MadLordJack
MadLordJack
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- MadLordJack
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Doctor. He can take away everything survivors can potentially do except holding W.
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Ignore them. If someone needs an escape that badly, then let them and they can MMR up and reap their "reward".
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Nope, my trials are pretty quick for both sides at around 2-5 minutes.
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You don't need to be a god-tier Nurse, that's one of the biggest fantasies in DbD. A mediocre Nurse can just slap on Ruin/Undying/Tinkerer/IF and wreck up the place.
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1) It's getting rid of all the sweaty players and for ing then to play against each other, so probably more casual. But the game itself was never and could never be competitive, it's just the players that cannot for the life of them understand that they were never really welcome.
2) Stick with MMR, no question. With no MMR, my killer trials were nothing but pseudo-deathsquads no matter how much I lost. 4-minjte trials aren't fun for anyone and I'm glad they're locked into their own hell now. Serves them right.
3) I dunno, I've been getting nothing but good results.
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It's a success. All the sweaty players are in their own population now, reaping what they've sown.
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No can do with that whole "crutch perks" part. The rest I just do anyway and have done for months now (coincidentally, my mmr wasn't batshit crazy and I'm now enjoying myself. Try getting any of the complainers to understand that).
However, I literally cannot play without Enduring. Pallets are currently completely broken for me and if a survivor camps one then I get stunned no matter what - no side shuffle, no faking it, I get stunned from over a metre away.
Edit: Which wouldn't be such a problem if the new system wasn't survivor-sided (it is, I always get stuns as a survivor now), but I can no longer get hits at pallets at all so it's unplayable without Enduring.
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It depends on how Doctor's shock functions. If it's purely ground-or-touch based, then Nurse's ability to blink would be overpowering, and she has mild telekinesis as well. If, however, she is affected by his static blast, then he stands a decent chance to catch her. Still, Nurse will probably win.
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@Sleem said:
I don't understand why ranks were switched to "grades," but whatever. As long as I get end-of-season rewards, I have a reason to actually try as best as I can to get to rank 1 instead of it casually with friends.
I think it was to distance them from the new system. People tend to latch onto things, and something as simple as a name change and/or visual adjustment can help to break that mental bond.
Or it could just be that someone really, really wanted to be a little more generic. Who really knows?
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The game was never competitive in the first place, not even remotely. There's a reason the competitive scene is so small and doesn't bother with anything but KYF.
Edit: Seriously, I suggest you go find one of the comp DbD discords. Most still aren't foolish enough to treat the game like a real competitive one, but they are sweaty as hell and full of rules to try and balance the game if that's what you're into.
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It's one of the biggest maps in the game. There are no tips, it's just... Huge.
Which also means that the loops are rather spread out, so I really don't know what you're talking about. It's second only to Mother's Dwelling in terms of the gap between resources.
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Hello, here I am.
Also, maybe go check out Otzdarva, it's kinda mind-blowing that anyone investigating Plague content somehow missed all of that.
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Yes.
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Here's a fantastic idea: stop being so sweaty and you won't be going against those survivors.
Or just, you know, stop using slowdown perks and let yourself go down to a more reasonable level.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/2491572#Comment_2491572
They did, they switched from the Killer being the host to dedicated servers. However, the servers seem to not be efficient based on the process of information. I'm still hitting Survivors who clearly vaulted and ran a few feet from the window every now and then. I'm still getting pallet stunned even though I landed a direct hit on a Survivor and the sound/animation of them getting injured plays.
That's less a hardware issue and more a code issue. Due to the nature of online unscripted melee-range combat, the AI driving the actors in our individual scenarios cannot accurately predict what someone is going to do in order to puppet it for us. That couples with the... Words cannot express how poorly made DbD is, so I hope this statement does. Anyway, the garbage info the game has to deal with for absolutely no reason clogs up the already-strained limitations of close-range online gaming and makes everything that much worse, which is why the recent changes they made to pallet stuns and vaulting is so ######### ridiculous (they just shifted the problems instead of fixing them, because fixing them would require DbD to not be something that I have genuinely had nightmares about).
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I'm fairly certain the most powerful ranged attack in the game would kinda have everyone beat, no matter how muscular they are. Being the best melee fighter out there doesn't matter agaisnt a handgun, let alone some corrosive horror-puke that breaks people's bodies with a single drop.
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/279524/question-about-mmr
No. it would be a pointless system if it did.
That's the precise opposite of pointless. If someone takes a break, their skill decays they genuinely aren't as good as they used to be and shouldn't be going against opponents they were going against. That's just how humans work, if a skill isn't excersized it atrophies.
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@Desh said:
Better servers. Honestly, better servers would solve a lot of issues. Pallets validating through Server first sounds like a great idea in concept until you realize there's a gap of information being registered between 2 hosts. It's annoying, and they need to upgrade their hardware already. Been 5 years now and they still won't upgrade.
Didn't the dedicated servers come out in late 2019? That's barely 2 years.
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Given how the servers are supposed to work now, that looks like it's your connection. It's just too big to be put down to her beach balls and reasonable lag.
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He seems okay. Definitely gets hit with the old predrop-and-W, but... I mean, that's kinda the gameplay that the Devs are promoting, so it's no surprises there. It's really hard to tell just how effective his chase power is, though.
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@Momentosis said:
https://forum.deadbydaylight.com/en/discussion/comment/2490729#Comment_2490729
https://forum.deadbydaylight.com/en/discussion/comment/2490742#Comment_2490742
Hate it when people say "remember blight/twins at release?".
Twins and Blight were terrible at release.
Twins was literally broken and unplayable. A million viktor bugs. A million viktor counters. Literally none of her perks worked.
Blight, almost the same. You'd collide on every ######### thing from three foot away and when you actually wanted to collide on something, you'd slide right ######### past it. Issues with not being able to use his rush, his POV being lower than even hag's despite being tall as #########, etc.
Pinhead imo is ok. A bit on the weaker side. Games can last a long time because of the chain hunts but his chases can take a lot of time due to what was mentioned in OP. Use your power? Oh you were standing still while the survivor was running away. Hit your power? Oh, the chains are ######### broken in less than a second and now the survivor is even further away than before you used your power.
Fun fact: When Blight was released, I immediately became a Blight main due to the prevalence of predrop-and-W on AU servers and lost a grand total of my very first 2 trials. And then spent a few weeks murdering literally everything, to the point where I started playing him with bad builds and still kept winning.
Blight was not bad when he was released. He was one of the best killers in the game.
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We've been playing 2 different games.
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Also, people just suck with the killer. That is by far the biggest reason - every single killer has about a week of people with overinflated self-images assuming that they mastered the killer and know all there is to know.
And the worrt part is, their behaviour is reinforced when they are right but they conveniently forget when they are wrong. For example, PH, Deathslinger, Blight...
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@Ssajbambusa said:
- Doesn't help killer untill the very end
- Can be cleansed
- It's possible it won't even proc, because it's super easy to cleanse all totems with Small Game or Counterforce + map. Also cleansing all 5 prolongs the game by 20 seconds, so yeah...
- Killer can still be looped easily unless it's Nurse, Spirit, Hag or Slinger
- Was nerfed twice already
How is it a good perk?
Actually, it isn't even remotely easy to cleanse all 5 dull totems and actually escape. They take anywhere between 2-3 minutes on average if you're really, really trying. Which is a huge time sink that any decent killer can and will use to absolutely ######### slaughter you, especially if they didn't even have NOED the first place.
Or, to put it another way, it is easy to cleanse all the dulls. It's just that you threw the game to do so.
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NOED. Self Care is a fine perk and it isn't even remotely a problem.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2490361#Comment_2490361
“How strong plague-“ stop right there I’ve seen enough lol
See? That's exactly what I'm talking about. Some people just cannot admit they aren't good at something. The sheer number of full-party deathsqauds that have accused (and at least once reported) me of hacking just because a Plague didn't lose to 4-minute gens is laughable. It's a fantastic insight into the mind of an average dbd player. I had one memorable sqaud tell me I should have played spirit after a 10-hook 3k.
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The alternative is literally zero matchmaking at all, given that this game has always had some form of SBMM at varying levels of functionality.
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1) Mori's were unhealthy.
2) NOED is unhealthy, trying to cleanse all 5 dull totems loses more trials than individual survivors NOED kills.
2) Keys are unhealthy.
Moral of the story: Blame the Devs.
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Actually, people kept attacking anyone that said they liked the new system, or bitching about inconsequential nonsense like "wah I wanna be sweaty but I don't want sweaty opponents", which is a whole lot of the complaints. Because if someone's complaining about only getting sweaty trials, there's no way in hell they weren't dominating beforehand. That's just not how the system works.
It is how humans work, though - forgetting all their victories and obsessing over their losses.
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@Phasmamain said:
Honestly I’ve played a couple of killer matches and it’s seems just as random as before. I don’t take the game seriously though so I don’t really care
Oh, I've been stuck in the hell of what people are now calling high-mmr, but what I call 4-minute-trials. I'm so glad that MMR has dragged me out of that horrible place. Finally, my months and months of being chill have payed off.
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A second-stance power where the killer can switch between basic m1 and hard-to-control-but-fast-and-with-an-attack.
Those kinds of killers tend to be the most favourable looked on by the community.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2490391#Comment_2490391
That's a ######### hot take.
Not really. I play every killer in every way I can think of. There's not many that aren't effective no matter what.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2490361#Comment_2490361
I wonder if my appreciation for Pinhead is heavily influenced by all my hours with Legion. It feels so weird having a power that puts itself to work.
Except that Legion is also not a weak killer, people just use them wrong and forget that they have some of the best tracking in the game.
There's really not that many weak killers left in DbD, to be honest.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2490356#Comment_2490356
Someones in a bad mood tonight
First off, it's more ing. Second, I stopped coddling people that blatantly ignore everything around them ages ago.
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@Entity_Lich94 said:
https://forum.deadbydaylight.com/en/discussion/comment/2490349#Comment_2490349
Clown you don't have to stand still every time you use his bottles
And Pinheads slowdown is more aggressive.
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It sound alike you don't quite understand the ethos of DbD.
The maps are supposed to be random AF. You are supposed to get unfair trials. It's the entity favouring one side, according to the lore. Because this is a casual game where skill is secondary and you aren't supposed to have completely fair and balanced trials, only MOSTLY fair and balanced trials like what we almost currently have if we exclude maps like RPD, Haddonfield, The Game and Azarovs.
If you have a problem with it, go talk to the Devs. Because this game is not ever supposed to be competitive, and in fact the new sbmm is designed to get this people out of the general pop.
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No. Weak killers are killers like Pig and Trapper, with inconsequential powers. Pinhead is a good killer. It's just that he's difficult and everyone wants easy trials.
It's the same as how people really hate to admit how strong Plague and Deathslinger are.
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First off, PH is Pyramid Head. He was in the game first and PH has meant Pyramid Head for a year now. Second, rank means literally nothing at all. Third, watch Hellblazer, or at least look up the plot.
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I presume you don't think Clown's power is useful, either?
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@vacaman said:
It is competitive by dictionary definition, there's no debate. The game not being balanced and not being aknowledged by it's own devs as competitive doesn't make it less competitive. They even introuduced a system to make it more competitive, but don't want to go all the way by showing MMR publicly because they would have to admit it.
Competitive: of or pertaining to competition.
Competition: (uncountable) The action of competing.
(countable) A contest for a prize or award.
Competing: To be in battle or in a rivalry with another for the same thing, position, or reward; to contend.
To be in a position in which it is possible to win or triumph.
To take part in a contest, game or similar event.
This is so broad that literally everything is competitive and the word loses all meaning, hence why we in the gaming world use it contextually. With that context usually considered as a situation where all competing parties have a reasonably similar chance of winning. A definition we borrow from the sports world, by the way.
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Someone deserves a good petting and a scratch behind the ear (do donkeys like that? I've mostly dealt with horses. They do)
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The Devs achieved with RDP what absolutely no-one ever saw coming: The managed to combine all the worst parts from every other map and stitched them together like some kind of Frankenstein's Realm.
It's significantly bigger than Mother's Dwelling.
It's more labyrinthine than Lery's.
It's resources are either The Game or Hawkins with nothing in between.
It has worse W potential than Midwich.
It has worse forced-W than The Game.
It's gens are so hidden I don't even know if there's an indicator to replace the floodlights like there is with all other indoor maps.
It's hooks are more spread out than Grim Pantry.
It's lighting is so poor the killer's Red Glow is often the only indicator they're there, and woe be unto killers chasing blendy survivors.
It's totems aren't just hidden, they're spread across two enormous floors.
This is the map you are wanting people to give a second chance. The only positive I have to say about it, and this is saying something because I can find more positives about even Haddonfield, The Game, Hawkins, Dead Dawg and Azarovs, is that it looks absolutely beautiful. It is stunningly gorgeous. In the same way that a siren is.
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@Mew said:
i mean, they ARE eventually gonna change keys (since they’ve said it). but we all know how slow BHVR can be to implement changes lol
They also said they were going to impliment an early-game collapse.
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@DBD78 said:
They were not gutted for being toxic but unfair. Keys are also unfair but they will change it they said so. As always they need time, lot's of time.
It's clearly been too much time. Their genuine, pants-wetting fear of making impactful changes has completely hamstrung them from what could be as simple as a temporary fix, like making the hatch close 1 second after a key opened it to prevent multiple escapes.
That really should take mere minutes of work, and it's a fantastic stop-gap measure that took me only a few seconds to come up with as I was typing this. But the Devs are absolutely terrified of doing anything like this for reasons that are genuinely unknown.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2488110#Comment_2488110
People will skirt around the reasons it is used, but it's not used in so many builds 'Just Because.'
https://us.v-cdn.net/6030815/uploads/9RK9VSROC2N7/image.png
Most sites that collect stats from endgame usually list it in the top 5 (granted, its exact position varies by site).
There's nothing wrong with using it - It's one of the best perks in the game.
Yes - and it's a bugged perk with a severely unfair effect on trials that the Devs seem to genuinely want.
As I said, I use Iron Will. And I think it's one of the most broken things in DbD thanks to how the game evolved around it and one major bug that was never even addressed, let alone fixed.
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@Marigoria said:
Iron will is fine. You can counter it be seeing blood and scratch marks on the ground.
You can also counter spirit by walking instead of running, but if she doesnt see scratch marks she will know you're walking so you havent gone very far.
Scratchmarks and blood are both designed to be unreliable as hell. Scratchmarks indicate an area, blood easily blends into the ground. That means you can slap on Iron Will and, due to the moronic Chass music change they made, you are literally undetectable and the killer has to make a pure guess, while you can often both see the killer and hear their overloud footsteps. This allows people like me to just not even bother mindgaming and simply run away while the killer screws themselves through no fault of their own, but entirely due to the fusion of a moronic change and a bugged perk (and it is bugged).
Iron Will is supposed to be a stealth perk, not a chase perk like it currently is.
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Because the hackers can unban themselves, or hide their steam ID/cloud ID and prevent themselves from getting banned in the first place. That's the consequence of a cheap anti-cheat system - it's easy to bypass, and so you get more hackers.
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They looked best.
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There isn't anywhere on that map that doesn't have quick and easy access to the Dual Corridors Of Doom. Plus it takes a while to traverse. And it actually has some strong loops.
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I'm not invested enough to use my PC. Plus, I am literally using a very powerful portable computer with a host of features that replaces the other very powerful portable computer that I used to get through university.