MadLordJack
MadLordJack
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2220476#Comment_2220476
I always play with green ping and constantly get those 3-meter hits, especially while vaulting.
Green ping is anthing lower than 100.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2220472#Comment_2220472
So the strategy of getting intentionally infected by zombies is probably something for those sweat squad swfs?
it’s pretty unlikely that people will do that in (casual) soloQ matches..
It seems that way. Hopefully they'll do something to address it a little, like reducing the per-infection bonus slightly but making hitting infected survivors progress it like killing the zombies.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2220304#Comment_2220304
It's always the killer's internet. The higher his ping - the longer the distance he can hit from.
Wrong, a survivor with bad ping will always get what they think are questionable hits.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2220452#Comment_2220452
I didn’t really pay attention in my 2 nemesis matches tbh. But I hit tier 3 pretty easily and I thought it was because of the zombies.. could be wrong about that though..
You get massive progress for just one or two infections, so that might be what happened.
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Yeah, it's the same in AU servers. I also tried going over to NA West (with about 120 ping) and the difference is astounding. Even playing during peak hours for NA West it's so much more chill (but conversely, so much more toxic). Plus it's hilarious that the VPNer from NZ has pretty average ping.
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@Mooks said:
You cough and vomit occasionally
Tentacle hits and Zombie attacks can injure and down you
You are not denying the killer his power as he can also tier up by killing zombies
Actually, it seems you do deny the killer their power, because zombies give almost no progress. To get to T2 is something like 5-6, and T3 is close to 20.
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That wasn't even a flick, that was just Blight's unique attack cone catching the survivor on the corner, mixed with a little server desync from a killer moving extremely fast.
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/2218063#Comment_2218063
They aren’t that’s why they get changed, thats what the devs say. Also mentioning Ruin you know what people you that? Also Ruin isn’t that strong since you can cleanse it and the dev have changed that so it’s no where near as strong as it use to be. People mainly use it cause of gen speed going too fast which has been a issue for a long time. As I posted above this is a fine example to a meta counter, counters the meta which is gen rushing.
Off topic there. Anyway just try all the perks.
You really are being patronising to the wrong girl. Maybe try reading what I've written, that'll give you some idea, because I've already provided you with crucial context that you're completely ignoring in favour of strawmanning me .
And yes, the meta in DbD is extremely stable, just ask anyone that's been playing for a few years.
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From what I've heard, his power is likely the hardest power to just aim, let alone be good at trick shots with. Plus, his T3 can be easily withheld by survivors at the moment.
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@RenDesune said:
When I first heard of Nemesis ability I thought it was going to be like plague but it's literally nothing like plague.
Plagues sickness is a direct debuff to survivors which could become a buff to her if they cleanse.
Nemesis infection is a direct buff to himself as soon as he uses it, it does not really debuff the survivors as the coughing is kind of minimal.
And we'll yeah I guess his three tiers are similar to Myera just better in every single way. He's overall much more unique than I expected.
Don't forget the new mechanic of the zombies. A little bit of global map pressure (or an enormous amount of the killer gets lucky) on a 115 killer with no mobility? That's honestly very unique for DbD, I'd say the closest we've had so far is either Bubba or Plague. (Instadowns and insanely strong, non-mobile power.)
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@Phasmamain said:
Survivors don’t get more pull. The devs balance the game as they see fit which is why killer has got many buffs and multiple killers have been reworked to be better
Honestly, I respect you for pointing it out but I don't expect much to come of it.
It's so wierd how people fixate on what happens to one side and ignores the other. Undying and DS got massively nerfed in the span of 2 months, both are still good perks, and people still fixate on one or the other.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2218146#Comment_2218146
Someone being banned from playing the game due to an abusable DC ban system is less severe than someone being banned from playing the game due to an abusable reporting system? I really don’t see your logic there. I also didn’t consider the first rollout of MMR a “minor glitch that barely impacted the game” personally, it made my matches absolutely godawful and I stopped playing until they turned it off.
I’m all for giving the devs the benefit of the doubt when it comes to stuff like perk changes and new content, but they have a bad track record with stuff like this. Why would you trust them to implement a flawless system when they have literally never introduced a new system like this that didn’t have huge, glaring flaws right out of the gate? Can you give an example of the devs implementing something new like this that just worked as intended? I can’t think of a single example.
So you see no difference between the Devs overlooking a way a hacker can exploit a game, and the literal end of DbD?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2218008#Comment_2218008
Yes, but it does not make them perfect.
Remember, we are talking about people who, despite being extremely competent and capable, made several bad decisions throughout the years, with balance related stuff standing proudly on top of the list.
While this is much more severe than balance, it is entirely possible for it to happen and countless innocent players might lose their accounts. That is why everyone has been so vocal about it.
Once again, that comparison is nonsensical.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2218008#Comment_2218008
Riiight, the same developers whose chat filter banned words like “Myers” and “teabag”, whose MMR system paired 1000 hour players against players with less than 1 hour playtime, whose disconnect penalty could be weaponised to give people 72 hour bans just because, and who used to have unencrypted log files that could be read by literally anyone to give survivors a heads up on the killer they were about to face. These developers would never introduce a new automated system that could be flawed or open to abuse.
How is it so hard to understand the massive difference in severity between those things? Please, I'm genuinely asking, I have no clue how anyone could possibly think relatively minor glitches that barely impact the overall game are in any way similar to something that would block the significant majority of the playerbase from playing the game.
You're comparing a papercut to a beheading simply because they both involve sharp objects. It makes no sense.
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@BoredDBDAccount said:
https://forum.deadbydaylight.com/en/discussion/comment/2218008#Comment_2218008
I'm just going to say, in general, a developer is only as dumb or smart as their users allow them to be. These are the same devs who had to disable their leaver penalty 3 times since someone was able to abuse it to ban whoever they wanted for however long they wanted. This system is going to be abused either naturally with how salty and report happy this community is, or unnaturally through some sort of exploit, which I would hope would be reversed when it happens, but there is no guarantee any false bans will be reversed. I will say everyone should voice their obvious concerns in general, but until the devs give more info on how it will work, we can only speculate based on other games implementations. All I'll say is I hope they don't make a whitelist so that they can see it being publicly abused when streamers like tru3 get targeted first like on the leaver penalties.
There is a massive, massive difference between a faulty penalty system that lets hackers abuse it, and a system that lets everyone ban everyone. One of them is an oversight mixed with outside malice, the other is ######### career suicide.
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/2217821#Comment_2217821
You know perks change right? And what’s in your opinion are mindless perks? Also it doesn’t have to be strong to be meta you know, it can also be something which just counters to what is strong.
If perks change so much, then why is the meta in DbD so stable?
Most people don't want to use a variety of perks. Most people use what they like and stick to it, and what they like is normally the best ratio of strong and simple, such as Dead Hard or Ruin. That's why I get into so many arguments with so many people on the forums, because they don't want to put in any effort for potentially greater reward and call all strong perks weak despite any and all evidence to the contrary, because they don't care about variety nearly as much as they do about switching their brains off and getting carried, a la old DS/UB.
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How about you stop and think about how intelligent someone has to be to get a job developing as successful a venture as Dead By Daylight and compare that to the level of sheer idiocy you are implying they possess?
No team this damn successful is ever going to be that stupid as to implement a system that kills their game in a matter of days. That's not ever how it's going to work. The entire point of Dead by Daylight, and every other game any of us have played, is to pump money out of the wallets of its playerbase, and like all successful games it has a team of extremely cunning and manipulative people directing it. Now, whatever your views on the predatory nature of capitalism, you have to admit that the likelihood of a team of professional game developers working in the multiplayer industry and reading (if not interacting with) various forums and communities, let alone the reports and complaints they receive, to take their cash cow out back and slit its proverbial throat with a proverbial blunt and rusted saw whilst chanting "be reborn my child", is so bloody slim that to even mention it is like mentioning you're going to win the lottery.
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Resurgance is just We'll Make It for yourself. I don't see much of a problem there, it's not like We'll Make It wasn't already a very strong perk.
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@n00binati said:
https://forum.deadbydaylight.com/en/discussion/comment/2217951#Comment_2217951
i do play killer but i find survivor more fun
Most people seem to, which is why the survivor que times are so long when everyone's playing.
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/2217639#Comment_2217639
People should play all survivors, killers and their perks otherwise you won’t fully understand the game.
Do you understand the concept of "strong but easy"? It's taken over from "most efficient tactics available" to be the true definition of "meta".
You can tell people to do whatever you want, it doesn't mean they'll listen. Why put in effort when you can just equip mindless perks and win?
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Hang on, hang on, it's acceptable to bring flashlights if you're not good at using them but Spirit is unnacceptable no matter what?
And people don't understand the definition of hypocrisy any more, I presume?
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/2217569#Comment_2217569
Kinda is to be honest. More perks give more variety of builds you can do. I didn’t add this on the top, but the perks don’t need to be op or meta, just some more perks for killers.
Malt players don't give a toss about variety, case and point all the people immediately complaining about the fact that none of the new perks are stronger than Dead Hard or Ruin.
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I agree. Survivors should be encouraged to cleanse the infection, and limited resources does the opposite.
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It's not really a big deal, to be honest.
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PH has a secondary effect, Torment and cages.
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Fantastic summary. I am happy about everything they've announced, though I will admit that my view on the auto-ban idea is definitelt tainted by the general civility of AU servers, at least in terms of the post-game chat.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2216543#Comment_2216543
Bite The Bullet = Self care, but this time we counter Spirit
Blast Mine = haha light go brr
I'm excited to be working on a gen only to suddenly reveal my location and also be unable to progress the gen for 14 bloody seconds.
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@justalilbit123 said:
Thanks for this. Unfortunate that the perks, as usual, are mostly D tier garbage with maybe 1 or 2 being B or A tier, and certainly none being S tier to compete with the ranks of Dead Hard, Decisive Strike, Hex: Ruin, Pop Goes The Weasel, etc. Would be nice to have some strong perks change things up for a change, instead of the same ol same ol year after year meta of the exact same perks.
With the exception of Bite The Bullet and perhaps Blast Mine, these are all good perks. The problem is that the generic meta, especially the survivor meta, is mindlessly strong.
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Zarina. I like pretty much everything about her, and I sympathize a lot with her story.
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Hellblazer (John Constantine)
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2214430#Comment_2214430
Id say half/half. Nurse, spirit, blight, wraith, Freddy, demo, billy, legion, Oni. Are all pretty mobile. I may even be forgetting one or two. They of course make the best out of pop.
But even with the lower mobility killers. I don't think it's really that bad. They just can't get across the map like the others can to use it more effeciently on a gen that needs it. But that doesn't mean they can't get downs near a gen that needs it and can make use out of it all the same.
I'm sorry, but Legion and Oni are not mobile. You're not popping Oni's power to move around the map quickly unless you've already won the trial because that's a massive waste of blood, and Legions potential mobility is worse than old, addonless Wraith. I use their power to get around the map quite a bit, and it's honestly just for memes at this point because it's so not worth it except under very rare and specific circumstances.
Which leaves Nurse, Spirit, Freddy, Blight, Demo, Billy, and Wraith. Most of them still having the conundrum of having to choose between a chase and kicking a gen.
Against Trapper, Huntress, Myers, Hag, Doctor, Bubba, Pig, Clown, Legion, Plague, Ghostface, Oni, Deathslinger, Pyramid Head, Twins and Trickster.
That is 7 Vs 16.
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@BrokenSouI said:
There's no argument to be made. Pop + Ruin is WAY better then ruin + undying. Let's set aside the fact that on most maps totem spawns are garbage and both totems are gone within the first 2 minutes. Let's take a look at the logic between the two builds and the pros and cons
Ruin + Undying = You're basically 3 perking it all game. Undying actively does nothing for you but protect ruin once. And if you're like me 9 times out of 10 you don't notice the aura it gives anyways. And when they're both cleansed in quick order. You're down to 2 perks fairly quickly.
Ruin + Pop = You're STILL 3 perking it all game. The difference is when ruin is gone. You're still going to have 3 perks and an OK regression perk. That may or may not save you.
Now...If you're like me. You love high mobility killers. So kicking a gen and giving them a head start isn't that big of a deal. And a lot of the time I get my down and go to wherever needs popped anyways.
The ONLY defense I have for ruin + undying is low mobility killers...It IS better. Since walking to a gen to pop it will be bad. Think clown, death slinger, twins, etc.
But I typically use freddy, wraith, nurse, blight. All characters with mobility and can use pop effectively
So your argument is that Ruin/Undying is better on the significant majority of the killers in DbD?
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All right, Pop requires you to waste time going to kick a gen and often forces you to choose between regressing a gen or going for a chase. Undying just let's ruin last a bit longer so you don't have to worry so much about gens.
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Cleansing all 5 totems has never been the counter to NOED unless the stars align or you're in a full party. What's better, chancing everyone dying because the gens weren't getting done fast enough, or having 1 person die because the killer can equip a perk and facecamp real good?
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There is literally no excuse for a survivor, injured, exposed or otherwise, to be downed in 15 seconds unless it's a Spirit or Blight in an open field (even Nurse can't counter the W key that quickly). That is insanity.
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I'm excited for the potential to be more content lined up than the standard chapters.
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So, drop a dlc without any widespread playtesting? How's that a good idea for a game like DbD? Half the playerbase would riot and all the newcomers would do an abrupt about-turn and go play Resident Evil elsewhere.
And if any console/windows store gamers want to complain about the lack of access to a PTB, please direct your rage to the greedy console developers who get rich by charging ludicrous prices for something the Devs don't even need to do because it's so much easier and cheaper to just release beta content via Steam, since its beta content and not an actual dlc.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/2210639#Comment_2210639
It only takes a few matches against a really good Spirit to realize there's no counter play. Solo queue survivors have known this for ages now.
You can say that about any killer. The problem with Spirit is that unlike other killers, more trials don't mean better understanding of counterplay.
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No killer can stop 3 gens from going in 90 seconds, not if the survivors are playing well. That's not to say the killer is weak or bad, it's just that dbd is balanced around the killer losing those gens. Which also isn't to say these survivors were playing that well, I'm just making sure people undersrand how the Devs designed the game.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2211342#Comment_2211342
A god Nurse can't be beaten. But a good Nurse can, and I don't think it is the same thing.
Someone can be a really good Nurse, and still lose a few games from time to time. It is unlikely, yet possible. Perhaps @Tsulan was in one of those games.
They're talking about far more than one game.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2210854#Comment_2210854
Oh those nurses were definitely not noobs.
Is it so hard to believe that nurse can be beaten?
A good Nurse literally cannot be ran. At all. That's the entire point of Nurse. So yeah, it's pretty damn hard to believe these were good players. So hard I'm going to go ahead and call you a liar.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2211042#Comment_2211042
But why does it have to be the norm? Why cant we talk about actual problems instead of useless arguing?
I want people to discuss bugs, optimization, actual problems instead of the 5th "Camping/DS bad me angy" thread of the day.
The norm is the bugs, the imbalance, the awful playstyles, the unfair perks and killers. That's why people talk about them.
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I just had a bunch of trials where I forgot to turn on my VPN to lower my ping (for some reason, it takes my ping from 70-80 to about 50), and I was having a lot of issues like what you're describing. It was almost a 50/50 as to whether I would hit the survivor in front of me or if I would 'miss'.
So, my thought process is that maybe she gets hit by lag even more than I thought. I'm a rusty Nurse and I kept screwing up my blinks, but if not for the robs I actually would have won most of those trials.
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The meta shifted, gens got quicker, Dead Hard became more common, medkits became more common, and the Devs have done nothing about any of it so Ghostface got shelved.
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The problem is, her power has a second effect that also makes her have no counterplay, and that's her speed.
We already had her breathing bug and, as wonderful as it was, it did absolutely nothing to a good Spirit. She can brute force through any situation she so desires just as Nurse can. Her position is being revealed to the survivors? It doesn't matter, you still can't react to it.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2210975#Comment_2210975
https://forum.deadbydaylight.com/en/discussion/comment/2210976#Comment_2210976
https://forum.deadbydaylight.com/en/discussion/comment/2210969#Comment_2210969
https://forum.deadbydaylight.com/en/discussion/comment/2210977#Comment_2210977
https://forum.deadbydaylight.com/en/discussion/comment/2210985#Comment_2210985
What i mean is the constant discussions on camping, tunneling, slugging, DS, BT, "toxicity" is tiring. This community is too negative. Im tired of it all.
Okay...? You know this is the norm for most of us? All of this BS that gets complained about? What do you want people to do, talk about butterflies and rainbows?
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What's been settled exactly?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2210823#Comment_2210823
Not mine. Yesterday i had 2 matches against nurses. First one was a 4 man escape. Second one i maxed out chase points with 0 hooks. My teammates were not so lucky and i gave up after she closed the hatch.
Good for you. Maybe don't think bragging about steamrolling babies is the best idea. I'm certainly not, my opponents tend to get the gens done in between 3.5-4 minutes on average.
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Wait, people actually care about who earned the most BP?
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That's my average Nurse experience.