MadLordJack
MadLordJack
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- MadLordJack
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It is now a contender with Haddonfield for most painful map in the game. However, I find it quite fun with Spirit Fury/Enduring as Legion. I can usually get a dozen or so pallets gone relatively quickly.
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Yes, there is a large minority of people that think BBQ is overpowered and rewards the killer way too heavily.
Although comparing it to Adrenaline isn't exactly fair, Adrenaline is genuinely controversial because of how it's often used (quickly slam the last few gens while injured and have no repercussions). It used to be one of the posterchild second chance perks back before Unbreakable took over. BBQ is more just controversial because it directly hits stealth players.
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Yeah, absolutely making sure that one poor person cannot get the escape they probably worked their butt off for because the killer wants to secure a kill they really didn't earn is totally fun and fair. I have no clue why anyone would ever complain.
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Yes, but I'll never get a proper answer.
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@killz4fun said:
https://forum.deadbydaylight.com/en/discussion/comment/2007261#Comment_2007261
Why Is it playing dirty?
It's actually encouraged by the point system, if you let a survivor go and heals you lose points.. is looping playing dirty? Making killer waste time 2 o 3 gen? Gen rush? Des. Strike?
You survivors like to bully and cry about anything when you lose..
The game is just fine.. minor adjustments may be needed.. is cause of this feeling that it have many people hooked on it..
Tunneling is such a bad strategy against good teams.. and good strategy against bad teams..
But only the bad teams complain cause they lost against a tuneler.. if you where good at the game at least 3 would survive against a tuneler.. ez..
Do you like going against genrushing? Second chance abuse? Hold-W? Pallet camping?
It's playing dirty because it's absolutely miserable for your opponents. It is literally the last thing anyone wants to deal with and it's not even necessary, it's just being lazy.
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Yeah. It sucks, but yeah. A lot of people just don't feel like they even have a chance of winning any other way and others think that kill=win. Which, I guess good for them, imagine how amazing it would be to facecamp skemkne to death and genuinely think you accomplished something.
It's sad that dbd is in such a state where killers feel like they have to play dirty in order to match survivors.
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Sheer ignorance, usually. A lot of people completely forget that slugging for the 4k is an unbeatable tactic that everyone knows about. And I mean forget, I've had a lot of braggadocious people immediately leave the chat, or heavily insult me for suggesting, that I could have done just that.
It gets so hard for some people to GG and move on and this is the only reason I can think of.
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Because latency cannot ever go away and the killers objective is directly tied to hits, so...
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Ironically, killer is thankless. If you try to play fair and dignified, you lose. There's just no escaping that, a perfect survivor experience is the killer getting bullied hard and taking it like a champ. But the moment you play a little dirty you get called the worst thing since [insert truamatic event here]. You're not allowed to call survivors out for miserable playstyles, but you're not allowed to tunnel, camp or mega slug. Please ignore holding W, actual genrushing, abusing second chances (okay that one I see people getting called out for but it's still a pretty hot topic as to whether they are doing anything bad. Spoilers, yes you're doing the survivor version of being a miserable killer), and predropping pallets while your team rushes gens.
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Trapper. Unlike other killers, his design is completely intentional. And his design is to have the worst early game for very little payoff, with no mobility and a power that gets countered by holding W.
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Really strong, little counterplay, gets loads of free passes because of her skill floor but everyone ignores the fact that a meh nurse will easily 4k most trials.
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Why do people wear any cosmetic that doesn't make them as dark as possible? Because we like them.
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All exhaustion perks are very strong. All but Dead Hard require thought, resource management, chase management and don't directly rob the killer of a hit/negate most powers in the game.
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Your suggestion for 8 minimum hooks before deaths just means 12-hook trials. I'm suggesting 8-hook trials, which strikes a fairer balance, although the number is easily up for debate, I'm just saying that 12 hooks (in other words, 8 hooks before people start dying) is not achievable. The system eliminates tunneling and camping, and I also agree that gens shouldn't be changed so that leaves slugging, or more accurately snowballing. I think this is the helathy, fun, exciting win condition of DbD, because to be perfectly honest everyone getting 3 hooks, 3 chases and 6 hits would get pretty boring, and it's also just not viable without changing gens speeds, which we both agree is just not the way to balance DbD.
And I think I said that twice but I'm a little tired and editing is not good right now.
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@Pig_Is_Pog said:
https://forum.deadbydaylight.com/en/discussion/comment/2006688#Comment_2006688
Efficiency lol. That literally just means there an effective team and/or you fail to pressure gens. Sounds like human error.
Please use your god brain to explain how to win in those scenarios. I swear it won't be the easiest thing to pick apart in the entire balancing discussion department.
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If genrushing doesn't exist, how do you describe teams that have the gates open in under 3 minutes? There's not exactly any way to pressure them off gens, it's just you go in and get wrecked even as Nurse.
And woe be unto you if you're playing an m1 killer and they predrop pallets, I'd honestly call those teams genrushers as well because they're playing in a stupid way that only works if you... Rush the gens. It's literally worse than being a survivor getting facecamped, because at least then the killer can be punished for it. It's not the same as 3-minute deathsquads but it's still 4-minute extremely lazy fun destroyers.
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Yes, but like most survivor perks it's not good by itself and it doesn't give you a second chance just for equipping it, so it often gets ignored in favour of other options. Why put in the effort of making a good build for a nice passive effect when you can just use the basic meta build?
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2006201#Comment_2006201
What else am I suppose to do?
Get bloodpoints?
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@th3 said:
There is no aim assist. It doesn't help you hit something that you would have missed. It shows what you were hitting according to the server. In essence you were going to miss anyways, this just showed you what you actually hit.
However, hits work via a hitscan system that is essentially autoaim.
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@usuarioreal said:
https://forum.deadbydaylight.com/en/discussion/comment/2006140#Comment_2006140
Correction in the case of survivor I am ruining the game experience of 3 people because 1 is ruining it to me and killer they would be ruining the experience to me I mean that I did not ruin the experience to anyone because they only wanted to leave the game
The question is why the gaming experiences of some players are worth more than those of others?
an unanswered question.
First, its 4 people. The killer isn't a bot and they don't play to bully people with no hope of ever winning.
Second, you aren't more important than 4 people. That is a staggering level of entitlement. Don't play multiplayer games if that's how you think.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2006077#Comment_2006077
Ya but im trying to kill not pip.....there is literally no reason to leave the hook because everyone is already at the exit gate besides the one dude who is gonna go for the save
So you want a consolation prize.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2005806#Comment_2005806
Why not? Look at balanced landing. It wasn't all that great most of the time, it happened to be a little better on one certain map, killers moaned and about it and the devs took care of it promptly. This kind of balancing should apply to BBQ too if they should be consistent. Too OP on fast killers. Tinkerer is also too strong.
What possible reason could you have for complaining about a removal of baseline 75% stagger reduction?
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Yes. Running away from a game because you aren't having fun and so thereby ruining 4 other people's experience is wrong.
The DC button is there for emergencies, such as bugs or hackers.
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So you're just gonna ignore the fact that people have been calling for NOED to be reworked into a much more fair format for years now, long before Undying was released?
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2002468#Comment_2002468
there is nothing else to do at the end game besides face camp. You move and that person gets unhooked and the rest leave. Then you got borrowed time for the unhooked and without noed the other guy gets hit and gets a burst of speed and leaves. Whats a killer to do.
Exactly what I do: go look for someone else because facecamping gives you no reward and it's just you BMing someone to get in a petty kill that, and I cannot stress this enough, gives you no reward. You literally get more pips and bloodpoints for finding and chasing someone else.
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The problem is that FoV is a balancing point for the game. You can't just say "I don't care," that's like saying you don't care that scratchmarks are broken or that chase music overrides footsteps and breathing. That means that any change has to be carefully monitored and tweaked with a corresponding nerf or buff in another area.
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I want to keep my expectations as low as possible.
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I get similar nonsense: survivors who would rather run away and waste a medkit or Inner strength or just basic Self Care, when they can clearly see I have We'll Make It and could also use a heal, please?
Solo que. Just... Solo que.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2005164#Comment_2005164
Yeah although it is kinda map dependent
In the sense that the worse a map is for Hag, the better it is for Blight
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Honestly, I think her and Blight are tied for third. She locks down one important area, Blight goes where he needs and down who he needs.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2004881#Comment_2004881
Have...you seriously that much faith? They don't even have evidence of a dedicated QA team and you expect them to notice such a thing?
Call me an optimist, but I like to think that the Devs wouldn't bang their heads agasint the broad side of a barn that had a very dry winter and just got struck by lightning after being doused in kerosine.
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A lot of toxicity comes from salty players having bad experiences. Mitigating the bad experience will mitigate toxicity.
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What you are suggesting is making Nurse and Spirit the only playable killers in the game.
Going for 12 hooks is completely unreasonable. Killers are, thanks to gen speed, forced to either tunnel, camp or slug. I like the idea of shared hooks, but you have to work it around a more reasonable number, like 8 hooks. That's the number of hooks a good killer can reasonably expect to get against sweaty survivors without tunneling or camping.
With this in mind, make it so that the killer has to get 5-6 hooks before survivors start to die and it could be a good system.
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@boostedsurvivormain said:
Hag's is short by design. Blight's is bugged.
Blight isn't bugged, they very deliberately chose to give him that PoV. You don't put dozens and dozens of hours into animations, working with an identical model to the one the survivors see, without realising that his PoV is super low.
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Hag isn't a chasing killer, so her short PoV is more of a reasonable design choice. Plus she's just super short, so it has its ups and downs.
Blight, however, is a very tall killer whom the Devs put his PoV a little below his left ankle, which not only makes a lot of people motion sick while using his power and makes it hard/impossible to track scratchmarks and blood through grass, it makes it so that survivors can very easily see him over short loops while the Blight in question is busy staring into the side of a wall. It's like getting looped against a wallhacker.
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Honestly, slugging for the 4k is just really, really boring, especially as the slug. The reward you get is miniscule compared to the time investment, because 1 hook and 1 kill honestly doesn't give you much at all in any scenario.
If you wanna slug for the 4k, go ahead. Whatever, it's your choice, if you want those 4 sacrifices guaranteed then you do you. It's just extremely unfun to sit through for everyone involved. I used to do it a lot but now I almost never bother, not even if the survivors made me sweat for it and were playing really nastily. I'd rather sit happily in the knowledge that I totally won and quickly move on to the next trial.
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@ImHexyAndINoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2004800#Comment_2004800
I'll keep those tips in mind when I'm trying to climb, thank you Jack
Actually, some good general pip advice is to stay away from anything that will give you instadowns, either through powers (chainsaws), perks with the exposed status, or by applying the Broken status effect. You get terrible chaser emblem and, in the case of instadown powers, terrible deviousness. It's a flawed as hell system in that respect, which is why playing strong, fast double-hit killers is the best way to rank up.
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Just play Freddy with Pop/Thrilling. Opressive as hell, gets really good pips, simple and easy. Another option is Spirit with Stridor and some slowdown perks, or if you're on PC Blight is a good one because you don't have to use his power in chases in order to be dangerous. Legion is also a really good option, as is Wraith, though they aren't as strong.
If you want to challenge yourself, then play whatever, but stay away from Plague, Myers, Oni, Billy and Bubba. They get terrible pips because of instadowns.
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Legion can almost instantly strip away your biggest defence, being healthy, force you to waste time mending, and always knows where to go to get more vulnerable survivors.Their power is all about information, game delay and aggressive tactics, and you have to be very good at m1 killer.
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If the hit validation didn't give killers a lot of leniency, then no-one would ever play killer, because there's always going to be lag spikes and latency that would rob so very many hits for no good reason.
I average about 70 ping and I get them. Most survivors I go against effectively have Vault Build. Really, really fun.
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Actually, yeah, I discovered this in one of my Mettle of Mither escapades, I had DS and Tenacity and honestly the killer could not use Victor against me.
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I main Zarina because I like pretty much everything about her - and I resonate a lot with her story. I also play a lot of Kate and Yui - Kate because mmmm pretty musician, Yui because mmmm pretty greasemonkey.
As for killer, I like Blight because he counters hold W, Plague because she's super underrated and I'm finally at a point where her robbed hits don't injure my soul, and Legion because they're pretty underrated and also nice and simple. So I guess I main extremely aggressive killers that go well with my playstyle of thriving in chaos.
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I'd say it should be a third/third/third scenario.
A third of the pallet shoukd be strong, safe pallets that the killer has to break. Maybe one or two can be god pallets in hallways, the rest should be maze tiles or larger junk tiles.
A third of the pallets should be playable, like most of the car pallets, rock loops and smaller junk tiles.
A third of the pallets should be unsafe, you know the kind: if you don't get the stun, you're getting hit. Some of them should be like the pallet on the corner of Ironworks, where it's strong if you run around the building to chain the window but weak in every other respect.
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I mean, if you really need 4 sacrifice markers then you can just slug and use Whispers
Edit: or burn hatch offerrings
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Oh my gods, I don't normally say this but everyone complaining about BBQ, THINK!!!!
BBQ is one of the weakest of the tracking perks because it has so much counterplay and isn't even that valuable when you do see an aura except in very specific killers! It's just there for bloodpoints and an occasionally useful effect! What would you rather, everyone running Whispers? Thrilling Tremors? Infectious Fright? Discordance? Tinkerer? With Ruin being meta, even Surveillance is stronger than BBQ! They can't be tricked! They have no counters!
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@ManInaPickle said:
https://forum.deadbydaylight.com/en/discussion/comment/2003777#Comment_2003777
Replicating it is easy, but using it in a match and getting the right amount of turn needed to hit someone is a different beast altogether.
By "replicated" I meant "4-person slugged the entire team on pre-rework Gideon."
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As a Blight main, this is an exploit pure and simple. It removes the last shred of counterplay Blight has, requires you to change settings outside of DbD, can't be used by console, and is extremely easy to pull of as well. With nothing but a video clip I replicated it in 10 minutes.
High-skill tech? More like literally cheating to gain an unfair advantage that you use to eliminate the only counterplay to the otherwise-fairest killer in the game.
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I feel like this could almost be a chart of survivor popularity. Claudette at the top, then the other free survivors, then the survivors that came out relatively early... There's a few outliers sure, but still. Kind of speaks volumes about out community, doesn't it? Does it? I don't know, it feels like it does but I can't put my finger on why
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@fogdonkey said:
LOL... This is one of the most nonsense threads ever
Well aren't you just super fun
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To me, a safe pallet is a pallet that cannot be played without bloodlust, or just cannot be played at all. Which is a pretty accurate description of most pallets, unfortunately, from maze tiles to junk tiles to path pallets to those god pallets that cut off hallways. There are very few playable pallets in dbd, and unfortunately even they require the survivor to make a mistake. Which then usually gets undone with a button push.
Edit: very few playable pallets once they are thrown.