MadLordJack
MadLordJack
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- MadLordJack
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It's enabled, but it's chance to be chosen is low and you can't use the RPD badge to force it.
And yeah, pretty much everyone that's not an RE fan hates it. It's essentially Temple of Purgation stacked on top of Mothers Dwelling, but really confusing, with less (pretty much no) loops and more god pallets/ormond-style unsafe pallets/massive W plays/random god windows.
It looks really pretty though, so that's it's only real plus other than the nostalgia-rush that some people get.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/263659/r-p-d-map-is-painful
Its great. Maybe should have played re2 or 3 first to learn the layout.
Maybe someone should purchase and play a completely different game in order to learn the layout for the largest map, and largest indoor map, in DbD? I'm not sure that that's good advice.
And it's really not great, it's another predrop-and-w-by-neccessity map, it has awful hook spawns, it's insanely large, it has seriously poor lighting, and it pretty much exists to hit that nostalgia spot and for no other reason. RIP anyone who hasn't played RE and/or doesn't like Haddonfield or The Game.
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The comparison used to be there, in the sense that they both shortened the game for free, but the Mori nerf changed it up quite a bit. Now their only real use in terms of gameplay is to avoid picking up and hooking a survivor on death hook. Not that impactful, and for that I feel that they are in a good spot.
Keys, on the other hand, still do what they always did
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@Brokenbones said:
I like em.
My only complaint with them is when they are around corners and completely silent - if you turn that corner you will almost always get hit and have little time to react. To fix this, I'd probably make them easier to hear from a distance or something.
I think that's the same audio occlusion that makes footsteps impossible to hear and rocks turn into the best sound muffling equipment ever.
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It's a nice mechanic that gives map pressure to the killer. Ruin on Nemesis, for example, is absolutely crazy.
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RPD might become the most universally hated map in the game. Hopefully the Devs will look at the DCs and AFKs and think "the problem is the map!" and not "harsher system needed!"
It just goes to show that, like The Game, Badham and Farm maps, a new coat of paint doesn't make them fun, especially if your gameplay design revolves around rank 15.
Seriously, I've been depipd so hard as both sides that I'm hovering around rank 9-10 and I always see my teammates beating on killers. They didn't balance them around average, mediocre players.
Edit: also, stealth killers like Pig are theoretically the best killers for that map. How sad
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This is the most flawed logic in any game bar whattaboutism.
Just because things were worse before doesn't mean they're good now. In fact, it's precisely the opposite - back when survivors had all their broken toys, the game was actually playable because they took risks even after their 4 second chances had been finally exhausted. Now that their safety blankets have been slowly stripped away, so has the superiority complex, and now they predrop strong, playable pallets because there's a chance the killer might outplay them! Instead of trying to loop a tile, they make excellent use out of their W key because they know it buys their team more than enough time, but with none of the risk!
This game was more fun when survivors thought they were good at it. The entire gameplay relies around our cockiness and risk-taking. Without that, there's nothing for killers to do.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2333774#Comment_2333774
I think she sucks. I rarely lose against her and rarely bo well with her. Most tier lists put her c-b tier. Changing this would make her A tier
She already is. I rarely lose and user her against an average of 4-minute gen speeds. She's up there with Huntress and Oni, and has the best add-on set in the game.
However, she's also one of the hardest killers in the game and requires a lot of mechanical skill, strategic planning and some serious improvisation, which is why most Plague's absolutely suck. No-one likes playing a killer that makes you work for it unless it's Nurse or Deathslinger, apparently.
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I use a VPN to lower my ping to 50-60 from about 70-80, and it is super punishing a lot of the time because suddenly stuns register much quicker than normal and survivors get away with the cheapest stuns and saves of their lives because everyone in AU has bad-ish ping. When I play with friends in the US or UK, stuns are actually easier to get than I'm comfortable admitting. It actually makes dangerous pallets kinda safe.
Moral of the story: Survivors also greatly benefit from high ping.
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@Neverborn said:
https://forum.deadbydaylight.com/en/discussion/comment/2333737#Comment_2333737
What's wrong with Franklin's? Its the only perk that helps against items, and some survivors prioritize recovering their items so highly that they sabotage their team.
I've occasionally let people bleed out. I played against a SWF group that all took the less hook offerings, and ran perks specifically to further reduce hooks. A couple of those kids got to bleed out.
The problem is that I never see it until an event rolls around. Events with event-exclusive items. Then it's suddenly on every other killer.
This sort of behaviour was actually why it was changed recently, but it hasn't stopped people from trying. It's honestly sad.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2333757#Comment_2333757
Gotcha, i guess i just never noticed. They should change that imo
Why? She's one of the strongest killers in the game and knowing when and how to infect people is a part of her skill cap, quite a large one on fact. Making her power easier to use would be a bit detrimental, given how little you can do against a good Plague. (She's like the OG PH mixed with Bubba to go against.)
It would be like removing Oni's absorption slowdown and increasing his passive gain, currently he has to choose between chasing or powering up but being able to do both would be rather oppressive. Same concept, really.
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Plagues infection only goes up when she's puking on someone or when they are sprinting/performing an action. Walking, crouching and crawling do not affect infection.
Survivors are only contagious at maximum infection. Plague can infect hooked or downed survivors to give them minimum infection. She cannot see a survivors infection level, only that they are uninfected/infected/fully infected.
Edit: I can also answer pretty much any question about her you want, I've been an on/off Plague main for 2 years now.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2333499#Comment_2333499
Why not? There needs to be a penalty for ruining the game for the other players...
Well said, which is exactly why the Devs need to crack down on griefing and rework a hell of a lot of this game.
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Except that killers get away with all sorts of griefing and toxic gameplay that's choking the life from the game, and I'm using "toxic" here in the sense that it is poisoning the game and severely limiting it's playability.*
Also, as mentioned, the griefing. I've suddenly come across a lot of killers running Franklin's Demise, or facecamping a sparkling survivor out of the blue, or just plain-old bleeding people out.
Edit: *without necessity
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They should definitely impliment something like this on a limited basis if the eventual prestige reward is anything but more cosmetics. The big reason they can't really add anything is because prestige is currently worthless and so very many of us haven't bothered.
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It's not really that legitimate a strategy, it only works on teams you could have killed anyway and is useless against sweaty survivors becuase they just leave you to it and do gens.
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Because it's an in-your-face repeatable second chance that has no real use except undoing a mistake in a game where killers have to capitalise on mistakes.
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I had someone jump in a locker just to secure the last generator for their team.
I was 12-hooking. Very, very overtly. I literally let her go twice because she was unhooked in front of me.
That is a tryhard.
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Because they listen to all the people who've been playing the game for years and only continue to play because of the grind.
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There is no way to add a killer whose base movement speed is above 4.6m/s. That would destroy looping just as much as PH or Deathslinger.
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It also has dark sections that are impossible to see survivors in, and a ridiculous hook spread.
That map is going to be amazing for survivor main RE fans and literally no-one else. It might be my most hated map. The Game has finally been knocked from its perch.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2332882#Comment_2332882
"Killers aren't supposed to be your friends"
I don't get this weird-ass LARPy reasoning for going out of your way to be a ######### to the other side.
Killing the survivors is your objective in this multiplayer game. Making them bleed out on the ground out of spite is what we'd like to call griefing in this multiplayer game.
I think some portion of it may be that it's easier for killers to grief than it is for survivors, and this community really doesn't like it when you don't treat both sides equally despite... Well, all of the inequalities.
For example, for a group of survivors to genuinely take the game hostage, they have to work together. A killer, on the other hand, can just intentionally 3-gen with Legion throughout the entire game after checking friends lists to make sure there is no SWF.
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Devs don't care be ause you'll eventually bleed out. They don't even care that this absolutely falls under the definition of griefing, because they've shown a complete unwillingness to police griefing in any way.
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Imagine if you're just about to finish a generator and the killer comes up and perma-blocks it. That's it, no more gen, you literally have to go work on another because that one is gone.
There's actually too few hooks in most maps. The moment one is sabotaged or used, there's a giant deadzone and the killer literally cannot complete their objective by default. Maps like RPD, The Game and Swamp are ridiculous for it.
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A game mode that's essentially identical in every way except that survivors have to find parts and fuel instead of holding a button to repair the generators.
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All seeing add-ons should be swapped. Other that that I don't particularly care, I'm not a fan of Wraith.
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If DbD was free the entire game would just be hackers locked in an eternal eye-watering slap fight.
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Yes, because there's no other way of getting decent points thanks to the way the game is now played. If I don't escape I get like 14k BP if I'm lucky. 20+k is practically unheard of and is basically me bullying babies.
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Yeah, that's what happens after a release. It took me 3 months to see Blight consistently once the first week was over, and they were all just exploiting everywhere with R/U/T. Fun fact, still are.
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It still takes about 2 minutes with Counterforce and you absolutely cannot communicate with teammates so they waste even more time looking for bones you've cleansed.
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@GannTM said:
Why do people think it’s just killers? I’ve seen survivors play sweaty and try gen rushing hard also having DS Unbreakable. I also even had a teammate last second switch to Jake with a key. But no, survivors are just angels and killers have to play so nice to earn people’s respect.
What I've come to realise is that most of the casual players are playing killer for BP, leaving sweaty survivors as the norm, and also being really bad at killer and so relying on super easy tactics that they ordinarily ######### and complain about.
I kept a Bubba at the Hawkins containment tube for 2 minutes last night. 2 minutes. I was just standing there.
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Fun fact, a lot of the killers that are playing right now are survivor mains.
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You must be going against some really, really bad survivors.
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Probably BP farming.
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I had literally no idea what any status effect did at all, because none of them were ever explained and no videos I ever watched had explained them. I knew how to hide, how to loop, but not what the ######### "exposed" or "broken" were. I just started assuming that everything meant the killer could track me better.
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Cosmetics.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2330842#Comment_2330842
Weirdly enough, I rarely see people complain about that in Post-Game chat. About ######### like balance or what not. Maybe it's just confirmation bias that makes you think it's as common as it is. Or maybe it's mine.
Or maybe it's a regional thing, but for a couple of weeks after a change I'll see incredibly salty players remarking about how their broken toy is getting/has been nerfed and that their loss is the reason is shouldn't get/didn't deserve a nerf.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2330784#Comment_2330784
I don't think it's the community as a WHOLE.
It's mainly the subreddit and this forum. You can lose some braincells if you don't take breaks from interacting with the two.
Given that it's also the post-game chat, it really does feel like the community as a whole.
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Yeah, every wave of changes see one side heavily favoured over the other and the community completely forgets about the big picture or that their side was favoured last time.
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Or, alternatively, survivors need a replacement to simply holding a button with zero interaction, such as doing part-fetching that forces them to go around the map instead.
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The server is the timeline that actually takes place, the other two are what the survivor and the killer see individually.
Edit: although some of the icons used are absolutely ######### stupid and apparently, according to that, lithe gives the server a skillcheck, something that wasn't even discussed and clearly isn't the intended message.
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The event itself is thoroughly mediocre, however it seems you only want extremes.
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Yeah, that's the norm for me at rank 8.
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Short-walls feel fairest. The other two are too strong.
The new variant is especially annoying. Long walls are broken, sure, but at least everyone knows how insane they are and knows how to run them. The new variant is just confusing despite being in the game for 2 years thanks to its rarity.
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@HipnoE said:
https://forum.deadbydaylight.com/en/discussion/comment/2308134#Comment_2308134
those are just the ones most affected. oni nemi pyramid demo plague hillbilly leatherface and blight especially are all majorly impacted by controller. oni cant flick well nemi cant aim as well pyramid cant aim as well, same with demo, plague cant hit ######### on controller billy is worse on controller and blight is nearly unplayable on controller.
Except I've played all of those killers on a controller and on M&K and I'm saying it's not actually that different and all of the functionality is there.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2329913#Comment_2329913
That’s the point though: high level DBD wouldn’t be as bad as it is now if it were balanced. The game can be balanced without killing it for low level players.
Except it is actually balanced. It's just not even remotely fun.
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The moment one crown dissapprears, another appears.
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The only thing from this event that hasn't met my expectations is the lack of cake.
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@lauraa said:
Play Spirit with something like Ruin, Undying and Stridor with Mother Daughter Ring and Yakuyoke Amulet.
Except that killers aren't allowed to play with broken toys, only survivors.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2327562#Comment_2327562
The Game has a design that combats holding W, but in return, it needs a shitton of pallets as the power to cut off survivors in The Game gives the killer the potential to have 10 second chases when the average chase is designed to last about 40 seconds.
Killers don't have any potential to cut off survivors in The Game, that's literally it's second-biggest problem. As with every other indoor map, you have to hold W directly after them and hope they cut themselves off by not noticing a gigantic door.