Mazoobi
Mazoobi
About
- Username
- Mazoobi
- Joined
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Comments
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The number of times I'm looping the killer in a tense moment and freeze for a good second which would cost me the chase is extremely infuritaitng. I'm just hoping cross-progression would happen soon, but who knows.
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I'd like to see a LOT of old survivor perks be looked at with IMPACTFUL buffs. I'm looking at you Buckle Up "buff"
Perks like Solidarity, Red Herring, Sole Survivor, and many more could really use some buffs.
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Yeah, I'm not too sure whether this is bait or not.
Are you actually serious with the spirit, nurse, and blight buffs?
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I'm still waiting to read an official twins rework
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I'd rather bring WGLF for extra BP.
I don't think a BP bonus would be enough to make the perk better. It would need some effects to make its positives outweigh its negatives.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/315983/now-i-fully-understand-the-dh-rage
When this silly perk is finally removed, it's going to be so interesting to see how the game changes.
I know for a fact that I basically play around it even if I'm not sure it's being used (much like BT and DS). And yeah, it creates some absolutely obnoxious 'I just lost the game to a button and I don't know what I could have done differently' moments.
When I play survivor, I avoid it. SB and Lithe are usually my go-to now.
Same here. I've always seen myself running either SB or even Head On over dead hard.
I would not run Dead Hard or NOED in any of my matches. I refuse to do so. Both perks don't give genuine satisfaction to me abide the many cocky players who use them smh.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2874505#Comment_2874505
That is true but atleast it gives survivors a reason to heal up. Many high up players heal up still to this day and rather stay injured with iron will. This counters it, also a big frustration of dead hard comes from the fact that the survivor is injured and therefore "about to die" and having this beeing robbed by dead hard feels very annoying.
If you change this now to a healthy state this "robbed" feeling isnt as bad anymore, since the survivor is anyway healthy. Now once a survivor is injured its way more of a risk to do anything.
Many plays can happen BECAUSE dead hard exists, if we switch the rules to healthy its gonna change up a whole lot to the game. Thats why I think its a good idea honestly. More changes are also still necessary like dead hard shouldnt make you avoid unlethal attacks like doctor shock but also it shouldnt give that much distance aswell.
I can see where you're going with.
@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2874285#Comment_2874285
That really only applies to perks like DS and BT, except when people use them aggressively, despite the killer not trying to actively tunnel. DH is more used because people want to extend their chase, effectively making the killer in a lose lose situation. Continue chase and they waste more time. Drop chase, and now you wasted time chasing. And it doesn't help that generally 4-3 DHs in a match is common, making going in chases a pain in the ass.
This.
DS and BT are used for the tunneling/camping whereas DH just makes chases ever more frustrating unless you're a god nurse then you'll only waste an additional 3 seconds at most.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/315983/now-i-fully-understand-the-dh-rage
play as trickster and you'll hate sprint burst more than dead hard :)
I wish I could, but playing trickster doesn't treat me well since I'm on console.
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Blight games are just dull now. Nurse games too.
At least you can expect the builds right once the match starts.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2874291#Comment_2874291
I'm struggling to find value in that perk.
I find it most useful for killers who need to set up e.g Demo or Trapper.
It's pretty valuable for any killer, but that's assuming you're able to find someone early while the corrupt is still active so you'll need luck on your side which I hate because luck is never EVER on my side whenever I play this game whether I play survivor or killer.
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@hiken said:
dead hard is the only perk in the game making the experience agaisnt stronger killers tolerable. and even then it isnt.
Well, that's BHVR's fault for introducing killers who demand meta perks to be used in play.
I just think the game needs a full balance overhaul at this point, but that's not going to happen anytime soon so we'll need balance changes one at a time I suppose.
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@TheGrimQueefer said:
https://forum.deadbydaylight.com/en/discussion/comment/2872763#Comment_2872763
But you realise when the majority of killers just hard tunnel people out of the game, why it is such a commonly used perk.
If the game was balanced where killers didn't need to do that, it wouldn't be such a problem.
Well, there's the answer. The game needs to be balanced better, but the game won't magically become balanced overnight thus steps need to be made and DH would be a great start.
@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2872845#Comment_2872845
I pretty much REFUSE to play killer without corrupt. Early game is so brutal it feels like a building collapsing on me.
Same.
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@lauraa said:
At least SB has no I frames. As annoying as SB is, I at least know that person doesnt have on demand invincibility.
I've seen people unironically say "if we change DH people will abuse SB!"
...Okay? Bring it on lol.
Very true.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2873852#Comment_2873852
except you literally only get to use coup 5 times per match. Just let me get a coup stack every time I hook instead of a gen being completed.
A buff like that would be very good.
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@DangerScouse said:
It's an absolute joke.
Dead Hard, along with the complete nonsensical high number of pallets means chasing and downing a survivor before 2 of 3 gens are done is close to impossible.
The devs have made this game completely miserable for killers. Congrats.
I've been playing defensive plague lately so I at least get some value while getting gen-rushed. She's pretty good now tbh.
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@Favi_MPx said:
coupe de grace (tier 3) should be boosted to 100 instead of 80. I think that would not be a problem if the survivor has DH. 1 perk vs 1 perk. is that fair?
Although I agree that coupe de grace should receive a buff, a single perk alone won't make DH any less problematic.
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Literally.
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@TurboTOne said:
What if they changed it to only activate when healthy. That way you know you will get your down guaranteed.
First time I heard that suggestion. Could be interesting.
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@TheGrimQueefer said:
https://forum.deadbydaylight.com/en/discussion/comment/2872353#Comment_2872353
Then they've wasted a perk slot to use DH once.
The issue is that DH is needed for a lot of survivors against great killers or mediocre Nurse/Blight etc. otherwise already short chases would be over even quicker.
If you want to know how frustrating DH can be, go play scratched mirror Myers. It's absolutely fine as is.
That's only a small portion of the killer roster. The majority however will suffer.
"needed" is a bit too strong to say. I've played against many S+ tier killers without DH and still found some success.
DH is still an issue otherwise and needs to be looked at.
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@Mdawgu said:
Devs: We are happy to announce that Dead hard will be getting nerfed. Enjoy! Exhaustion timer 40 -> 45
Can't wait to see that.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/315983/now-i-fully-understand-the-dh-rage
Funny enough, there's a challenge that dead hard makes super easy. Need to dodge hits as survivor 5 times.
Bruh :((
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I've experienced some decent lag after the update too, but I'm on console and we all know how that goes.
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I want to see Shrek whenever we load into the swamp.
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:)
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@jesterkind said:
Well, that's not quite true, is it?
Boons don't always give you the value. If you leave the 24m radius, it stops giving you literally any value at all; there's no spot on the map you could stand where your Hex would be disabled.
Since we're talking about Boons and not CoH specifically, let's also take a look at the strength tradeoffs in exchange for being able to set it back up again- an act that eats away at time you could be spending on generators, for the record.
Now, we do have some weak hexes, there's no denying that, but the idea is for a big impact that survivors are compelled to try and turn off, whereas boons are supposed to provide more minor buffs in a limited area in exchange for being able to be relit. We're going to discard CoH here since we're looking at all boons and CoH is clearly its own problem, and so... yeah, they actually do seem fair. Shadow Step is clearly the strongest one, and even that only gives you an edge. It's nowhere near as impactful as Devour Hope or Ruin, and that's the strongest of the three. The other two provide their own benefits, they're not useless, but they're nowhere near as strong as the average hex.
I swear, there should be a banner at the top of the forum that says "Before you post about Boons, stop and consider if you actually just mean CoH".
Your last statement with a banner notice is very much needed.
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Although I don't like the concept of his power (c'mon another range killer?), Trickster is a fine addition. Well, concept-wise.
He represents how sadistic people can be and that those closest to you can BE THOSE PEOPLE. Not every killer has to be a buff dude with a mask and machete.
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I had a similar idea but instead, shove all the survivors (1 each) and killers into the match except Plague and Freddy since their power would just break the code perhaps.
This obviously wouldn't ever come, but just thinking about it makes me happy. Imagine the chaos hahaha.
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I find it being very impactful on specific killers such as Clown.
The number of times I was hit by the bottle before he kicked the pallet with BS... yeah there was no way I was making it to the next loop.
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Vault / pallet : X
Skill checks: X
Heal / Gen: RT
Run: LT
Crouch: LB
Activate Ability: Y
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This could be abused by clever survivors and honestly, Bubba should receive a direct change rather than an overall nerf because
1) Many killers from the roster struggle against high-skilled survivors
2) As long as the team is decent, camping shouldn't be much of an issue since saves aren't too hard to pull off. Not to mention, BT becoming base kit may become true.
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@Kurri said:
Human Centipede.
Oh please no
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Console players just gotta deal with the limits to the point where it becomes comfortable even there are better available options out there.
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Imagine if Survivor POV was first-person. I would ######### myself every match.
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I like to play defensive and work around gens when I play killer so this perk is very much appreciated.
Although as a Twins main, Ruin is still a lot better since Victor can't kick gens although I wish he did.
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When I do play solo, I'll try to preserve totems if there are any Mikaela's in my team since 99% of them bring boons. I'll only start cleansing totems once it's close to end-game. However, if I notice that a boon or several boons are already set up, I'll start cleansing other dull totems and let the boon-users (or myself) use the same totems regardless of how far we are into the trial.
However, it's a lot easier in a SWF since we'll start cleansing all of the totems once there's 1 gen left and only leave one totem left so we can at least use the boons at end-game.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2856475#Comment_2856475
SB is much easier to use than DH. It can even save you from getting injured and you can usually make it to a pallet/loop before the killer catches up. Of course, bad players are gonna go down faster. SB can also be 99d so you don't always have to walk. Imagine 4 good players using it. Yeah, I'll take DH.
I've been playing for a long time and after having loads of experience using both SB and DH, Sprint Burst is much more reliable for me.
Its quick activation + distance provided is too good. Good players with SB are much deadlier to chase. It just so happens that DH is getting more attention on the hype train so everyone is shrugging every other viable option. My vote is for SB for sure.
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I've seen many suggestions like this and I think it's an alright suggestion that seems safe.
@Barbarossa2020 said:
No.
It just needs a life span you, get 3 charges per bones then the bones turn to dust.
Killer's dont care about how much it heals or how fast, they care that it has no lifespan. Imagine if Killers could reapply Ruin or Noed at will.
Survs would call it op and busted.
This seems like a direct nerf toward CoH since I don't see a charges system working for the other boons besides Exponential, but that boon is already underwhelming.
Not against a CoH nerf, but I'm sure OP wanted a suggestion for the boon concept overall.
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It's fun. I've gotten some good use out of it when it was placed in various main buildings.
The 2% seems fair.
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Why is DS even an option?
Anyone who thinks DS needs to be removed or further nerfed needs help.
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@anarchy753 said:
It probably takes them all of a single working day to make all the charms to fill a rift.
As long as people are still paying for the premium track, they're gonna keep going with the lowest effort content possible.
Wish this wasn't the case.
@SkeletalElite said:
I'd like to see some BP added and occasional shards on the free track of the rift so it feels less empty.
BP and Shards would be greatly appreciated.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2855408#Comment_2855408
Oh would you look at that, Bloodpoints and Iri shards exist.
The day they add those into the rift is the day I can jump up and down in joy.
C'mon BHVR just do it please.
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@Marc_123 said:
Charms are easy to make. Other stuff is not so easy to make. You gotta fill those levels with something...
I understand, but the repetitive idea to make everything into charms is getting stale. Really stale.
BHVR already has a lot of material in their code that could work for lobby customization/loading screen/etc. They just have to code them into rewards that we can earn.
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Twins. They captured my heart ever since their release.
They are the epitome of what I like in online games, teamwork. Having to control and maneuver both Charlotte & Victor in a trial feels so fun.
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Boons as a concept are fine.
CoH is the only boon that needs to be looked at.
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I genuinely like it because I'm a fan of RE and the map itself feels way different from the others which make each trial there feel unique.
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Been playing since 2017 when the game dropped on console. Got it on launch day and currently have 4,381 hours.
The balance is wonky. ATM, it feels like whichever side brought the best options into that match will be the one to "succeed" or at the very least not stress as much. As you play more especially into the higher ranks, you'll feel incentivized into bringing the meta.
RNG is also something that should be looked at because this game relies on this too much. The map, the LAYOUT of the map, spawn points, killer favoritism on a map, builds from the other side, etc mixed together are all things out of the player's control (except the map [+ basement] due to offerings). It's hard to justify skill and fun when RNG is so dominant. Someone playing blight may find him amazing when playing on Shelter Woods but may think he's underwhelming when they're on Rotten Fields. Was me spawning in Dead Dawg Saloon's dead zone then proceeding to get caught by Lethal Pursuer Spirit mean that I suck at hiding? What about things under my control? Going back to that spirit example, if I were running a full altruistic build, does it mean that I suck if I couldn't last as long compared to the MegHead with a full chase-related build? There are a lot of variables that are in play in every match.
I also believe that the structure of each survivor team will affect gameplay. Is the team 4 solos, 2 SWF members + 2 randoms, 3 SWF members + 1 random, or a full squad? From my experience, the layout of the teams tilts the match as there is a difference between swf's and solos. Also, we all know how HELL solo queue is (for most of us at least). Decreasing the gap between swf's and solos is on my bucket list.
Those are what I believe to be the balance-defining aspects of DBD.
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The game is getting repetitive and with the balance being wonky, I'm not surprised players want to try other games out.
DBD is fun, but it sometimes feels like a chore to play for both killers and survivors.
