 minutes of holding W and predropping pallets from every survivor you find.

    Edit: and 2 of those gens are worked on and near the hook. This is my average trial.

    Edit edit: seriously, I get what you're saying, but in my experience the camping comes after, though occasionally it does come before.

  • @CheyeneKL said:

    They just need to bite the bullet and split it into 2 different maps. That alone would probably fix crashing issues that are still plaguing it, and alleviate the issues of it being too big that everyone has been complaining about.

    I have no opinion on the map as I only got it once on the PTB (seriously- and I played like... 8 hours that day lmfao) against a tunneling camper who didn't let me explore it, and every single time I've gotten it on the live build, it has DC'd either the killer or another survivor, so I don't get to play on it.

    Splitting it in two won't stop both halves of the map from loading. It's designed so that you see a lot of both floors at once. It would (barely) alleviate some the gameplay issues, but not the crashing and poor performance.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341374#Comment_2341374

    Hold up, my slow down perks are to counter gen rushing, my aura perks are to counter stealth, my starstruck agi light born set up is to counter alturistic swf, in what world are perks not used as tools to counter play styles ?.

    Slowdown perks don't counter genrushing, they just slow the game down, info perks don't counter stealth (good stealth players know how to play around all of them, even Whispers), and that last one is irrelevant because you could also just play better.

    In all of the above situations, you can actually do something and so can your opponents without ever requiring other perks. The same cannot be said for facecamping, genrushing, mass slugging, or tunneling.

  • RE fans are the only ones that seem to like it. Everyone else thinks it's either one of the worst, or the absolute worst map ever.

    But once again, +rep for the art team, they did a wonderful job making it visually beautiful, if incredibly dark in places.

    Edit: It's kind of growing on me as a survivor, though. Probably because it's batshit crazy and I can take the time to slow down and appreciate it.

  • Still pretty abusable, still doesn't do its job well. Thankfully most people don't seem to realise that there's plenty they can do without disabling DS, so at least that aspect is quite rare. Still, it should disable if the survivor does literally anything non-chase related, have infinite duration and double use.

  • Very clearly not, probably because it's so convoluted. Programs often reach a point where it would be quicker to build it back up again from scratch.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341374#Comment_2341374

    "And this is an event, it is extremely likely that people are going to do this. Same as me having about 10 killers in 2 days running Franklin's Demise and nearly as many Insidious bubba's."

    The problem is, with the amount of Cakes and the nature of Killer-BPs, a Killer who slugs and onehooks can still get a decent amount of BPs, despite not doing that much during the game.

    So it works out for them.

    And another huge problem is the amount of breathtakingly sweaty survivors who are driving this behaviour. I played 5 killer trials last night and the longest lasted a little over 5 minutes. Why burn 4 cakes if you're just going to slam gens and leave? It makes no sense.

  • @EldritchElise87 said:

    There are several perks that remedy this.

    Also I see this in like, what one in every few hundred games if that. X to doubt.

    Everything about that first sentence was wrong in nearly every way.

    Firstly, using perks to fix playstyles is stupid because it's a very situational, and therefore retroactive, solution. Secondly, only a full team running every anti-slugging perk would really be able to do anything, since Unbreakable is a one-use perk, Soul Guard is Soul Guard and No Mither screams "don't slug me". In fact, that's kind of a big reason that UB is such a poorly designed perk, because it only really works against snowballing, not mass slugging.

    And this is an event, it is extremely likely that people are going to do this. Same as me having about 10 killers in 2 days running Franklin's Demise and nearly as many Insidious bubba's.

  • Except that the only way to make it look good for you would be to push the problem onto the killer instead, which given that it's part of the killers one and only job to hit you would make it considerably more unfair. It would be like sitting on a generator for 20 seconds only to have the generator teleported a few feet away and have all of that progress reverted.

  • @GeneralV said:

    It has counterplay tho... It is just not that easy to find survivors willing to do what has to be done.

    I have literally spent the last week running anti-totem builds and my average team escape rate has absolutely plummeted.

  • Given the prevalence of killers that burn cakes to double their Insidious camp or Stridor Spirit points, I can't really blame them.

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