Avatar

MadLordJack

MadLordJack

About

Username
MadLordJack
Joined
Visits
0
Last Active
—

Comments

  • Tinkerer is fine, the only time it becomes a problem is when Ruin is in play. Tinkerer pops, killer comes over, genquickly regresses back below 70% while the killer is around. Killer leaves/chases someone, someone else comes to the gen, and Tinkerer pops again to start the whole thing over.

    That's the only time it's really bad, but it's also not really Tinkerer that's the problem. Someone slapping it in a build isn't going to get that much Tinkerer value, even with perks like PGTW or Surge.

  • I wouldn't, Undying isn't the problem. It just enabled it.

  • @slowbeice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853793#Comment_1853793

    Oh I understand his point. However, it is never the killers fault for killing the survivors, and the concept that the killer should "take it easy" on survivors just because one of them did something stupid, is ridiculous.

    And yet you still claimed, and I keep coming back to this because it really does show your bias, that it's fair when people suicide instead of DC.

  • Paired with DS/UB and it's just plain unfair. It's honestly one of the most "suck it, killer" things you can do, it's also just not that useful outside of pseudo-BMing, so...

  • @slowbeice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853732#Comment_1853732

    Yes, survivors have a DCing problem, and it has now been corrected. Nobody is "default sacrificed" and due to the hatch, I have escaped a lot when my teamates die. Thats why the hatch exists. You literally have a 50/50 with the killer if you are both searching for the hatch.

    So because one person quit, 3 people are dead and you got what most people rightly consider to be a consolation prize, because the team just lost since the goal is to finish the generators so everyone can escape.

    Right. That's fair and you're unbiased.

  • @slowbeice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853667#Comment_1853667

    Thats strange, since I didnt mention myself at all, and play both sides at red ranks.

    You literally just said the DC penalties exist for killers to have "fair" trials. Please elaborate on how it's fair that 3 people are default sacrificed because there's no way for them to win any.lre because someone quit.

  • @slowbeice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853656#Comment_1853656

    Yes. Killers getting the hits, downs, and hook kill points, for someone who was leaving the trial early (by any means), is the definition of a fair trial.

    Wow, you are one of the most biased people I have ever seen. You really don't give a crap about anyone but yourself, do you?

  • @slowbeice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853567#Comment_1853567

    Years worth of data proves that a certain type of person will DC if the option is available, and as someone who plays at red ranks, I dont see many intentional hook pulls.

    The "but you cant add DC penalties because we have a workaround by the hook" argument is absolutely ridiculous. The difference is that the killer gets the two hits for down, and the hook points, and the hook kill points. You can claim that you "intentionally" got yourself killed all you want, but as far as the game is concerned, you played badly and died, and the killer was rewarded the full points for killing you.

    And your teammates are completely screwed because you cannot do gens or pressure the killer because you quit. Which is the reason the DC penalty exists: it's not for killers getting hooks, it's for fair trials.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852849#Comment_1852849

    It can be abused if the DC decay is not simply time based (e.g.: decay 1 step every 24 hours), but partially commitment based (e.g.: additional 1 step decay every 4 games completed).

    If the latter were true, survivors could easily throw 4 games in a row to circumvent the DC penalty.

    You could say, as you actually already did, that "suiciding on hook is the same thing than DC'ing, it doesn't make sense!".

    However, it's absolutely not the same. DC'ing prevents killer from completing their challenges, they steal points, BBQ stacks, Pop tokens, Devour Hope... not to mention the infamous DC tech for the hatch.

    Last but not least, DC'ing is the only way to "escape" from a game as a killer.

    Everything I said, though, is entirely useless if the DC decay is ONLY time based.

    If it's time based, there's no way to abuse the system - in fact it could even take away from the game DCers for a longer time (if the decay is long enough), if they don't want to incur in harsher punishments.

    Once again, anyone trying to dig that deep is clearly so committed to quitting that they would just suicide.

  • @freddymybae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852850#Comment_1852850

    what ever u say bro cleary you know everything i am no match for you sir

    Be as sarcastic as you want, you AFK-into-NOED in order to derank and go against inexperienced survivors that are much easier to beat, because that is the only result of deranking. Pretend you're messing around all you want, the facts are the facts: less experienced, easier to beat.

  • @freddymybae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852841#Comment_1852841

    maybe stop assuming things i derank to have fun and play killers that are not good/im not good at if i do this at rank 1 its no possible

    The only reason to derank is to face less experienced players. Spin it however you want, your trying to get easier games.

  • @Mandy said:

    We have not made the information of the decay time for DC penalties public as we do not want this information to be abused.

    That information cannot really be abused. Very few will care about the optimal way to DC when suiciding is a thing for such dedicated quitters.

  • So you're trying to call out people whom you are denying of a trial then killing by abusing NOED in exactly the worst way it can be abused, all of which you are doing because you want to bully - oh, I'm so sorry, slip of the tongue - you want to get matched against people of lower skill so you can have an easier time killing them.

    Yes. Clearly you are the victim.

  • @UkilledLegion said:

    @MadLordJack better devs rework meta or repair broken maps for example groaning storehouse

    There are plenty of broken maps in the game. Storehouse isn't one of them.

  • @Tsulan said:

    That's one of the side effects of survivors always accusing killers of camping, tunneling, etc.

    The killers that don't do those things will eventually say ######### it and start doing what they get called all the time. Because they'll get called out anyway.

    That cuts both ways.

  • 1) BT is a survivor perk that confers a specific status. Franklins is a killer perk. Some on-hit killer perks only work on basic attacks for various reasons. And no-one likes that Franklins got randomly nerfed like that.

    2) That is an issue that exists, but it's not like it doesn't have it's counterparts. However, in the spirit of not whattabouting, I won't mention them.

    3) Everyone knows why Mori's were nerfed, it's rather self explanatory and has been discussed by both the community and Devs for a while. Also, the Devs warned us months before they Mori's were getting looked into.

    4) Also an issue with counterparts of its own.

    5) Huh?

    6) See (2) and (4).

    7) That's how the perk works.

    8) Too complex to bother with. I'll just leave it at "killer is supposed to be harder."

  • @Slashstreetboy said:

    Drop sloppy. It does make the Survivors bleed more, bt doesn´t make them drop more orbs per se.

    But it keeps them injured for longer and potentially gives you 16m of distance on them because no-one wants to be injured agaisnt Oni.

  • If the survivors have the Blindness status effect, that black circle is the only indicator of where the hook is. It is annoying and it shouldn't block aura's, but it has a purpose.

  • So you cannot be faulted for bullying a bunch of random people that had nothing to do with the triggering exchange, to make a point that the initial opponent/s will never see made.

    Right. That's definitely how responsibility works.

  • It is a perk that exists in the game of Dead by Daylight.

  • I'd like to see more Plague and Demogorgon. I like going agaisnt plague because she's not boring to face if you actually cleanse. However, my teammates don't often agree with me, and many of them have access to the post-game chat, so...

    And I just want to see more Demo. Almost never face it, and on the rare occasion when I do it's usually a really, really good demo that makes it hard to see what I did right and wrong because the whole deep-end mentality is a little BS.

  • All you have to do is follow them to a loop and 50/50. Easy as can be, even easier than Forever Freddy. And when you start to learn environmental ques, it gets even worse, because instead of a 50/50 it becomes more like 70/30.

  • @thesuicidefox said:

    Rather than outright nerf the effect I think it would be better to just add some kind of drawback. Maybe it makes you lose your power faster or maybe slows you down. Something that's a trade off, because I imagine if you make it just a lesser value it would just become a really bad add-on.

    I agree, making it be more like adrenaline vial for Blight would be better than a straight numbers nerf. It could even do the same thing: Cut down on turning and control while charging/bonking.

  • Battlepasses are designed to mentally trap you into spending money, same as lootboxes. If that's not a good enough reason, there's also the fact that the liscenced DLC are available for purchase via auric cells and the liscence holders would be pissed that suddenly people are buying their IP without giving them money, because lets be honest BHVR won't fork out the cash, they literally put a battlepass into the game...

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852020#Comment_1852020

    Wraith is an example of this. Is there any way of making him a high skill cap killer?

    Probably not, his power is very one dimensional. But perhaps if they did something with his reappearance time and post-uncloak lunge to make it more viable to use in loops without making it oppressive?

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851876#Comment_1851876

    I swear,aim dressing and the non-existent optimization (thanks bloodlust) screwed me over so many times it's beyond rediculous.

    Devs really need to address that >:(

    (*Narrator voice* : They won't)

    But we can all agree that the best feeling in the game is when the server lags as your frames are dropping and the survivor does a no-turn-in-any-way 360 and dodges your Legion lunge with godlike power whilst the entity shoves a spiderlegtenticlething down your throat.

  • Year 5: Friday The 13th chapter and a copyright-uninfringing Pridney Sescott paragraph.

  • High skill caps are best, because if a killer has a low skill cap then they need to be relatively weak or it's just unfair.

  • Legion is a decent killer. A year ago I might have agreed with you, but since then the reworked maps have been making m1 gameplay a lot more viable. Now the only way holding W and playing safe works is if you're on a ridiculous map, or if your team is just slamming the hell out of the gens.

  • So, the one killer that formerly worked in healthcare is enough to set off alarm bells?

    I mean, I guess I see where you're coming from, but at the same time it doesn't take a nurse, doctor, therapist or carer to use the power of strange and twisted magic to sacrifice your own essence and transfer it to someone else in the blink of an eye. Which is what For The People is.

    Edit: Isn't Claudette a botanist, or did they retcon that?

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850696#Comment_1850696

    LOL no.

    If you want, make it so suicides can't happen. No struggle QTE nonsense, and survivors can't suicide. But for goodness sake don't penalize people for dying on hook, especially since it can even be accidental if on 2nd stage. And heck maybe they were just legit trying to get off the hook! Maybe they had a luck offering, Open Handed and had Slippery Meat. Slippery Meat is barely used as it is, now you want to render using it bannable? Come on.

    Most people suicide on first hook usually because they're in a crappy matchup. Usually pink axe Huntress or stuff like that. It's fine. I get it. I don't suicide but I definitely feel like killing myself whenever I run into a sweaty R1 pink huntress slugging all of us within the first 2 minutes. It's stupid but the game is broken like that.

    It's good that they finally nerfed pink moris, I've seen people who suicide when they see a mori on a tunneled first survivor within the first few minutes.

    When the game stops being a ridiculously bad experience for some solo q survivors you'll see less suicides and DCs. Penalties do not help.

    First off, scroll down a little from my original comment and you'll see another one where I suggest just that. Second, DC prevention is all or nothing. Either stop people from doing it or don't bother at all. Third, what can the killer to do leave a trial? Please, do elaborate how killers can escape deathsquads and bullies, I would like to hear this in great detail. You seem to think it's fair for people to DC - oh, I'm sorry, "suicide" - killers don't have that opportunity. You think the game is bad for solo que? Not a whole lot worse than playing killer. In fact, I find solo que preferable. Killer really is the ridiculously bad experience of DbD and they have no way to escape it.

  • I would put Blight above Oni. He always has his power handy and doesn't get hurt by the second-chance meta nearly as much, and to be honest a good Blight is scarier than a good Oni. Oni can be caught in maze tiles, main buildings and killer shack, and survivors can play safe in the beginning and force his slow start to be even slower. The instadown doesn't make up for it, at least in my experience.

  • It's not boring, it's just deeply frustrating because the effect is so punishing for very little effort on the killers side and there's no right way to deal with it.

  • That wouldn't really do much but screw over uncoordinated teams more than they already are, and occasionally the Resiliance genrusher type that pretends they aren't genrushing but they kind of are. But msotly the uncoordinated team thing, and I think we all know they/we don't need anything else stepping on our necks, thank you very much.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850696#Comment_1850696

    please tell me how to detect a hook suicide vice someone who misses the first part of struggle? please tell me! oh i bet you have a perfect, easily way to put it into the game code as well! oh please regale all of us plebs how good of a coder you are!

    BAH who am I kidding, you just want to punish people for playing the game. you equate this to disconnecting because you look at it as a disconnection but there is a difference and the difference is what makes the DC penalties legitimate. 1) disconnecting is in the rules as something you can not do unless the game is untenable (bugged and NOT your version of omg i don't like this killer that is) and then it's allowed and why there is functionality. 2) suiciding on hook is using in game functionality and disconnecting is using out of game functionality.

    Disconnect penalties were required by so many that decided that they just don't want to play a certain map or against a certain killer or play style when that is not what the functionality is to be used for and that is why the dc penalties have to be there even when it's a bug issue. someone didn't think things through.

    Remove the manual struggle phase and make it automatic so that people can't deliberately kill themsleves. Look, problem solved.

    But please do keep telling me what I think, I clearly require you to guide me. Should I bow down? Perhaps whisper a prayer to the greatness that is your superior intellect? What else do I think, oh great master? What other skills do I have and not have? What other opinions do I hold?

  • When I have good natured opponents and sorta-meme trials, I like to do this thing where I DC instead of letting them give me hatch or kills, and this one time I did it to a streamer who was BMing me under a hook so I would kill her and I DC'd, saw she was live, jumped into her stream and she was dying of laughter and then so did I because it was just too funny to see the other end of the interaction. (The thing about the DC joke is that you never normally get to see if they got it)

  • They aren't nullified, both problems exist and need to be treated.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850696#Comment_1850696

    This all does not address the problem, it addresses the consequences of the problem. People used to DC because the game was broken sometimes, not because they just wanted to screw their teammates. They implemented the DC penalty without doing anything with the actual reasons why people DC'd in the first place, so unfortunate solo survivors started to just let go on hook instead, because the reasons why there is sometimes no point in continuing the trial are still there. So what do you think is gonna happen if you somehow implement a "suicide penatly"? People will suddenly start to play a trial they see no actual reason to play? They will just run at the killer after every unhook or go AFK if the killer respects DS. Then what? A "penalty for being AFK"?

    People won't AFK. They'll DC and eat the penalty, then come onto the forums and rage that the penalties are stupid. Which they currently are since there's this super easy and arguably superior way to get the effect of the DC without the consequence.

    The disconnect button wasn't often used because of real problems, like getting stuck in the terrain. It was used to quit. Same as suiciding. No-one does it to screw their teammates, they do it because they want to quit because they didn't like something that happened.

  • Blight. Nurse. Spirit. Huntress.

    But above all else, with no exception, Hag. I would be more confident running perkless Hag on Haddonfield than Nurse with Ruin/Undying/Infectious Fright/I'm All Ears on Blood Lodge.

  • The Nightmares hitbox change shows how fake it is. Freddy's lunge is the same as everyone else's and everyone knows it. If they were going to adjust it to match his visuals, they would have to do the same with every single killer.

    On top of that WoO will never do that because that's literally negating a power because a perk is in the game.

  • Yes actually, though not so drastic as what you seem to be meaning. I've been getting survivors that clearly should have been hit but that the weapon magically passes through. Not often, and definitely not comparable to Plague, but one every few trials I'll be like "hmm. That was SUPPOSED to happen, but happen it did not." And then most of the time I just hit them anyway because it rarely happens in loops.

  • Hook suicides are the reason the DC penalty makes no sense. Seriously, its like a DC but they ge tto keep their BP. And the excuse is that it's thematic because the survivor is giving up, but... Isn't that what DCing is?

    So... Can we have a suicide penalty?

  • If a survivor is obviously trying to bait a DS, I swing to let them know I'm about to commit the action I'm getting punished for.

    And I'm a Blight main, so I can keep that promise without throwing the game... Moral of the story, don't force a DS agaisnt a competent Blight.

  • No MP game is fun Vs vastly inferior or superior opponents.

  • There are minimum and maximum pallet/loop spawns, but they are rather extreme. I think the Devs said it was to keep the game interesting, but to be honest it seems to drive players away more than anything.

    Perhaps this is another intended of the all-so-important frustration factor...

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849290#Comment_1849290

    I wouldn't call it toxicity, I would say cocky. Tbagging and pressing m2 a couple times isnt affecting me. All you have to do is outplay them and make they respect you and the clicking should stop. It happens all the time a few survivors think they will bully me then I put an end to that quick.

    BM is BM. There's no hiding that, if what you are doing is intended to antagonise someone then it's toxic. And the only reason to clicky clicky t-bag is to antagonise someone.

    And if someone doesn't respect their opponents, I don't care about earning it. They're not worth it.

  • DbD has an especially toxic playerbase, and it has nothing to do with age or gender. It's a casual game that tricks people into thinking it's competitive despite the developers themselves laughing at the idea, and both sides have very different gameplay and goals. This creates a cesspit of entitlement where people refuse to try and understand their opponents and often feel like they got cheated, especially when going against something genuinely unfair and unfun (like certain killers, survivor skins or perk combinations) which they then pretend is the sole reason they lost and ignore any mistakes they may have made.

    It doesn't help that the developers borderline encourage toxic, unpleasant gameplay because it thematically fits. Or at least, that's the excuse they often use. Personally I think they're either sadistic people, lazy, or a mix, because no-one in their right mind would ever defend throwing a trial to bully someone.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847599#Comment_1847599

    I don’t have time to educate you on the basic drives of humans and how things they say, the work they do, displays underlying unconscious wishes and desires. Nor do I have time to ask how a high mini skirt in the game, or a shirt made to display most of a woman’s large breasts, is sexual.

    Example for further research: read up on the unconscious death drive.

    You’re saying “person X said they did Y because of Z, so that’s that.” That’s a very basic way of examining something

    Please, do try. It amuses me to see people pretending that everything and anything isn't a fetish for someone and that what is mainstream is somehow more important because it's nice to ignore minorities.

  • The amount of snowballs I've hard-stalled with For The People would shove Zarina up a bit for me, it's seriously one of my favourite anti-momentum perks and it really carries her past the dead weight of Red Herring and Off The Record (also not a terrible perk, btw, it's just that IW does it better).

1 … 91 92 93 94 95 … 165