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MadLordJack

MadLordJack

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MadLordJack
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  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505497#Comment_2505497

    Most of those were from live versions of the game. For example blight's rush being able break pallets was added in 4.2.2. He was released in 4.2

    He left the PTB limping.

    No, he didn't. The only things they added were his ability to break pallets (completely worthless, btw), his camera height (which was another QoL thing, same as the pallets) and his turning rate (to fix the controller issue and prevent J-flicks). They also changed his bump a few times, but none of them were any better than the last iteration (all they did was change how the collision worked, none of them improved it) so they've finally given up.

    Blight was a completely different and much worse character on the PTB. But the PTB is completely irrelevant, because it's not DbD and it shouldn't shape opinions unless the killer was literally not changed.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505393#Comment_2505393

    "He was hot garbage in the PTB because of his collision. He couldn't get through any doorways and bounced off of everything unintentionally, but when you wanted to hit something head-on, he would slide off.

    His camera was extremely low and made it difficult to see over any loops.

    He couldn't break pallets or walls.

    He had a double cooldown.

    His dash attack with almost 3 m/s slower.

    He had a lower turn rate during his Rush.

    His dash attacks didn't continue if the input button was released.

    Some of his add-ons were worse and Compound 21 was a must run.

    He was basically useless on Console for EIGHT MONTHS."

    How do you explain these things?

    Most of what you are talking about is purely PTB. When a killer is released, it is irrelevant.

    Him being low wasn't as much of a detriment as people pretend, him not breaking pallets or walls was a complete and utter non-issue because HE IS BLIGHT and could absolutely be removed without any real impact, and here's a secret that I'm sick of sitting on: He was perfectly playable on console with a custom controller like the Xbox Elite one, because his only major issue was the turn curve was misimplimented.

  • @GeneralV said:

    Yes, I remember that quite well because I was one of many players to have said that.

    We were eventually proven wrong, obviously.

    I feel like something like that should have happened for me and The Twins, but I just cannot bring myself to consider them genuinely good, knowing what I do about their counterplay.

  • Ugh, I was so hated by the community for saying that he was really, really good. And now there's this huge undercurrent of people wanting desperately to not have been wrong that claim he was buffed into his current state. Except he really wasn't, I mained Blight through all of his iterations and he's pretty much always been the same, j-flick notwithstanding.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504999#Comment_2504999

    I am saying killers are OP because they can increase their MMR much faster than that of survivor and killers are almost always winning. If MMR is working correctly, I'm still seeing killers win too much when I play survivor.

    I wish you can compare but nothing compares to massive slowdown. The inverse would be a speed-up, which survivor doesn't have that luxury. Exhaustion is only one time per chase, Wraith can spam a long uncounterable lunge greater than dead hard. A survivor is paralyzed to keep DS and keys still requires doing most of the objective.

    "Uncounterable lunge", aye? Good to know. I'll remember that I'm hacking the next time I vault a window.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504999#Comment_2504999

    You can absolutely play without slow-down if you're good enough. Go to twitch and look up KaiZ. He plays without slow-down with every killer and does really well. Send us some of your high MMR games as survivor where you bully killers.

    Not against opponents of relatively equal skill. And since MMR is a thing and is vaguely functional, you should now only be going against opponents of relatively equal skill, instead of noobstomping and bragging about it.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504930#Comment_2504930

    Yeah but if the leaks are right max is 1900, minimum starting is 1100, your average is like 200from your best and I highly doubt op is at 1900 so all killers are 1700. But I see alot of people complain when in reality they arent as good as they believe or have not versed these string teams which they thought they use to (DBD issues)

    https://forum.deadbydaylight.com/en/discussion/comment/2505022#Comment_2505022

    The system is defo messy when it comes to survivors, as for killer it seems pretty good. I personally like the cap it stops the every game is impossible to win thing as you're likely to get a weak link. I just get annoyed people day every game is impossible, my brother does it and I'm like dude, chill we all get rough games and you made mistakes and can improve, killers rough anyway but you will have better games

    Actually, it's the opposite: The system was too strict with killers and didn't take into account the massive skill gap between them and the opponents they were steamrolling, which is why both almost every killer is complaining about it and why it's so messy for survivors: most survivors are at low MMR and most killers are at high. That's why survivor trials are insane and killer trials take 30+ minutes for yet another sweatfest (on average I mean. Since that was my norm and I stopped bothering because I hate that crap, I'm at low MMR and having a blast).

    I other words, it's working for the players that were chill and want to be sweaty, and the players that were in the sweatzone and wanted to be chill, but the chill killers didn't realise how much they were murdering chill survivors.

  • @Jago said:

    "PlAy a BiT mOrE iT WiLl aDjUsT bY iTsElF To yOuR sKiLl lEvEL".

    Mmr on dbd is a nonsense.

    As opposed to ranks, which is MMR with extra steps that happens to be visible and waaaaayyyyy too lose when it comes to how fast you rank up?

  • Yeah it does. The only issue is that killers are so used to getting easy AF trials that they didn't realise that if they keep winning then the system is going to push them to the top.

    What everyone is complaining about? That's my life. You've all had it for a week. Sick of it yet? Too bad, I'm busy having genuinely fun trials that last longer than 4 minutes.

    The only reason that MMR seems like it not working is because they need to reset the data. Killers normally win more than lose, so they all got shot to the top and created a massive deficit.

  • @EntitySpawn said:

    Maybe you just have alot to learn as killer? I dont mean to come across as mean but not every game will be that mega sweaty considering all killers have separate mmr.

    It could be you was just use to more casual games before the SBMM and now are versing players some of us versed on a common basis from the start.

    The game is imbalanced and alot of things need work including SBMM. But not everyone is top % which most people seem to claim to be now with SBMM. Theres always room for improvement

    Yeah, given the alleged data reset after the last MMR test and the lack of killers at low-mid MMR (which is where I now am and I no longer get the trials the OP is complaining about) either the system is completely busted and isn't matching them correctly... Or it's a pebcac issue.

    Also, the .MR system has a low cap, which is why so ma y people claim to be in the top percent. Because they are. Killers got shot up like rockets after the last test and created a massive deficit and now I'm cackling madly as everyone is bitching about having my life for a week.

  • Chill out and let yourself lose. That's what I did and I'm one of the only killer players loving MMR.

  • It doesn't need to. The point is to get both of those nurses out of the general pop, and it doesn't matter what their regular builds are because both of them stomp all over everyone.

    High MMR is supposed to be a sweatfest. That's the point. If you don't want to be there, don't sweat. Because it's not a measure of skill, it's a measure of how much you win against average players.

  • Time to do what I always do and lend you a veneer of credibility.

    What the hell are you talking about? All it's going to show is that solo's need some form of basekit coordination, and that 3-4 person SWF teams just do gens so quickly that they have time to mess around and bully killers.

    Something you cannot do if killers are OP.

    In addition, you aren't mentioning second-chance perks, Exhaustion perks (fun fact, skill can replace exhaustion but it can't replace slowdown), or keys and medkits. Very telling, that, isn't it? I wonder what possible reason you could have for ignoring those?

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503563#Comment_2503563

    100ms is entitled sure. Demanding that players be on the same ######### CONTINENT is not.

    We're not even remotely close to talking about continents.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503976#Comment_2503976

    Honestly I don’t even think they are doing it on purpose. I just think they genuinely have no clue how to make a good map.

    Literally every licensed ma0 has been garbage and only a few non licensed would be considered balanced

    I kinda slightly disagree, the degree of which I'm not entirely certain of because I think you're right about them not knowing how to make good maps.

    I think they are doing it on purpose, very deliberately, with that purpose being to fill maps with insane resources and flood the game with killers that brute force through (Bubba, Demo, etc) or outright ignore them (Nurse, Spirit, Slinger, etc). Which makes a certain kind of sense from the "this is a casual game" viewpoint, a sin not catering to the desires of the best players... But also, that's just not fun for mediocre or even new ones either.

  • The Game. Badham. Cowshed. Chapel. Disturbed Ward.

    Midwich. RPD.

    Their track record for reworked maps is absolutely abysmal and they love making maps ridiculously survivor-sided, or in the case of Chapel, mega-######### what was one of the most balanced maps.

    And RPD and Midwich are in there just to remind you what maps they last made.

  • What perk is ridiculously strong but I refuse to use it on the principal that I don't want to use what I don't like to face?

    Uh... Knockout, I guess. But I just don't like mass slugging solo's and pretending I did anything worthwhile, so it's not really the same.

    I also can't take Enduring off, but that's not because it's a crutch. My opponents tend to have 80+ ping and the new pallet stun validation is massively survivor-sided for some reason. I literally cannot avoid getting stunned if the survivor camps the pallet because on their screen I was close enough to take the hit. So its less of a "crutch" and more of a "replacement knee".

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503692#Comment_2503692

    Lol lucky break is completely broken imo but survivors don't seem to realise that so I can run it while not worrying too much about having to face it

    I know exactly how you feel. I've seen it maybe 3 times, and one of them didn't bring Iron Will and then tried to hide in the basement instead of just running away.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503527#Comment_2503527

    If you let a twins get away with camping, I'm sorry but that's on you. Easily counter able compared to hag or Leatherface

    Please, do explain, taking into account the killers ability to stay relatively close (within a 20 second walk) to the hook as Charlotte, the survivors inability to react to Victor's Killer Instinct (when you hear him, it's too late and you already should have been crouching), the length of time required to crouch-walk to Victor, and the killers ability to hide Victor near the hook so as to further complicate the survivors ability to crouch up to him?

    Bearing in mind we are not talking about full-party SWF teams here, either. No communication is to be inferred beyond emotes.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503662#Comment_2503662

    Ouch that’s rough. It is a huge map which is something BHVR should know by now that big maps are an issue.

    Oddly enough, they're mostly an issue because most killers have no mobility and they're incredibly survivor-sided because of that. RPD even hurts mobile killers.

    RPD, while technically survivor-sided because I've only ever died once on it and that was to an insta-tombstone around a corner, honestly feels so ridiculous that it's not even really DbD. Even survivors hate it. It's like there's some sort of different objective that should exist but that I can't put my finger on. I've stopped repairing more than one single gen on that map and just started exploring it and I still escape with ease.

  • Aftercare, Object of Obsession, Lucky Break, and Flashbang. All of them are good perks - Lucky Break is borderline broken given that you can run a killer as though you were predropping pallets, only without using any resources - but no-one seems to run them all that much.

  • Honestly, I don't even take I to account the layout any more. It's just too big. I almost died to EGC because I was on the top floor when it activated.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503540#Comment_2503540

    You are quite lucky, my friend. I dropped DBD prior to SBMM introduction, and its existence definitely isn't an incentive for me to return.

    If you're in a small-pop server or you haven't played since the last test I highly recommend it. I'm not playing that much because Pathfinder: WOTR was just released, but I'm absolutely going to dive back in head first at some point soon. I don't even care about losing, it's just so ######### awesome to have trials that don't blink past in a frenzy of predropped pallets (from opponents or teammates).

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502780#Comment_2502780

    Boot if you go above 100 ping*

    100 ms ping in 2021 is inacceptable, on any game.

    The entitlement drips from every syllable.

    You may live in a high-developmemt are near a major server hub, but most people don't. Most people go above 100+ ping multiple times in a trial, killer and survivor. And even if you take that into account, you're still effectively banning everyone who lives rurally or in a country without a server hub.

  • That is a lot of edited posts.

    But it's not just killers. Plenty of survivors do it as well, it's just as advantageous.

  • The new MMR-based SBMM is the only reason I didn't drop DbD after the 5th anniversary, and it has delivered on my commitment. No longer do I have to deal with 4-minute trials. It's pure joy.

  • I don't even pay that much attention, I just go out of my way to make sure everyone is on death hook before I start killing.

  • @Yamaoka said:

    I don't usually read long threads but this is a pretty good read with good structure, reasonable arguments etc.

    Personally I haven't had too many frustrating matches as killer because MMR "seemingly" noticed that I'm only going for hooks and if possible - no kills and a maximum of 2 kills.

    Earlier today I had survivors with less than 1k hours (I sometimes check via steamcommunity on my phone). One of them even had only 300 hours. As a result they made a lot of mistakes allowing me to be even more chill than I used to be. Let 2 of them go as usual and had a really good time.

    I don't understand why MMR seems to put you with elite survivors only if you don't 4k all the same. Does MMR take chase duration into account by any chance?

    Because I'm sure your Pyramid Head will end chases far more quickly than my Nemesis who basically gives everyone a 3rd health state.

    If you kept 4k-ing pre-mmr, it shot you up to the top and won't let you fall back down no matter how much you lose.

    I'm in a similar boat as you, only what everyone is now complaining about was just normal AU red ranks (except we had instant ques). Now, after not caring at all and losing about 300-400 trials pre-mmr, I'm having the time of my life being all chill and stuff.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503510#Comment_2503510

    I don't think the snares/pallets would help much because, as you said, survivors just hold forward. In chase, Freddy is essentially a worse Clown. Freddy can't do anything if the survivor is awake (which was needlessly nerfed) and essentially does not have a power. Against competent survivors, Freddy's only power is the teleport.

    It would help because you could actually lay traps. That's the entire purpose of his power, only he was never used that way because you never needed to. Now you need to, only you don't have enough.

  • @MeltingPenguins said:

    Leatherface.

    Twins aren't camping in the same sense. You can park either somewhere, but this form of 'camping' can be countered (crouching for example, as that does tell them you're near the parked twin). The player needs to pay attention to auras and notifications, and might easily miss an unhook or react too late.

    Bubba however? Not only can he rush in with the chainsaw, he can down both survivors THROUGH BT with one such attack, aka he gets rewarded for camping with no chance to counter it succesfully.

    Have you ever camped with Victor? It's still camping, it's super easy, it's impossible to miss the notification because it's Killer Instinct and that shite deafens you, and it's impossible for survivors to not be lit up because it happens the moment they start hearing Victor. Crouch away, it's too late even if you're at the very edge.

    The only "counter" is to waste about 15-20 seconds crouch-walking from way out of range. Which isn't really a "counter" if that's the worst-case scenario for the killer.

    Seriously, there is no skill to it at all. The game holds your hand the entire way. I know, I tried it.

  • @GannTM said:

    They should just split it in half to make it two separate maps. Not sure why they haven’t done that yet.

    My guess would be not wanting to annoy the lisence holder. Even if it isn't strictly prohibited, it's a bad look for the company to essentially tell someone that powerful "hey, your maps sucks and we need to fix it".

  • @woundcowboy said:

    Hot take: Freddy is now one of the worst killers in the game.

    You know, given the meta shift towards holding W and predropping pallets, you're probably right.

    But it's better to be a terrible killer than to only be good in the worst, most painful, most skilless way possible. Hopefully they buff his add-ons without bringing back slowdown ones. Buffing pallet and snare counts would be a nice start.

  • Blight has the same problem as Nurse: You don't need to be that good, just "good enough", only the community hates admitting it. Sure, super high skill cap, but when does that ever come into play? Not much, given the prevalence of Ruin/Undying/Tinkerer.

    With Billy, you have to be bloody good to do as well as an average, mediocre Blight. Especially since they keep bumping up his skill floor - you have to be near-perfect and the modern incarnation of The Oracle of Delphi in order to simply land a bloody backrev!!! It's hard these days! Survivors whip around like a teleporting wasp! Sure, he has a lower skill cap, but you can't really do well as a mediocre Billy.

  • Almost universally positive. I especially love just how much all the killers that complained about constantly having sweaty trials are eating their words while I get to reap my reward. It's a nice feeling. Yes, I'm a vindictive #########, just shut up and let me have this. What y'all are dealing with was my norm, only almost no-one cared (except a kind few) because it wasn't happening to them

    Sucks that the casual killers got sucked into the mix, though. The Devs really need to address that, it's screwing up everything because it's created a killer deficit. It's essentially like they took the rank system and reversed it.

  • @TacitusKilgore said:

    Presumably not. Theres ample evidence from posts here and heresay elsewhere that even if you lose consistently, your MMR will not decrease. If even losing does not decrease it, it is highly unlikely it decays over time.

    That's a lie, because mine did and I've not shut up about it.

    I suspect that people simply think that losing ten trials is enough. That's never been enough, not even with the rank system.

  • Hopefully, but either way they reset the data after the last test so any killer you haven't played since then should be at your minimum.

  • Do what I did and lose.

    Maybe people should start listening to the person going on about how much she loves the new matchmaking.

  • Yes, we do. All the time. As do random survivors whenever some douchebag with a meta build tears into a nice killer for their perks.

  • Almost purely because I don't like watching SWF's. Got nothing against them, I just like surprises and variation and SWF isn't surprising or varied because it's the same streamer and between 1-3 other people not changing at all.

  • Actual Goth clothes, not the hyper sexualised BS that normies think everyone wears.

  • Freddy is Hard? Billy is Easy?

    Yeah, right. The Spammy McSpamPort is harder than a killer who's played so little people have been begging the Devs to buff him just so they can see him again.

  • Tinkerer and everyone using all 3 all the time with no variation.

  • I think the biggest problem is that the game doesn't say something like "ultra cheap and hollow pseudo-victory because all your opponents suicided rather than play with you."

    But I think the Devs prefer "brutal killer", because they don't want to be honest with why people get supposed 4k's lest they hurt the fragile ego of the average killer.

  • @Tsulan said:

    Face camping was removed with the introduction of swivel hooks.

    You're welcome.

    No it wasn't. Killers can still 100% prevent unhooks, with either a STBFL or any killer that puts survivors in a vulnerable state.

    Your welcome.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500189#Comment_2500189

    I think just judging from some bugs there's at least a massive recode in order. Like the aforementioned bug with sfx/vfx playing for both sides in a match with e.g. plague but no health effect coming off it.

    That sounds as if the abilities effects are put somewhere in the code that's far away from the accompanying sfx/vfx, as they are called so weirdly. Like position A has All The Effects (per survivor character), position B has All The Health Stuff (sorted by killer). This can look reasonable when you have only a few killers, but with now 25 under its belt the code should be organized by killer character, even if that increased the line-account massively.

    I do know that the killers are just a reskin and an "item" that has the drop key unbound. And apparently they're all loaded in to every trial, all the time, which explains the massive CPU drag. It's entirely possible that the SFX aren't attached to each specific item, but each item links to the corrisponding SFX folder to fetch whatever is needed before the power plays out in full.

    I also suspected that the blood spray might have been a looped fluid effect rather than a video file, given just how much frame drop Sloppy Butcher creates on a hit for consoles and lower-end PC's.

  • Are you seriously telling people to not mess around in a party game?

  • 21? Is that all? Sorry, but that's well within the bounds of DbD's RNG, and the MMR system is still new and doesn't have much accurate data (they apparently reset it after the last year to ensure reasonable accuracy).

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500043#Comment_2500043

    Yes and no.

    I'd not be surprised if e.g. the structuring of things was done in a way that made it easy to navigate through at the start, but as more abilities etc were added it feel flat.

    And no matter how skilled you are... if the toast is burned thoroughly all scraping won't help.

    Thus, I really hope they ARE having people already actively recoding from the ground up.

    Well, they don't really have to recode it from the ground up, at least not in so dramatic a fashion. They know how everything needs to fit together, after all, so even if they start an entirely new project most of it will be a copy-paste job because most of the code is just individual powers and items.

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