Mazoobi
Mazoobi
About
- Username
- Mazoobi
- Joined
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Comments
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@GreyBigfoot said:
As a Bi dude, I'm a little bit disappointed he seems to be just gay (he's got an ex-girlfriend confirmed from a previous lore) NGL that probably would've made the difference of me starting to play David more or not. At least I can still imagine Jeff as whatever I wish.
But still a nice addition, even if it feels like the Soldier 76 route.
I had completely forgotten about Soldier 76's announcement. Didn't really feel impactful.
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I can hear this image.
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@Chocolate_Cosmos said:
I think it would be better to make a new character rather than just go back YEARS in the past. It feels forced, sorry.
Yeah not to mention the community has been teasing David as gay for a long time now so seeing him officially announced as gay leaves a weird taste in my mouth. I would've preferred a new character to represent us.
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As a gay person, I'm glad but a new character would've been better.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2919179#Comment_2919179
Honestly, when I used to get off of work, I couldn’t wait to start playing the game. Now, I rather go lay down and take a nap and just relax (it what I’m doing now while browsing on my phone). It doesn’t help them that I now have 5 brand new kittens and their stupid mommy to keep me company. They’re more fun to watch than it is to play these days.
Right? Felt it too.
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@Basement_Bubba420 said:
Devs are lazy. There have been long standing problems with the game and they do the bare minimum.
Why do you think they get laughed at when they ask for the labor of love award on Steam?
Given their current work, they will never earn it.
True.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/320353/dbd-is-getting-dull
I've been dying for this next update. I've never felt this drained and in need of new content before. I'm not even excited for the changes themselves at all. I just need some feeling of change.
I hope it actually makes the game more interesting!
@[Deleted User] said:
It feels like the stress and fun are determined by a war between whoever brings the best nuke(s) to the trial and who's side RNG is on.
That's really just what DBD is. Monto's video's pretty much prove this.
They nerfed moris and keys so that's good but there is definitely still a lot of ridiculous builds and add-ons that exist.
I hate that this is the case that DBD has become.
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The triplets.
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I've always believed Pig was the best. If she REALLY wants you dead, her RBT is deadly if she keeps stopping you from getting it off.
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A lot of matches now are just the same. Starting to become a snoozefest.
Went to OW for a bit and had a blast and I never knew how much fun Pharah was.
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Shelter woods need some lively additions. It's so... dead.
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Since the game can freeze and HAS for me, I would appreciate it if the skill check can leave.
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@Jivetalkin13 said:
My advice, take a break. Play some other game/games for a while, then come back if you want. You're under no obligation to play if you don't want to and that's fine.
If you want to keep playing, the I suggest using Perks you normally never use. Just play around with stuff and go wild. You might find some fun in lesser used perks.
I appreciate it because I actually did take a break, but the issue is that the problem I addressed is relevant.
Took a break because I was tired of always sweating every game and getting slapped in the face and now that I've returned for a bit, BOOM I see the reasons why I left for a bit. It feels like I have to run a full sweaty meta build every game just to have a chance to have fun, but I don't want to do that. I don't want to run DH every game, I don't want to play nurse or Blight every game, etc etc etc. (hence why I mentioned the war in OP)
Neither side is fun rn which is why I went to OW for a while.
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Game getting boring tbh. Sure it's able to have its moments but like... nothing's new.
Playing the game feels more stressful than relaxing. No matter which side I play, I get reasons why I should just get off and do something better with my life.
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The game's a circus rn in regards to balance, health, and fun.
The only ones I assume that are having a blast are those who use the best builds for their killer and 100000-hour survivor swat teams with the meta as well.
However, for the rest of us outside of that bubble, it's so bad. Heck, you may even run into people who literally act like they won the Olympics after using their unoriginal build and/or killers who may need some tuning.
If the game was plain vanilla and had zero perks, add-ons, or items, I'd assume the balance would be easier to deal with in exchange for no variety :p
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I believe the community has been asking for this type of buff. It would really help it.
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@Chilli_man2400 said:
I’ve actually been playing deathslinger, even though his nerf hurt him pretty bad he’s still pretty good to use. I think his zoning is still just as strong cause if you ADS since you move so fast you can actually just follow them while ADS the whole time. But he’s really not that bad. Everyone makes him out to be the weakest killer now. But he’s not
I remember my first match as Deathslinger after his nerf against a pretty good swf and I was still able to pull off good shots because I ADS a bit earlier than normal. Now it feels like an actual range killer that requires some effort in aiming. Before, you just look at the survivor, and BOOM... reel them in.
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I usually do. However, it's good to prepare ahead of time.
Retribution can be easily identified so survivors can warn each other via comms (if in SWF) if a hex is about to pop.
If you think Haunted Grounds is about to trigger, having an escape route and/or hiding spot is good and if in SWF, survivors can just warn each other that a hex is about to be cleansed.
But ideally, getting hexes out of the game as early as possible is very good.
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Clearly Head On smh.
Everyone overlooks this godly perk. With that 3-second stun, 3 gens can pop sheesh why even use those distance perks smh. /s
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Interesting... have fun I guess?
As a self-acclaimed Twins mains, enjoy the thrill of controlling Charlotte and Victor! Though I haven't played them for months since playing Victor on console is a literal nightmare.
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Literally most nurses I face run range and the urge to leave is insane, but I surprisingly have the will to stay.
I'm usually either the second to last or the last one to die ugh-
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Yes.
I don't use it myself because other exhaustion perks exist.
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The game's state rn is just crappy for both sides.
Anyone who plays both sides would understand that the game is not balanced nor healthy atm.
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That's a QOL that I'd appreciate a lot.
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yay!
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Both are good changes.
The second change is definitely the one I want to see be implemented ASAP.
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If a killer ends up hating deception then that says something.
In most case scenarios, it'll only trick the killer once unless the killer doesn't know of its existence.
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I appreciate the effort and thought put into this, but I find it unnecessary to implement a new mechanic for boons when CoH is the sole reason for the boon rage.
Exponential and Dark Theory are already underwhelming so a charge system would hurt their already low viability. An argument can be made for DT in conjunction with Shadow Step, but even then, this change would hurt a possible meta-changing combo. Don't we all want to see the meta change and see a bit more diversity?
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Whenever I play an online video game, cooperation and teamwork are what captivate me the most. That's what I also look for when observing games.
Hence why I got this game so I can play survivor, but when Twins came out, I was hooked haha.
Getting to control Charlotte and Victor in one trial is fun despite their wonky execution and balance. Just the thought of them in a single trial working together is fun to think about although their "tag-team" potential could've been executed better.
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I mean the concept is fine, but the grind is so rough...
Not sure if people are willing to prestige all that way for a cosmetic set that they most likely won't wear since the store exist.
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Anything to reduce the grind!
I already have all the survivors maxed out, but I don't plan on doing the killer roster until the grind feels better.
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@humanbeing1704 said:
I support it dsync has made me miss ds sometimes
mhm! or my game would literally freeze as I get picked up and RESUME after the skill check flies by.
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I have all survivors fully maxed out, but not my killers.
I'd only recommend it if you're a completionist or have nothing else to do with the game.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2900662#Comment_2900662
I always thought it was supposed to be like that one log trap.
Now I see it. My goodness.
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The only boon that is worthy of being truly problematic is CoH. The others are fine.
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It's a fun perk when it does activate.
Ran it several times with SWF and when I was getting tunneled, my pal used For The People on me which really screwed the killer's plan since it wasted so much of the killer's time. Soul Guard + FTP is really fun to pull off.
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@Brokenbones said:
Boil over is getting nerfed again in mid chapter
they're reverting the wiggle swaying thing back to what it was before it's buff, which I think was 70 or 80%?
The middle of your guesses! 75% :)
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Will Blight allow passengers? I'd like to ride the Blight - pause - and fly into the moon.
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Kinship (Camaraderie) is an icon of two walkie-talkies next to a hook, isn't it?
Although when it initially arrived, I saw it as two lockers next to a hook lol.
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Thank you!
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I've wondered if let's say a new "anti-tap" mechanic was implemented.
For instance, it could be called Short Fuse. (I'm so bad at naming things)
When a generator is kicked, short fuse would be added to the generator and while it's active, the gen won't add progress during a repair nor would the regression be removed. It can only be removed if a survivor remains on the gen for a consecutive 2.5 seconds.
For clarity, you're chasing a Meg, she can no longer tap the gen during the chase because she'd have to stay on the gen for 2.5 seconds in order to remove the regression.
Some killer perks could be buffed with this idea like overcharge: adds 1 extra second of Short Fuse to every generator you kick.
Brutal Strength: adds 1.5 extra seconds of Short Fuse to every generator you kick.
Just a lil idea for gen-tapping.
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I"ve only had one. It was a Blight.
He told me afterward that our chases were very enjoyable and they taught him some stuff.
The others were more so out of pity.
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NO
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They need their entire kit to be looked at.
Hoping that their re-work is actually impactful and not another clown situation that didn't feel too drastic in gameplay. They better not be re-named to "the Triplets" and have a new twin, Victoria as their newest addition as the only change to their re-work. /s
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895421#Comment_2895421
The issue with that is you can’t make that balanced without nerfing power struggle. It needs to be buffed in a different way.
I don't mind if Power Struggle is nerfed.
For a perk to be classified as good, it shouldn't "need" or require another specific perk to do that. Hence why I think Open-Handed's ability does not warrant it to be good at all.
Heck reduce the threshold of Power Struggle back to its original form or make its requirements different.
BHVR is handicapping Flip-Flop and that conversation rate needed to go a LONG time ago. They probably wanted to give this perk a chance so they incorporated Power Struggle, but now it feels like the perks are tied up together since they only feel useful when they're played together. They need to go back and re-evaluate their perk designs.
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Would the perk be a lot better if the skill checks were to be removed and the gen blocked upon reaching 90%?
It only triggers once per gen so- perhaps?
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The conversion aspect of the perk needs to be removed IMO.
I'm not talking about its 50% limit maximum, I'm referring to the conversion rate that a lot of people don't notice or always forget.
For instance, I've seen people expect to receive a 30% wiggle boost after recovering 30% on the ground... Nah you'll receive a 15% wiggle boost instead.
I understand why there's a maximum, but the conversion needs to go. If you've recovered 30%, you should receive the 30% wiggle boost.
I don't think the perk would be OP from this since:
1) Requires to be slugged for a good amount of time
2) You might've gotten down in front of or close to a hook
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895396#Comment_2895396
I won’t lie, it is a pretty fun perk to use and it feels really good when you get value of it. Have any perks that it combines well with? I would like to try it more.
I've been playing defensive plague lately with the prayer's tablet add-on (very fun to run) with my objective to be very defensive with gens.
Pop Goes the Weasel is very good with CoB! If you're within the gen's vicinity for a lil bit after kicking it, the gen's progress is obliterated.
Surge (Jolt) is semi-good to apply some extra progress removal while CoB is active although it might put you into situations where Surge prevents you from kicking the gen in the first place... yeah Pop is a lot more reliable since both can be activated at the same time.
Lastly, I've found Eruption to be quite fun. In conjunction with Pop and CoB, the gen will have a lot of debuffs applied. If a survivor tries to repair the gen, Eruption is kind of a "safety-net" as long as you can get it to activate before it gets popped.
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I really like it!
Having a manual Ruin is very reliable since my hex always gets destroyed 15 seconds into the trial.
It being countered easily with a tap is what makes it balanced IMO. It's fine where it stands and is monstrous in an anti-gen build.
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@Ivory_Partnaite said:
https://forum.deadbydaylight.com/en/discussion/comment/2892682#Comment_2892682
That seems a bit like the perk Guardian.
You risk it all to help those in need. When you unhook a Survivor, the rescued Survivor benefits from the following effects for 4/6/8 seconds:
- Scratch Marks and Pools of Blood are suppressed.
- 7 % Haste Status Effect, boosting their Movement speed.
Guardian reveals the Killer's Aura to you for 8 seconds.
True but they still have their differences.
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My Buckle-up rework:
"After picking up a survivor from the dying state or unhooking them, you and that survivor receive a 5/6/7% haste status effect for 5 seconds."
This keeps the same theme of attempting to save others from sticky situations but with a better effect that's more likely to be used.