MadLordJack
MadLordJack
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- MadLordJack
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2269912#Comment_2269912
Interesting, I wonder why they chose eac, maybe because they needed one and that was cheap?
From what I can tell, it really is that golden middle ground of incredibly cheap and basic functionality.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2269900#Comment_2269900
Oh I didn't know that, I'm very inexperienced when it comes to this kind of stuff anti cheats and those things.
Thanks for letting me know there are worse ones.
EAC is still really bad. All security software can be bypassed, yes, but there's a difference between being a joke and requiring effort. The better th software, the less hackers hack.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/2269873#Comment_2269873
Maybe its not fun for you. I happen to enjoy it and a lot of other people do too.
If that's the case, why is the comp community for this game so small?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2269873#Comment_2269873
If you are not competitive then you will not reach competitive levels.
My norm is 3-4 minute gens without MMR, predropped pallets and W key, second chance perks at least taking up 12 perk slots, and that's just because I'm playing on evening AU servers. I don't choose this, it's just the BS I have to deal with and I can't escape it without deranking (which I won't do), which won't even exist in an MMR system.
So imagine what everyone that plays this game will experience when MMR is turned in for good. Unless you deliberately throw trials, you will reach that stage, and they're terrified of it. And honestly, they have good reason to be. It's not fun.
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Because this game really isn't fun when it's played competitively, which is essentially what relatively high MMR is, and they're scared because the Devs won't change how the game works so that that isn't a thing.
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@GannTM said:
I’ve also been saying Pig is an underrated killer for a while. That slowdown potential she has is no joke.
It kind of really, really is, because she's a basic m1 killer and the slowdown is miniscule more often than not.
I used to think Pig was underrated, but then gens got quicker and people started predropping pallets and suddenly her RBT's became her only power and they're genuinely bad. They put no real pressure on survivors and good teams get the gens done before 3 have been handed out, let alone 4, because that's predropped pallets for you.
All that time learning to dash, side dash, moondash, use Whispers/M&A... All for nothing.
Sniffle.
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As a former Siege player, I have to disagree. This is a casual game, not a competitive one, and adding things from Siege (which is a super fun game that I really miss but ######### that toxicity) isn't the way to go.
Edit: Plus Siege forced players to take turns attacking and defending, making bans and crap a lot fairer, if still massively annoying.
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She needs some counterplay, which would objectively be a nerf, so yes.
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@2060 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269709#Comment_2269709
This makes zero sense dude lol, most killers ive gone against run ruin, that doesnt make it practically basekit lmfao
Let me spell it out, which I was genuinely unaware I had to do as I (clearly mistakenly) thought much higher of the general mental capacity of this forum in general:
Since Bubba's massive buff, I have literally never gone agains a Bubba that wasn't using Bamboozle. Not a single time. Not on any occasion. Even the basement campers have been using it. And it completely takes away the single bit of counterplay he has. So as far as my experience is concerned, Bubba has no counterplay. This single perk takes away the one defence survivors have agaisnt this killer, something it does not do with any other. Deathslinger has more counterplay than a Bubba with Bamboozle.
So I cannot, in fact, judge this killer without talking about Bamboozle, because my experience playing as and against Bubba is incomplete, because I have never gone against a Bubba that hasn't been running the one perk that takes away his counterplay. However, the fact that this one perk takes away his counterplay makes me think that it is not, in fact, simply the problem of Bamboozle, but an issue with the design of the killer itself. However, I cannot test that hypothesis, because I haven't played against a Bubba that doesn't run Bamboozle, thus tainting my experience.
This is completely abnormal, however, because I have gone against, for example, plenty of Nurses that haven't been using Infectious Fright, the closest comparison to Bubba/Bamboozle I can think of, and so have the experience to formulate an opinion about the basekit of Nurse, because I have played as and against, with and without IF. However when it comes to Bubba, and I repeat this again, I have no experience playing against Bubba without Bamboozle and so far as I am concerned those two are intrinsically linked and produce a killer with no real counterplay.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2269564#Comment_2269564
The poll is about Bubba, the killer. Not Bamboozle, the perk.
Every single Bubba I have ever gone agaisnt has had Bamboozle, so as far as I'm concerned it's basekit.
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For one reason and one reason only: Bamboozle.
Sure, maybe that means Bamboozle is the problem, but I also ######### hate killers that chew through resources. We should be promoting the opposite of that.
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I have yet to get a Lery's that isn't covered in pallets and chained windows, even after the rework. I have yet to have genuine map-related fun on Midwich. And I haven't played RPD yet.
Plus, I do like survivor in Hawkins. It's actually kind of challenging, because you can't default to predropping pallets but there's more to be done than using the W key.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2269346#Comment_2269346
Seriously ? For surge to work with Tinkerer. You have to down a survivor. Are we now counting getting downs as doing absolutely nothing...?
Would not running Surge somehow change the way that scenario is played? It certainly wouldn't for me. So yes, it is "doing nothing", which is why I have come to like Surge as a slowdown perk (in addition to the buff that makes it work on already-regressing gens).
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2269218#Comment_2269218
How is it too strong with surge? And its okay that a hex perk is strong.
Because for the price of doing absolutely nothing the gen gets regressed back below 70%, which is the Stealth Plague build I was running at the time of the hacker I mentioned.
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Yeah, I don't like how strong it is now, especially with Ruin or Surge. However, I have to give it points for that one time it told me I was going against a super sneaky hacker.
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They could have used a broken one as his melee attack, otherwise absolutely ######### not. This is not that kind of game.
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As someone who beats the absolute tar out of the occasional solo team, if SWF is ever considered cheating I'm dropping this game due to OP killers.
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I have an amd 5500 xt and I still deal with constant frame drops that never happen in other games.
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That's sounds like a really bad idea for many, many reasons, the two biggest being drastically increased ques and bully squads.
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Is this what you wanted? - Every time you hook a survivor, gain 2 tokens. If a survivor was hooked twice in a row, gain no tokens. If a survivor dies, gain 1 token instead.
8 tokens: Move 3/4/5% faster.
12 tokens: Lunge range increased by 10/15/20%. Every time you hook a survivor, everyone is exposed for 45 seconds.
16 tokens: unlock the ability to kill survivors by your own hand.
Run - When you injure a survivor or put a survivor into the Deep Wounds state, all survivors within your Terror Radius are Exposed for 20/25/30 seconds.
Don't Hide - Whenever a survivor is Exposed, exits a locker, finishes a generator, or slowly vaults a window, they are highlighted by Killer Instinct for 4 seconds. This effect has a cooldown of 60/50/40 seconds.
Stillness Crows descend 50/75/100% faster.
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But that's even worse because now you don't get rid of a pallet
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Apparently I'm Billy, which as a country girl I approve, but also everything in his description wasn't what I put down except for 3 things so... Lil bit confused.
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No. There isn't enough senseless tunneling on AU servers to justify it.
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Put broken glass on it that injure everyone vaulting it. Then make it so the balance team has to play this map every time they play killer. Then board the window up and set it on fire. Then delete what was once my favourite map.
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@GannTM said:
If they’re going to let a game effect their life then that’s on them lol. No need post something that’s not going to change people’s motives in any way shape or form but I do understand that they need to stop taking that ######### seriously.
Except for a lot of people it happens nearly every trial. Whenever I play on NA West servers the killer is hardcore tunneling and facecamping, usually from the start, and they usually lose. It's a completely different experience to any other server I've ever played on.
Under those conditions, you can 100% understand why people get so pissed. Wanna have fun playing DbD? Lol, get wrecked, you're actually playing pinyata-sim or gen-sim.
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Iron Will, Lucky Break, Object of Obsession, and a healing perk of some kind. Botany/yellow medkit, WGLF, We'll Make It, etc.
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@stikyard said:
I've constructed an idea for this.
Solo que should be a match of 5 players, one chosen at random to play Killer.
Add SWF que
Killer main que gets matched with SWF que
Solo play would become "casual" mode.
The reason this game is so successful is because people could choose a side to play. This would essentially kill the game, because suddenly you're being mega punished for wanting to play killer and also being mega punished for wanting to play with your friends.
Choosing what role to play is an enormous part of this game. People shouldn't have that choice taken away just because they don't want to have miserable trials or don't have friends to play with.
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Unfortunately, casual game modes never work. People always jump in to beat the absolute shite out of random casuals because that's what they find fun.
Much better would be a semi-functional matchmaking system that forces sweaty players to go against sweaty players and actually lets people drop out of sweaty play.
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You really haven't been browsing these forums for very long, have you? There are more threads about some of these than threads about the frustration of killer.
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I'm All Ears, BBQ, Whispers, Devour Hope.
Huntress players run the wierdest builds.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2267208#Comment_2267208
I was referring to the “counter” of using objects or other survivors to break the chain. If the deathslinger walks backward however survivors cannot catch up and the speared survivor has pretty much no movement
Gonna be honest, I had no idea people even thought that breaking the chain was ever considered counterplay.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2267189#Comment_2267189
I think demo was the perfect rework tbh but huntress still needs her hitboxes adjusted and exhaustion add on removed.
But yeah it’s almost been a year with the new billy and the devs have made pretty much no comment on him. Same goes for slinger too now that I think about it even though his entire counterplay is removed when he walks backwards
As a former Slinger main, I have to ask: Counterplay? Surely you're not meaning predropping pallets and breaking LoS, that is absolutely not counterplay. I mained Slinger because that didn't work against him.
And yeah, Huntress needs her beachballs replaced with discs, but the Devs don't seem to want to. Probably scared of annoying the community.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2267161#Comment_2267161
This could definitely be true but then that begs the question. Why haven’t they come out and said anything about him yet?
Not to mention they nerfed him after PTB too
They haven't said anything because they really don't give a crap. Just look at the reasons for overheat, when it first came to live everyone praised it because it did nothing but prevent facecamping. Then the Devs said they wanted it to be more impactful and set it to somewhere between PTB and live release Overheat. Why? Because they wanted to throw a bone to the person who developed it.
They have a history of just not giving a crap once people stop complaining about how OP a killer is. Look at Legion, or Pyramid Head. No changes at all despite the complaints, because PH isn't played much after they made his playstyle require some basic effort, and Legion hasn't been changed since they made Forever Legion go away and buffed their movement speed (except for how they recently made Forever Legion come back because BHVR Logic).
Personally, I'm just glad that Demogorgon and Huntress didn't get the same treatment, and it really does feel like they're learning what makes the community riot.
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Other than Instasaw, Billy was only complained about by players that weren't good. He was, and still is, one of the absolute best killers to go against. Plenty of counterplay, very strong, all-round fun unless you're new. And, to cap it all, he was pretty damn hard to learn.
However, the dedicated servers did an absolute number in him and combined with the change in PoV to make backrevs luck-based, the Overheat is punishing and unecessary, his add-ons are awful, and they also messed with his sensitivity a bit so that everyone had to relearn curving... I think it was a couple of months before?
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You're overlooking one giant ######### elephant in the room: Billy came first.
That nerf was a total cluster ######### and the Devs know it. If they had decided to go with Huntress first and then Billy, you can be guaranteed that we'd all be bitching about how Huntress has no good addons and her power is uncomfortable and punishing.
Billy was the first of the addon-passes/slight reworks, and the Devs are well aware they went way too far on both. And to be perfectly honest, they're probably happy with people not complaining about Billy every other day because they got Billy confused with Instasaw, which also existed for Bubba.
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... it's an info perk, they aren't supposed to have counterplay because they give you no value if you put in no effort, and both Detective's Hunch and Small Game have existed for years and both do the same job just as effectively.
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It takes away half of their options and usually forces them to predrop pallets, which on Bubba or Demogorgon means creating a map-wide deadzone in 2-3 minutes. It's especially annoying on Bubba, because it's the most skilless win that killers have, at least in my experience playing Bubba.
Basically, it punishes survivors for playing the game the fun way (actual looping), and forces them to play in the mindless, boring, soul-crushing way of predropped pallets to stand a chance, without any real effort from the killer. It's hard to find an equivalent, but the sprinting Exhaustion perks on survivors are the best I can think of. It doesn't exactly feel good to have someone Sprint Burst away and hold W across the map as an m1 killer that can't really catch them. Easy, free chase time, just like bamboozle is easy, free pallet drops.
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A new power-up killer. I know, right now his T3 isn't that useful, but even if they don't patch it I'm gonna have fun trying to reach it.
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Okay, I have. Plenty. That's literally how I learned his counterplay.
And for reference, I'm the one usually saying that you don't need Nurse, Spirit or Blight to win against anything but genrushers.
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I'm a big fan of lovecraftian horror, but I'm not a big fan of creating massively underpowered versions of characters that are so genuinely held back it's not fun to see them.
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Twins need completely reworked. Thoughtless killer mains think it's perfectly okay for a killer to only be viable through facecamping and mass slugging. Anyone that's ever played survivor knows it's not.
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@Phasmamain said:
Pretty much every bamboozle killer plays predictably. When you go to shack run away the instant you get there since he will vault the window.
It’s boring and skilless but hardly OP
Until someone throws it on Bubba and removes his only real counterplay. Did someone call for a map-wide forced deadzone?
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Exhaustion perks are completely unfair by design and only really bad survivors actually think they're necessary and/or comparable to slowdown perks in terms of genuine requirement. They're not, info perks/comms are.
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Gonna be honest, things like Basement Bubba are exactly what needs to be punished, so... Not exactly complaining, you are actively trying to ruin other people's trials. That sort of thing is absolutely bannable in other games under the term "griefing".
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It's going to kill the game if they don't add some QoL buffs.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2261448#Comment_2261448
Not quite sure what you are asking here?
Full meta builds, strongest killers, scummiest tactics all trial long, it never ends
That’s what I answered to, that is my general experience. I can’t loop the killers I am getting matched against for long. As I said I am pretty bad (and so are all my random teammates) so I want more fair matches. I don’t want a killer I can loop for 5 gens, that would be pretty boring as well. I want fair matchmaking. Where I have a chance at winning and my opponent has a chance.
I think there's some confusion here between laziness and necessity. I'm saying that you, the player, mathematically cannot win without massive tryharding due to time constraints.
My average trial speed is about 4 minutes. I can win those trials, so it's technically balanced, but I've basically stopped playing killer because it's not even remotely fun. Survivor is, becays wi don't really have to do much because I'm constantly getting matched with competent teammates, but my que times are normally upwards of 20 minutes becuase... well, killer isn't fun. Balanced, yes. But miserable.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2259225#Comment_2259225
But.. that’s my experience without mmr…
i am pretty bad on both sides but am high ranked because I am playing DbD way too much.
when I ask for fair matchmaking I am asking for what mmr is intended to do.
Is it really your experience without MMR?
No, seriously, is your experience basically one small step below competitive DbD? Where the math doesn't add up and no-one even bothers to loop?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2259225#Comment_2259225
Unless you don't use those things, in which case you'll be matched with people who play at roughly the same level as you, whether they're trying hard to keep up or not.
I don't trust it to "derank" that quickly. Not even remotely. If it did then too many people would abuse it. So your likliest choice is either getting your shite pushed in in 4-minute trials, or sweating your arse off and sometimes winning 4-minute trials.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2259181#Comment_2259181
I am jealous. I want fair matchmaking too :-/
and so do many many others. That’s why they are trying to implement another matchmaking system btw. What you are experiencing during this test phase is pretty much the normal state for many.
You really, really don't want that. Trust me. It is fun for a few months and then it becomes torturous. Full meta builds, strongest killers, scummiest tactics all trial long, it never ends
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The MMR system is probably working fine, it just needs to settle because people's current MMR scores aren't accurate becuase of how the current matchmaking works.
Just look at the first bout of MMR, at the end of the week it was actually functional in every way except for Billy and Huntress being broken