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MadLordJack

MadLordJack

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MadLordJack
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  • Yep. I guess people really like their free escapes.

  • This is an absolutely ridiculous stance. The grind is real and people are forced if they want any decent perks and/or any form of variety.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276319#Comment_2276319

    I hope so, but this is BHVR we are talking about here.

    In all likelihood, there'll be a bug where instead of throwing out their reports, it automatically bans anyone they report.

    ... yep.

    Edit: or they forget to impliment an autodelete system outright.

  • People like that are the ones whose accounts will be unable to register complaints after the first week becuase they exceed the semi-arbitrary limit of an honest player, and all of their reports will be auto-thrown into the trash bin.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275312#Comment_2275312

    How can he be the same tier as Pyramid head when he's obviously worse than him xD

    Nemesis has a longer effective open-terrain range due to PH's POTD travel speed. PH gets people who are animation locked at longer range, Nemesis gets everyone no matter what but at shorter range.

  • I think I can answer the question that is your name if you genuinely believe that Nemesis is bad.

  • It would be nice if killers got a post-trial multiplier for the number of SWF's on the survivor team (+50% for 2, +75% for 3, +100% for a full party) and survivors got an inherent +100% bonus that decreases the more of the team is SWFing with specifically them. So solo's always get +100%, a 2-person gets +75%, a 3-person gets a +25%, and a full party gets a base +25% because survivors need more BP in general. And 2 2-person teams get +75% each.

  • Nothing they did to PH actually removed anything he could do, people are just lazy AF. He can still do the exact same super scummy plays that he could on release, it's now just slightly more punishing if you time it wrong. And I do mean slightly.

  • Nemesis is fine. His ranged attack is essentially short-range Deathslinger and impossible to dodge if the killer is good, you actually want survivors to cleanse becuase infecting survivors gives you a massive mutation boost and it also wastes much more of their time than yours.

  • If they won't touch The Game then they won't touch RPD. We're just going to have to live with getting massively outskilled.

  • There's no reason not to allow that. I don't even know why it wasn't released that way.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275116#Comment_2275116

    I personally don't think that there's any way to quantify what the majority of players think in this game, since there's no way to accurately and empirically poll everyone who plays it. I also don't think that what may happen to be a vocal opinion necessarily constitutes the majority, and even if it DID, that's just judging from one source (this forum). There could be tens of thousands of people who have entirely different opinions on all of these maps for entirely different reasons that people express. There are also, unarguably, tens of thousands of people who play this game and don't visit the forum or otherwise express themselves at all. Plus untold people who may be completely indifferent.

    My point is that I don't care who thinks they're right (including myself) or who thinks that something is good or bad. Everyone's going to disagree on something or another. What I'm tired of is the aggressive "just delete it" attitude. There are maps in this game that killer mains hate. Killers in this game that survivor mains hate. Playstyles that loopers hate. No one agrees on camping. No one agrees on teabagging. No one agrees on whether flashlights are fair. No one agrees on which killers deserve nerfs and buffs and which perks are OP.

    The game is for everybody, and variety is what helps to make this a fact. There are now, if I counted correctly, 36 maps in this game. Half a dozen of those are indoors. People who complain about indoor maps to the degree that some of them do are raising hell about maps that take up one sixth, or fifteen percent. That's already a wildly lopsided number, and that fifteen percent is even lower when one considers how frequently other maps - such as the ones that occur multiple times per realm, like Coldwind or Autohaven - are selected.

    Some people love the indoor maps. I'm one of them. I also love the outdoor maps. Often I play as survivor. Sometimes I play as killer. Sometimes I play with crappy people and have to deal with ######### attitudes, sometimes I play with great people who are generous and sportsmanlike. Sometimes I "win". Sometimes I lose. Sometimes I play on maps that I can't stand, but I do it anyway. All of this is perfectly okay to me because I recognize that this game is built to suit all kinds of tastes, styles and preferences, not just my own. And until someone can produce a legitimate, realistic poll that can somehow accurately determine that a map - ANY map - is somehow causing serious grief and performance-related problems that are overwhelmingly unfair to any one side, I completely abhor the attitude that any of them should be taken from players who enjoy them just to appease the ones who don't.

    I'm basing my experience from talking to people in the various forums, in the game, on discord, in stream chats, etc. Most people that I have talked to about indoor maps really don't like indoor maps.

    So yes, in my experience it is the majority of players. Which is why it would be nice for BHVR to at least acknowledge that most people don't seem to like them and perhaps address some of those issues.

  • Oh, they absolutely worked on it.


    During a lunch break one slow afternoon by messing around with resolution settings before deciding that they couldn't sell cosmetics for a 360p game.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274942#Comment_2274942

    I've responded to about six different people saying that just today. One of the first comments in this very thread says that the disabling of the new map is a good thing (which may or may not be another complaint about the map's general existence. I don't know which is why I didn't respond). I can link you to a thread in which someone told me outright that "the majority of players" hate the map, and because that's allegedly the case the map needs to be changed, and that the opinions of people who are, in this person's words, "less than 1 percent", essentially shouldn't matter.

    "It's an objectively bad map". "Just delete all the indoor maps". "This is the most complained-about map since Midwich". "This is the worst map since The Game". "Let's keep this map deleted". If you haven't seen any of this even just today, let alone here and there over the last month (in particular during the PTB), then you must not be clicking the same threads that I am.

    Everyone has every right to hate whatever map they want for whatever reason they like. I don't begrudge them that. What I don't like is the presumptuous, entitled attitude of statements like "can we just delete it". Comments of that nature are de facto assertions that what they like should be allowed, and what they don't like should be eliminated.

    The problem is that they are the majority. Indoor maps are the most hated maps in the game and even the least safe is still almost as strong as Haddonfield if the survivors know how to use the W key and basic stealth, which in the flip side is what survivors usually have to do on indoor maps because even when there are good loops you cannot actually see them.

    I don't think they should be disabled, but at the same time it is genuinely understandable why they are so hated and I think the developers need to take responsibility for the horrendous gameplay they enable.

  • You've got to love how much the Devs hate everyone who isn't running one of the best setups money can buy. I have a nice little upper-midrange PC and this game is so ######### bad that I now freeze for everything. Everything. Just using the menu doesn't lag the game, it freezes it for anywhere between 5 and 20 seconds and it has done for months.

    For reference, Cyberpunk 2077 was a completely smooth and enjoyable gaming experience for me. That's how ######### bad the DbD Devs are.

  • There's a massive difference between ruining content and bugged content. Is Nemesis walking around in a jogging suit hitting people with a giant ping pong bat? Have the developers done such a disservice to the RE fans? Or is the game a steaming pile of ######### that's finally been set on fire and it just happens to coincide with the RE release?

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272152#Comment_2272152

    Its really easy to counter tinkerer. If its a combo with ruin, destroy ruin. If its a combo with pop, dont go down so easily.

    I use tinkerer against a killer how i use thrill of the hunt. Use the notifications to distract the killer. Its helpful for me bc i play always solo and prefer it if the killer chases me instead of my teammates.

    Well you've just showed how much you play survivor. "Don't go down so easily"?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272487#Comment_2272487

    billy and leathrface are both 1 second breaks. demo is 2 seconds. with barbed glases, it was 1.6. now its 1.7 seconds. the add-on just made him more tolerable to play. they weren't game-breaking. why hurt killer where nothing was wrong with him. demo will still struggle vs good survior teams.

    Demogorgon, unlike those two, also gets free zoning and an instant ranged attack. What that means is that he constantly charges his power with no downside because the slowness doesn't kick in til he's ready to shred, then when someone is at a pallet he shreds and either hits the survivor because they didn't throw the pallet and they have no time to dodge, or breaks the pallet insanely quickly and leaves them no time to get to another tile and loop it, forcing them to once again either instantly throw the pallet or take a hit.

    I've been playing a lot of demogorgon recently, that really is his playstyle with Barbs Glasses.

    Edit: Also, I do not struggle against good teams as Demo, but I also never bought in to the Cult of STBFL.

  • @Babawizwiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272608#Comment_2272608

    Not 'delayed', but announce a date and time where both can be released at the same time. What are the cons to releasing the dlc along with the update? there are multiple players who can download the update in 5 minutes but can't use the new characters.

    The con is that you then have to wait even longer for the content. What they've done here is push the update forward by an hour, which comes with nothing but benefits and no downsides whatsoever, because no matter how you look at it you're getting the content earlier.

    It's the same as preloading a game before it's release.

  • @Babawizwiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272555#Comment_2272555

    Nope that's not how it works, either two parties agree on the release date or one of them proposes it to the other. It just doesn't make sense why we can't have the dlc released with the update, people want to get these characters along with their dlc exclusive skins and you're not letting them.

    So you do, in fact, wish that the update had been delayed an hour? Whatever for? Isn't it better to be ready for the dlc drop so you can instantly unlock it and start playing?

    Edit: And yes, that is how contracts work, they usually state the specific release date and time.

  • @Ecstasy said:

    Gee or maybe they went from "oh we're still gonna nerf keys, still gonna nerf keys" to removing the one hard counter to them in this ######### game.

    And people DO use the perk. You're making an asinine assumption in the first place about something that's evidenced to be true, but honestly that's not even your motivating factor for this god awful thread anyhow. You're actually only upset because other people are upset about something to which you're indifference, and the world demands order, ergo their concerns are irrelevant and petty. Hence your own "spoiled children blah blah blah" with far more grandiose childishness.

    I approve of this rare and sophisticated vocabulary, at least in relation to the rest of this forum. Proper articulation does make grievances feel a lot more... raw.

  • @Babawizwiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272536#Comment_2272536

    That can't be it, releasing it along with the update has no cons or am i missing something from a tech standpoint

    So you would rather the update be delayed by an hour? The DLC itself has a fixed release time. That's how licensing contracts usually work, at least.

  • Probably to give people a chance to download the update.

  • And my point is proven. Perhaps you should take some time to chill out.

  • I'm not sure you're one to call out immaturity.

  • @BigWeeWee said:

    @Aven_Fallen Oh yeah I absolutely agree that barbs glasses and black heart were basically all anyone used but it was more due to them making Demogorgon much more fun to play rather then being insane buffs, more quality of life then game changing. I just kinda wished they considered buffing his other addons further then just nerfing his addons again.

    Barbs Glasses wasn't QoL, it was (and still is) the fastest a killer can force pallets down and absolutely tear through them. Those add-ons feel good because they are good, Barbs Glasses especially.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271917#Comment_2271917

    You can pounce survivors around any small and medium object. You don't even need add-ons. You must not aim directly at their model dead center, but toward the outside. The hit cone is very generous and will get them, almost like a Blight hit. You can also run ahead to briefly bodyblock them to buy time to charge up.

    https://forum.deadbydaylight.com/en/discussion/comment/2272109#Comment_2272109

    There was nothing premature about saying they were bad in the PTB. They were outright atrocious. All survivors needed to do when chased by Victor was to hop in a locker. That was it. He couldn't interact back then. And he could even be kidnapped indefinitely.

    Maybe that stigma carried over at release when Victor could actually pounce through lockers, even though I remember the Twins being used in tournaments almost immediately.

    I have yet to be pounced on or pounce on someone while running around a generator attached to a tree or some equivalent, because by the time Victor is charged the survivor is on the direct opposite side of the object and cannot physically be hit.

  • No. No I'm not. The Devs have severely neglected killer QoL in favour of making survivor easier and/or more comfortable. The lack of sounds, the jank scratchmarks, the breakable walls, the buffs to already broken maps, the reverted movement change that now makes survivors literally teleport around your screen, the lack of second chance nerfs beyond DS, which had to be complained about for two years, the increase in predropping pallets and holding W, and to top it all off survivors have been getting faster and faster on the gens.

    Meanwhile, as some sort of insane way of balancing this game via misery, they keep adding killers with no real counterplay just to drive home the whole predrop-and-W BS.

    So on the whole, no, I am not happy with the game. It may be at its most balanced but it's reached its lowest level for fun. And yes, a lot of that is probably stemming from me being forced to play with and against the sweatiest survivors.

  • So long as the generator regresses below 70%, the killer can keep interrupting it with zero counterplay. There is nothing that you can do about it. It's only "counter", and I use that term incredibly loosely because it isn't really a counter to Tinkerer but a counter to Dead By Daylight, is to play with 3 friends and slam the shite out of the gens. I don't see how that's particularly fair or balanced.

  • The only wierd thing I saw about that trial was Claudette already being on the ground by the time you load in, which could have been the most pointless bit of hacking or the most annoying lag I've seen in a while.

  • Unless you want to spend the entire game facecamping and eventually mass slugging people, Twins are terrible. Just hop in a locker and the killer can't snowball, run around small objects and Victor can't hit you, pair up from the start and Victor can't down you, and they're still super weak against the generic second chance meta.

    But apparently it's only the survivors that I go against that know any of this and everyone else just gets potatoes that never heal and split up.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271656#Comment_2271656

    You clearly don't play with Devour Hope enough if you think it lasts longer then getting one instant hit in most games or if it even lasts long enough to even get to 3 stacks.

    Also most games against devour hope when it goes off quickly turn into an immersion simulator as all the survivors are hiding while trying to find the totem.

    Its NOT a meta perk for a reason as it currently stands its too easily broken before it does anything and how games slow down to a crawl once its actually in play.

    Edit: This is all before we consider the fact that survivors can play in such a way that prevents token generator like hook bombing with BT or dragging you to the hook when they make bad unhooks.

    I play with Devour Hope a lot, it's actually a main part of my Huntress build funnily enough, and when I play on a map with proper totem spawns, which is what we are talking about here and I cannot stress that enough please actually take that into account, it almost always gets a kill or two, if not the whole team. If we're talking about my Ghostface build with Undying, it's so far a 100% success rate, and my Spirit build (DH/Ruin/TOTH/Undying) remains beaten only by actual genrushers regardless of the totem spawns.

    Please, listen to what I actually said. We're not talking about the randomness of Devour Hope with current totem spawns, we're talking about the relative consistency of Devour Hope with good totem spawns.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271507#Comment_2271507

    I wouldn't as it would hurt hexes like Devour Hope and Lullaby which purposely don't curse survivors until they get enough tokens to actually effect them.

    While good in theory it dramatically hurts the viability of several hexes while also restricting what types of hexes can be made as devour hope wouldn't be made with this system in place.

    That's actually quite a good thing. Devour Hope is an insanely strong perk and if it's actually properly hidden then barring random luck that's a default win if the survivors only have two minutes warning to look for it, and that's being both generous with the time and assuming no Undying, especially since all this would do is curse people as stated, not reveal the specific Hex.

  • I feel like a much better, though admittedly more drastic idea would be to make all totem spawns hidden and curse people at the start of the trial if a Hex perk is in play.

  • We have very different experiences. I haven't seen someone DC in months.

  • Yeah, it doesn't really fit DbD any more. I get it, thematically it's cool to have this scary, dangerous place that the killer is all-powerful... But it's never the right play to put someone down there. It exists almost purely for griefing purposes.

    Basement needs an overhaul. Something to make it feel dangerous again when the stereotypical free escapes are in play, but without the facecamping.

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2271145#Comment_2271145

    I disagree with this because receiving 75% more charges on a toolbox would only save about 10 seconds off a gen with the strongest toolbox (commodious with socket swivels and wire spool). Brand New Parts is much stronger than that and cannot be used with Built to Last. I would also argue that a perk slot is more valuable than an item with 75% of its charges.

    https://forum.deadbydaylight.com/en/discussion/comment/2271153#Comment_2271153

    I know that the permanent stagger reduction could make some loops extremely strong, but I would argue that those loops need to be better designed. Balanced Landing is the second worst exhaustion perk in the game and some maps you can't even use it on

    The perk was nerfed because it was severely limiting game design. The Devs didn't actually care about the infinites it had already created, they were sick of having to take into account one single perk every time they made a new map.

  • Most of these are good, but there is a massive (one could say infinite) reason that Balanced Landing had its permanent stagger reduction removed.

    I'd also really not buff Lucky Break like that without severely reducing the active timer to 10 or even 5 seconds, it's already one of the strongest and unfairest perks in the game and hasn't left my build since it was buffed, even without Iron Will.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270371#Comment_2270371

    Why is this a problem at kicking gens is only sometimes a good idea, though? While playing killer I would rather not spend the whole match kicking gens anyway. The current high risk / high reward nature of kicking gens rewards good tracking and decision making, which I think is a good thing; I definitely wouldn't want a base kit killer to nearly always get value out of a gen kick.

    The problem is that it really hurts every slowdown perk except Corrupt and Ruin. Even Pop gets hit harder by it than people realise.

  • @TheBus4K said:

    Add a skillcheck like Overcharge but that you cannot stop touching the gen (with Overchange there is a bug that if you activate the skillcheck and leave the gen, you can do the skillcheck while you are walking / running).

    Or, that survivors have to spend 2-3 seconds repairing the gen to stop the regression.

    Even so, hitting the gens is completely useless without Pop or something similar, the regression speed is absurdly slow, we are talking about a gen that is at 99% taking 5 minutes and 20 seconds (320 seconds) to return to 0%. Wow.

    What they should do is buff the base speed of the regression and nerf Ruin.

    That's not a bug, it is intentional game design confirmed by the developers to allow survivors to tap gens.

  • @Quake said:

    Because camping is "META" now,because killers have the belief that everyone is SWF,because they watch too many streams and read too much the forums where they say "if you play fair you're gonna lose"

    If I "play fair" I get an average of 3 hooks. And most of my opponents are on each others friends lists.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270900#Comment_2270900

    Hell nah....

    Your idea is to basically nerf the current stronger slowdown perks so that you can buff the weak slowdown perks to be as bad as the new nerfed slow down perks? You should work for a korean dev studio.....1 step forward and 2 steps back is their go to for development.

    All that idea would do is remove slowdown stacking, which is something that isn't even good to begin with and exists purely to make it easy to kill average players.

  • Surge absolutely is a good alternative on most killers. It's much better than Pop, thats for sure, because you have to take into account the time you've wasted in order to physically use a perk. Surge doesn't waste any.

  • 60-70 ping is more than enough to make hits look janky. If your opponent has the same, it's going to look like they miss you by a large amount. If they have a much lower ping, it won't change much. That's just basic latency.

    People's expectations are way too high. Melee attacks in multiplayer games are always jank as #########.

  • About 60k from that last trial and an unclaimed archive challenge worth a cool 25k. I think.

    I do not save up for these things.

  • So, play Demogorgon or Pig.

    Except wait, no, Demogorgon has an add-on for that.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269977#Comment_2269977

    I got to rank 1 with a maximum of 100-200 hours as survivor out of 5k and can hold it as a solo player.. The game needs this, i should not be here and neither should the other players i am matched with from what i can see.

    I am considered "high level play" by their stats right now and everything looks fine and dandy in their mega data because of it. Remember the kill stats they published? There is no way they should be that high for rank 1 and you know it because it looks like you get the same groups i do.

    All we can do is support the mmr system and hope that they actually do something once they get some clear data.

    Given that my games genuinely get easier with MMR on, I'm not exactly saying I dislike it. But, the concerns are real and valid and I just hope that the system is genuinely functional and allows for downward travel just as fast as upward.

    Edit: Also, I'm convinced that if ultra sweaty games become the norm then the Devs will change something.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269898#Comment_2269898

    OH i know this all to well, and it is exactly why we need mmr. They will get killers that want to go hard and sweat while the rest of us can play Trickster tier killers and not have a 2 second game with 100 bp as a reward.

    Eventually the data will show an issue (nurse and spirit only viable killers against "2000" mmr survivors) and the developers can start to balance the game around that information.

    If it is something people actually fear then isn't that a massive issue that needs to be fixed?

    The problem is that most people are already at that stage and won't be able to leave it, and everyone will eventually reach that stage because that's how DbD functions as a game and MMR cannot change that - the not eyou play, the better you get, and the not eyou have to genuinely throw trials til that becomes a chore as well.

    Edit: And yes, the very real fear is that the developers won't give a crap about "high-level" play because... Well, they don't right now.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269912#Comment_2269912

    The less popular the game the less hacks. People only spend their time on what makes them the most money. More popular the game more hacks pop up.

    Professional, paid-service hacks, perhaps, but there's more people that just DIY because they can and those are the ones that anticheat software is trying to get rid of.

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