MadLordJack
MadLordJack
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- MadLordJack
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Comments
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Trickter isn't a very fun killer to go against for most people.
But also he really isn't weak, he has a hard cap on his upper chase timer if you're good enough. And he is deceptively simple, you just throw knives real good. No mindgames, just knives.
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My favourite build is No Mither/Mettle of Man. I feel like that explains things nicely.
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No. She's fine.
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You add friends with the "add friends" option. If they're on Steam I think you have to be steam friends, though
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There's a perk that does that for you, it's called "lucky break" and it is completely broken. For no effort at all you get a free chase-end. Another is Smash Hit, you camp a pallet and take the hit and zoom off as double speed.
And honestly, those two break the game. Killers rely entirely on getting downs before the gens are done, which takes around 3 minutes if the killer has no way of getting map pressure. The ability to prethrow pallets and massively drag out chases with no effort is already a massive issue - giving survivors the ability to massively waste the killers time without requiring effort or resources is even worse.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2175795#Comment_2175795
They are on a timer, but the status effect itself is infinite duration because it only goes away when Myers goes back to EW2 or Ghostface's mark expires.
Vigil only reduces status effects that have a visible timer on the status bar.
Don't be so sure that's how the code works.
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@HectorBrando said:
Nah it wouldnt be that strong, timed Exposed perks are not that common and its just a 20% reduction, on a 30 timer it reduces it to 24 which is noticeable but it wouldnt game breaking, I mean, nobody would actually win/lose many matches just because an exposed from Iron Maiden or Starstruck lasted 6 seconds less.
https://forum.deadbydaylight.com/en/discussion/comment/2175014#Comment_2175014
Myers Exposed is dependant on Myers EW3 duration, it wouldnt affect it and Ghostface exposed while lasts for 45 seconds its usually used when you are extremely close to whoever is going to get exposed so it wouldnt be that helpful either since it would last for 36 seconds, more than enough time to hit whoever you marked (if you activate it from long range you are playing Ghostface the wrong way).
Theres no way of knowing how the code works. You really shouldn't assume like that.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2175014#Comment_2175014
Ghostface and Myer's expose effects don't have a timer iirc so they shouldn't be reduced by Vigil if it did affect expose.
Both of them are on a timer. It's simply not shown so survivors.
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If you can, adjust the joystick curve to maximum sensitivity. I did that with my Elite controller and it gave Blight near-m&k levels of control.
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No, it wouldn't be OP, but it wouldn't be fair either in most situations. Using exposed perks is so rare and such a gamble that having a perk to diminish the already small returns compared to meta perks, well... Let's just says I'd rather they lean into the Exhaustion side of things. And that's without mentioning Ghostface or Myers.
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There is a small windup and codown period where your movement speed adjusts. Anything other than that is either a bug or placebo.
Or you could be using M&A, a perk that adjusts your FoV outside of a chase which tricks your brain into thinking you move faster when it's active.
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I'd rather something classic for a different crowd - Hellblazer. Ever since I saw that that was a potential option in the survey, I can't think of anything else I want more in DbD.
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Giving killers triple BP all the time wouldn't be a great idea, a Spirit main could nearly always have MDR/Yakuoke Amulet.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2174842#Comment_2174842
It wasn't that simple Im sure they tried everything to make the idea work that's the only thing they went public with was that survivors kept killers around the hook while others pressed Gens.
They later admitted that they were going to just accept Camping as a strategy but would design things to assist In making It not as unfun which they have we have seen perks like DS, BT, Camaraderie (As mentioned above Is a birth result of the original failure of the mechanic they tried)
Point Is I don't forsee them making any more changes too It as It was made clear then just as much now that Its accepted and Is one of the strategies that you have to be willing to accept when playing this game.
Sounds like they tried one option and gave up.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2173264#Comment_2173264
Sluzzy has always been satire. The sign of good satire is presenting it in a way in which people believe that its not satire.
You've got to remember, this is a hardcore Nurse main that only ever plays solo survivor. Imagine the game from that perspective. Killer is going to be an absolute cakewalk because it's so rare to get a comp team.
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2174615#Comment_2174615
Not the issue? So that 5th perk of knowing where the killer is and doing at pretty much all times isnt an issue? Thats laughable, I didnt realize we had comedians in here.
https://forum.deadbydaylight.com/en/discussion/comment/2174731#Comment_2174731
Only reason why "SWFs" are fine is because they play overly altruistic. If they didnt SWFs would pub stomp through the game. It clouds the stats against SWFs. At high level play survivors are coordinated enough if they have common frickin sense. Solo isnt as underpowered as people like to claim.
https://forum.deadbydaylight.com/en/discussion/comment/2174573#Comment_2174573
This is straight facts. All they have to do to "buff" solo is add in a VOIP. Imagine that nightmare....I feel Friday the 13th had it right with the finding a walkie talkie to communicate. Somehow disable party chat and make a perk that needs to be equipped to have comms.
Most SWF teams aren't overly altruistic, they're just the most obvious. The majority of SWF's are indistinguishable from solo's except they're more co-ordinated, which is something sorely needed against any decent killer player. Even someone playing Trapper or Pig.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2174767#Comment_2174767
Siege is a good example of why ranked/casual wouldn't be the answer a lot of people think it would, people will sweat and smurf in casual and throw in ranked
It really is. I had to quit because casual and unranked was full of teams that were "winding up" or "winding down".
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DbD's design forces players to be as uninteractive as possible. Survivors rush gens with zero input from the killer (and with rather terrifying ease). Killers attempt to retaliate by playing killers with high mobility and an uninteractive chase (that decimates everyone but actual genrushers).
And people out there just play to win in a very casual game. If you find that fun, you do you, but... It really is a problem with the matchmaking that a seperated casual and ranked mode will not solve. At best, MMR will come out and only let the competitive players go against other competitive players. Because it's not fun to load into a trial and get steamrolled by players treating every trial of DbD like Siege. I'm sorry comp players, but that's just how it is. And I know many of you reading this don't do that, but too many do and see no problem with it. And I'm not saying this to target the people that play strong killers or in an efficient SWF, I'm saying this to the people that only do that and genuinely don't understand why the community doesn't like it.
Until they rework the core mechanics of this game, mostly gens but also map layouts and certain killer powers, "high-level" play is just going to be an extremely frustrating and uninteractive experience that the entire community is exposed to thanks to terrible matchmaking.
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So, be the biggest bully you can be and call anyone who points out that you're just being spiteful "sensitive"?
If anyone's here to look for justified camping, I.E when and when not to camp to be an efficient player, you're in the wrong thread. This is for people that want a 2-hook 2k because they've given up on winning.
Generally speaking, you should patrol areas that force survivors to come to you. That means areas with hooks, gens, or a mix of the two. Basement is a great example of how to quickly snowball map pressure by faking leaving it only to come back - at worst, you'll get a trade and an injured survivor. At best, 2 hooks and no reason to leave. Another example is hooking someone next to a gen with a lot of progress, because if you leave such a situation that's a free unhook and a free gen. It's not always best to camp there, but you'll get a feel for it. And by "camp", I don't mean facecamping the hook. You patrol the area, opening up the opportunity for survivors to come in for the unhook. Why? Because otherwise they might not and you'll just lose other gens. There's so the asisc 3-gen situation, however you do actually have to commit to chases whether you like it or not. Otherwise you won't win and you'll simply drag out your loss for 40 minutes. It's always worth it to give up patrolling the 3-gen in order to secure a down, and drag that person back to the 3-gen just in time (especially if you have Pop). Another classic example is having an active and dangerous totem, usually Devour Hope but sometimes Ruin. It depends on the behaviour of the survivors.
Hardcore camping is the easiest way to admit you've given up. It's extremely punishable and gives you no reward. It's entering a match looking for the cheapest draw possible. Pressuring key areas is one of the most effective ways of winning. It forces or tricks survivors to come and interact with you, potentially beginning a snowball that survivors cannot recover from.
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SWF is fine. It highlights some severe issues with the game when you put good players against good players, but generally speaking SWF does far more good than harm due to the seriously underpowered nature of solo survivor.
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No. It's a QoL thing for people that haven't spent their life playing shooters.
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Or, they could stop pretending this is a survival horror game as add in-game callouts, then balance around no longer having survivors not being able to do anything without tripping over a teammate.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2174565#Comment_2174565
I think you're selling solo teams a bit short, some level of coordination is often possible and sometimes you'll do it well enough the killer will refuse to believe you're anything but a 4-man. Ofc you'll often get put with other survivors who throw whether they know that's what they're doing or not
I'm not even completely convinced of comms being the all-deciding factor anymore, I've been duoing off-comms with a friend a lot recently and my escape rate has gone way up. Just having one person who'll do gens and not let you go to 2nd is a lot
I'm really, really not. I don't think a single team has beat me without at least two people on each others friends lists since long before crossplay was a thing and I could actually check all 4 survivors.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2174257#Comment_2174257
So none of you ever say "also, the killer is chasing me" or "finish the gens he is camping"?
Because thats already a lot of information, and even if i was talking casually with my friends, those kind of infos were always passed on in our swf groups.
https://forum.deadbydaylight.com/en/discussion/comment/2174275#Comment_2174275
And why is that? Explain it to me, please. Because as i see it, without swf and comms the game could be balanced properly around solo play. Now they try to balance it around solo and swf at the same time. I am really interessted why you think that is a good thing.
Because solo teams are so inherently underpowered that playing solo que, your goal isn't to escape, because such a goal is extremely unrealistic. Solo teams simply cannot co-ordinate no matter how good each individual is. Wanting to go against solo's is wanting to go against the weakest players in the game by default, players that the game isn't even balanced around any more.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/2174275#Comment_2174275
That is a question you should make yo SWF players, they are the ones Who plays the Game on easy mode :)
Not really, the significant majority of SWF players aren't full party genrushers. You face them in most of your trials and don't even notice.
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If you were to only go against unco-ordinated teams you'd quickly r alise why SWF and Comms is a good thing.
That, or you're the kind of person that doesn't get bored of playing the same game over and over again on the easiest difficulty. Which is okay for single player titles, but not so much multiplayer ones.
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It actually speeds up getting Iri shards, since you power through the first 50 levels, which give you less reward but that is counteracted by the speed at which you go through them.
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No, self unhooks are a dangerous mechanic to mess around with. Imagine a full team with Slippery meat, Up the Ante and luck offerrings. They would never have to unhook each other at all and could just do gens even faster.
I'd rather the perk gets a complete rework to not do anything involving unhooks or escapes.
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What? Isn't that how console games work? You pay for subscriptions to access multiplayer?
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Aim assist isn't a thing on any killer. The closest there is is the basic attack hitscan cone.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2174104#Comment_2174104
The Game at least looks substantially better. I don't think old Coldwind looked that bad in comparison to the new version. And maybe it's just me but the brightness of new Coldwind makes it worse even from an aesthetic standpoint.
There's nothing good about the new Coldwind in any regard from my pov
https://forum.deadbydaylight.com/en/discussion/comment/2174108#Comment_2174108
I can imagine yellow auras being hard to read. Red ones are ok to me so far, but scratch marks are extremely hard for me to see on the map in general because of how bright it is everywhere, and especially in the corn. At least on old coldwind you could get used to corn blindness. The corn is literally too thick to adapt to. Or it could be the lack of contrast of the corn with the overall tone setting of the realm.
https://forum.deadbydaylight.com/en/discussion/comment/2174109#Comment_2174109
https://forum.deadbydaylight.com/en/discussion/comment/2174113#Comment_2174113
Yep I honestly hate the new Coldwind as survivor too. My aesthetic preferences aside the map is legitimately difficult to play on from a vision perspective. I also know of some colourblind players who say that new Coldwind is so bright that the colourblind settings are basically ineffective and they can't see scratch marks.
I think they really need to tweak the brightness of Coldwind again. It's deplorable to play on.
https://forum.deadbydaylight.com/en/discussion/comment/2174115#Comment_2174115
Glenvale levels would be perfect. I think the corn also needs to have more of a contrast with the brightness of the realm. The lack of contrast makes the corn look "thicker" and subsequently basically almost impossible to see survivors who go through it.
What's bothersome about the Coldwind changes is that people will be getting this realm a lot in general since it's one of the OG realms and it's one of the realms with the most map versions.
It's the pale pink ones they use to distinguish character models. They get drowned out in the paleness of the rest of the map.
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@GannTM said:
OoO has not been gutted. It’s still a good perk just in a different way. It’s one of my favorite perks in the game now.
It's also just fun for memes. I forgot I had it and was hiding from a PH when it lit me up through a wall. So I t-bagged him and he POTD'd me.
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First, it got patched. Second, it wasn't reportable so all you were doing is diluting the things that are.
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The drama exists because this is a game where people don't have to play both sides, and humans have an inherent tribal mentality. Us good, them bad, ignore all and any evidence to the contrary because my tribemates agree with me.
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It is my new favourite perk.
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Yeah, the aura's are a bit hard to read. One particular instance was me with OoO and neither me nor the killer ever really seemed to see each other.
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Interactive gen repair mechanics that don't let survivors hold a button to victory and actually makes them to fetch things from around the map and force potential interactions with killers that have no mobility.
A proper callout system and totem counter so that solo que at least has the chance to be co-ordinated.
Or, failing that, an in-depth pip system that takes into account the map, tile setup, spawns, perks, killer power, SWF status, items, add-ons, previous experience and even cosmetic items such as Blendette.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2173251#Comment_2173251
This is a great point. Killers have been buffed constantly and survivors have been nerfed constantly.
If there is a shortage of killers it is because the role is too ez and not challenging. When the game was more fair killer queues were abysmal.
But it really is exaggerated because most of the time survivor queues are very instant and killers have to wait. It only changes at certain times of the day. It is a false rumor that killers are not wanting to play because it is too hard. Killers should stop saying that.
You really are completely out of touch with the game that you play, aren't you?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173270#Comment_2173270
Given the Wraith, Demo, and Clown buffs i think the QoL changes are already being implemented. I can speak to the footsteps part, my hearing isn't the best. As for Iron Will, has it be doing more than masking the sounds of pain again?
Iron Will has always completely removed all breathing tracks the moment a survivor is injured.
And yeah, I agree with the QoL buffs they've been giving some of the killers, but it's clear they haven't been enough to lure players to the killer side. So at this point they need to do some blanket changes that just make the killer experience overall more pleasant without being serious buffs. Kind of like what they did to PGTW for survivors - a 45 second window to use it isn't that big a deal, but it does make going against the perk feel a bit nicer.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173194#Comment_2173194
What do you want them to do? They've slowly but steadily been nerfing survivors and buffing killers for years now. Yes, you could point to the small nerfs killers like Freddy have gotten, but the overall trend has very much been a buff. Mind you most of those changes were needed in my opinion, but honestly how much more do killers want?
QoL changes would go a long way (such as reintroducing the ability to hear footsteps in chases/nerfing IW so that it does what it says it does), as would a harsher restriction on matchmaking.
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Um, yes, killers using slowdown perks have higher win rates because without slowdown perks you're relying on survivors not having second chances and also being delicious mashed with butter, salt, pepper and a little cheese. Or you're playing Nurse with IF.
Edit: Also, I literally just got a 4-person escape agaisnt a Wraith with Ruin/Undying/Tinkerer.
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Yeah, the lack of killers at higher ranks is going to be the death of this game if the Devs don't do something. It's making the whole matchmaking system go insane and forcing new players against veterans even more than normal.
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Demo is extremely underrated because of peoples reliance on STBFL. His Lunge is fantastic and his combat add-ons are great.
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My only real issue is Cowshed and the chase-ending breakable wall god windows that every map has to have now.
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This has been floated around for years and the Devs have said it will never happen, but that doesn't mean I don't think it's needed.
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It used to be around 70-80, but I started using my VPN and it dropped it down to 50. I play on PC. And yes, it does fluctuate when I SWF because I only play with people in NA/EU.
Edit: I play on AU servers.
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Nice, simple, and effective. Not mechanically demanding, but there are some things to learn, especially about the info aspect of their power and how it helps you isolate weak survivors.
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They made on for Ash, and I'd say Tucker and Dale is in a similar vein. They could even have the killer and make it a full DLC.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2173108#Comment_2173108
I think that's a stretch. The standard of how time efficient you need to be to win against Plague is much more lenient than most killers with how bad her time efficiency is. Her time efficiency is some of the worst in the game.
It's not a stretch. I'm a Plague main. I know my girl and what she can do.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2173117#Comment_2173117
i don't really think gens are the problem it's just maps in general and how big they are
A comp SWF team on Coal Tower with a pallet-stingy variation is almost unbeatable.
It's not the size of the maps that's the problem when teams get efficient. It's the fact that without perks or items the gens can and will be done in under 3 minutes. Which, while not an absolutely enormous problem right now (although it is a big problem), it will become the biggest issue with the game if every killer was like Oni, Huntress or Plague.