Mazoobi
Mazoobi
About
- Username
- Mazoobi
- Joined
- Visits
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- Last Active
Comments
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Dropping it to 30 seconds would make the perk easier to pull off.
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- 1. Chucky
- I don't like the height advantage on certain loops and maps
- I have yet to find a non-tunneling Chucky since his release
- Unoriginal power
- Introduced Friends till the End perk
2. Hillbilly
- Overdrive felt like an unnecessary buff imo
- Map dependent
- Inconsistent hitboxes
- Too good with meta perks (pain res, grim, pop, nowhere to hide, etc.)
3. Blight
- Same reasons as Hillbilly excluding overdrive
4. Singularity
- You're dead if you don't have an EMP or if your team does not care
- The playstyle feels like a nurse but with cameras…
- Locking on to a survivor and replacing bio pods are easy
5. Nemesis
- Extremely uncreative power
- Zombies always get in my way in crucial moments
- Hardcore tunnelers
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@[Deleted User] said:
Chucky has been my least favorite killer to face since he released. You just know you're going to hear "AHHHHHHHHHHHHHHH" within 10 seconds of being unhooked.
Real.
I've only encountered one chucky playstyle since his release and its this.
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@GolbezGarlandGabrant said:
I played a RPD offering and it ended up being Singularity. Let's just say that match went up in smoke for us.
I also had a teammate that played an offering for Haddonfield and it ended up being Doctor. That match also went up in smoke.
Sometimes the matches aren't always sweaty and can up backfiring.
If the survivor team brings a map offering and they aren't ready for it, that is on them.
A good majority of players who burn a map offering have a "plan" and that is why many players like myself do not like map offerings since the map will assumably favor their plan. While they can still open the door to sweaty games, I don't think they're a healthy addition to the game.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789536#Comment_3789536
Yes! I found it strange that they did it for shelter woods but left rotten fields the way it is. A shack and some tiles is such an uninteresting layout.
extremely uninteresting!
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I don't think the perk received anything in this patch though I wish it gets buffed soon but It's not an uncommon perk. I see it quite often. Myself included.
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I hope they revisit it similar to how they incorporated Shelter Woods with the Tools of Torment Chapter since SW was the MacMillan equivalent to Rotten Fields.
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I've noticed the new map variants have favored the stronger killers more due to the more spaced layouts and weird tiles.
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@Spare_Them_Mori_Me said:
I agree it is quite rough on the eyes and navigating.
Survivor side, I find myself lacking resources consistently as the first chased survivor. It can be downright cruel, but I've also noticed the pallets and such are more clustered on areas of the map vs spread out nicely. So you have deadzones that shouldn't be, and then pallet after pallet at other places.
As killer, I find it difficult to lose on this map. All I play is Trapper though, so there's that…
The lack of better-dispersed resources and visibility of said resources make it hard to play on the map. It's really easy to mess up a loop on this map.
Trapper, Hag, and even Pyramid Head (in some cases) are insane on Toba. The terrain most definitely complements a "trappy" or environmental playstyle.
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@Toystory3Monkey said:
It's fine. It has a bunch of unique yet playable tiles and god pallets to use.
If your fellow survivors cant last 20 seconds, it's a skill issue.
if your opponents cant last 20 seconds, it's a skill issue (theirs, not yours).
It's also decently big.
I think if the loops were easier to navigate through then it would be a great help for survivors who don't play the game/map often.
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@SoGo said:
Did we both come up with the same idea?
https://forums.bhvr.com/dead-by-daylight/discussion/424122/slippery-meat-rework-idea
Just read yours and I like it.
These should be added on top of its original effects. Another thing that I'd like to add (though I wish it was more AFC base kit rather than being tied to the perk) is showing a visible ring that highlights to other survivors if the killer is progressing the bar since the distance would be increased. The ring should only be visible to survivors.
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It's funny because I watched the new Alien Romolus movie last night and thought about the perk earlier.
These are solid ideas! The 10-second limit for denying pools of blood is such a bad part of the perk I don't know how the devs thought it was okay to be released like that.
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I would argue that Bardic Inspiration is dangerous if uncontested since it has insane synergy with other gen perks. It's a fun perk that CAN be good but a solid A-tier perk for me.
I agree with the other two needing some changes though.
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It'll be a good QOL similar to how people want the perk deliverance to have a method to tell others to not get the unhook if the perk is active i.e showing the perk icon on the hud if applicable
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759954#Comment_3759954
This would make it a lot better for solo queue players, if your injured and if you see someone in the Boons radius thats healthy, you can go there for a heal, when before you couldn’t see them because of the injured requirment.
It would be a great help to SoloQ
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Very clunky
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The only change I would like for B: CoH is the ability to see ANY survivor aura inside the radius instead of only injured survivors.
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It feels less rewarding now dodging a hatchet from a skilled Huntress player. Most of the community can agree that she was in a near-perfect state pre-buffs so why change the Huntress over other killers?
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The pallets in the houses are so terrible and the size is too small. I don't think the devs know what to do with the map anymore since its undergone so many reworks already.
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@Laluzi said:
Hm. I'm not sure, honestly. I thought she was balanced before and didn't understand why she was buffed, but in my games I don't think the buffs have really changed how strong she feels or how I play against her. It feels the same as it always was, but she stops and reloads less.
My main complaint about Huntress is that she's very good at ignoring the anti-camp mechanic and she's attracted players who just want to proxy camp hooks, so there's a higher chance any given Huntress plays the game in an annoying way. But when she's not doing that, I haven't had complaints (that I didn't have before, her throwing fridges that hit you around corners has always been a problem.) VSed a P100 yesterday going for crossmaps and sniping people off gens and it was a blast; the player was clearly very skilled and I didn't make it out, but I never felt like I didn't have counterplay.
Her and Deathslinger players (not saying ALL but a fair amount) are good at ignoring the anti-camping mechanic which is a bummer.
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Someone a long time ago made the proposal to have the option to have a base-kit tenacity but at the cost of depleting your timer 2x
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I used to despise going against him but I've begun to adjust myself against PH over time.
He's a versatile killer in short-medium distances so it's best not to let him near you in the first place. He has great zoning potential but it's manageable if you don't corner yourself in a loop. Always have a backup route when looping him!
The only thing I still despise is the minimal option to remove the torment since there's only one.
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Bridging the gap between SWF and Solo's would help.
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It's funny how so many players assumed this perk would be terrible during its PTB and look where we are now.
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Team David
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@Nun_So_Vile said:
Congrats!
@Dwight_Fairfield said:
Congratulations. That's awesome.
@EQWashu said:
All the Congratulations, Mazoobi!
Thank you everyone! :)
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@drsoontm said:
Well done! 😆
I'd suggest you do a better job at hiding that name though.
- The first name is obvious.
- The last name can be guessed among a small subset quite easily.
The "smudge" function of the program called "Gimp" usually does the job for me.
My first name is very unique so I'd be surprised if anyone gets it first try but thanks for the program suggestion. I'll check it out for future reference!
@Marc_go_solo said:
GGWP on the graduation! The UniEntity was no match for you, it seems!
Ha! That was clever.
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Although another RE chapter would be cool, a Danganronpa chapter or paragraph would be nice.
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If players can stop playing so sweaty, maybe I'll consider bringing it.
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@Frogsplosion said:
Both killer and survivor should be privy to whatever info they need to do their role, hell give solo queue proximity chat and let the killer hear it too
Proximity Chat would be removed quickly in this game because of the community.
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@Skillfulstone said:
Things that should show up for SoloQ's sake.
AFC bar progress on HUD.
Locker glowing yellow if a Survivor with Head On ready is currently inside.
Deliverance & Wicked icons when hooked.
Empty items carried by Survivors have a faint red glow from other Survivors's POV to prevent misunderstanding (no, I cannot heal quicker nor can I repair faster, no need to threaten to report me for griefing/throwing).
Plot Twist icon when used.
I honestly believe that Survivors shouldn't see each other's perks without comms/SWF, but not because of purely gameplay reasons, it's more because of how the community already is.
Even now, Survivors give up/go next on 1st hook extremely commonly (partly due to the tunnelling increase which is partly due to every other methods of slowdown being limited and/or weakened, 7.5.0 started it all, getting found first/too early often means getting proxy-camped and tunnelled) so just imagine what would happen if Survivors knew that teammates didn't bring optimal perks/brought meme perks, the game would become unplayable as soon as someone didn't bring the meta.
People would give up or, if god forbid perks could be seen in lobby, lobby-shop until they find a meta lobby and many achievements/challenges would become downright impossible (perkless/adept/general/specific perk challenges and achievements).
The Head On idea is 100% needed because it's nearly impossible to use in SoloQ. I love the perk but it is a pain to get it to work due to the preparation needed.
The Deliverance and Wicked icons being shown are also welcomed since they're simple yet effective.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747300#Comment_3747300
I don't think they should display it in the lobby, as that would lead to dodging based on what teammates bring. In-game, though for sure.
That's definitely true though I could see meme potential if solos decide to play along certain builds but probably not for the best.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747267#Comment_3747267
Yeah, people have been asking for a way to see if the killer is camping someone while they're solo. They dismissed the idea of Kindred basekit because, in their words, it would be too complicated to convey that kind of mechanic to newer players, iirc.
However, by just showing the progress of an already established mechanic like this in the HUD, you won't need to do such a thing. You wouldn't need to show the aura of the killer or anything, you'd just be able to pay attention to the camp bar's progress.
Add this feature, and the ability to see your teammate's perks in the pause menu, and SoloQ will be a decent amount more on-par with the info SWFs can have.
Seeing the perks of others in the lobby or the pause menu would be an amazing addition. It would make certain perks/builds viable. Like if I knew a survivor had We'll Make It, I'll let them get the save if we're both running for the hook.
Any Quality of Life for SoloQ is welcomed but I wish BHVR made it their priority to bridge the gap between SoloQ and SWF.
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@ReverseVelocity said:
I agree. There should be a second bar either above or below the sacrifice process.
There's still a lot of things that need to be shown to solos and this is one of them.
There was a time when a spirit was within range for my bar to build up but since I was in SoloQ, all three randoms that were across the map started running in but because of that, we lost so much gen pressure and two of them went down just for me to be rescued by the third which could have all been prevented had my bar been shown to them.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734073#Comment_3734073
Why don't we also nerf survivor interaction and repair speeds by 5%? I mean it's a very small nerf and will make game feel more fair for killers. I'm sure survivors will still be fine. SWFs probably also won't feel the change. Right?
So what relationship does Mage Hand and Generators have again? None.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733996#Comment_3733996
I swear they don't want killers play on something except Nurse, Billy and Blight
https://us.v-cdn.net/6030815/uploads/WB1PDQLFLIYP/controlling-laugh-laughing.gif
So this nerf makes you want to play Nurse and Blight now? Chill bro
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Picking/Dropping survivors with Dark Arrogance is a good idea but increasing the vault speed to 50% is way too busted considering killers like T3 Myers and Crawling Mode Xeno have already seen value with Bam + Superior A. + Dark A.
Fair ideas on Languid Touch but Weave A. is not TOO bad of a perk. I've seen killers run it with Franklins and it's quite scary on indoor maps when you can't find the item to look for. Increasing the range of it just a bit and maybe adding a lingering effect could suffice. The expose implication when picking a survivor up is acceptable.
I like the idea for Bardic Inspiration and Mirrored Illusion. Great QoL touch.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723178#Comment_3723178
"Removed the criteria of being injured."
Did you even read your own post?
I'm pretty sure OP user was pointing out the injured requirement for This is Not Happening not Deadline hence why they said "You're also leaving yourself vulnerable since you're injured".
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DS just got buffed to be nerfed again… so weird
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Self-Care.
The devs only nerfed it because it had a high pick-rate…
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The best part about Lightborn is that you can gaslight survivors into thinking their timing is off if you don't make it obvious that you have Lightborn equipped. This will make them waste even MORE time.
Every time someone tries to flash you at a pallet, just try to look away for a split second. This got me so many free downs while they try to beam my eyes to no avail.
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Both Teamwork perks need a massive buff to be ever considered seriously. My proposal for the two perks:
- Reduce the cooldown from 180/160/140 to 100/80/60 seconds
- The effect no longer de-activates when either one gets injured
- The effect lingers for 5 seconds once out of range
- Increase the range from 12m to 16m
- Power of Two exclusive: unhooking a survivor also activates the perk (instead of only healing)
- Collective Stealth exclusive: getting unhooked by a survivor also activates the perk (instead of only being healed)
The teamwork perks are a cute nod to Thalita and Renalto's sibling relationship but are way too conditional to be good.
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As much as I love DS and as a fellow DS advocate, perhaps making the survivor leave no scratch marks or pools of blood for 5-10 seconds should be healthier.
It provides an extra tool of escape for survivors but still allows killers to use their abilities.
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The part that bothers me the most about invocations is how ridiculously fast the progress resets when no one is actively working on the circle anymore. That in my opinion should be addressed first.
I could see the time being reduced to 100 or maybe 80 seconds at most since we only have one invocation and we should wait until we get our second or third one to see how OP they would be when stacked on top of each other.
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@edgardot02 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688642#Comment_3688642
not true at all u are exaggerating u don't need to wait 60s
Yeah, we all know that…
but certain players are making it seem that DS is this god-tier perk that leads to easy survivor wins when in reality, it is a perk that can only stay active up to 60 seconds and provide nothing but temporary invincibility to hooks since slugging is still an option.
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DS never deserved being nerfed from 5 to 3 seconds so I'm glad they're reverting the change though it took them a VERY long time to do so.
I really don't understand how people are still complaining about a perk that makes a survivor technically incapable of progressing anything for their team for 60 seconds but I guess it's always "gen-rushing" to blame lol.
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@Brimp said:
Yeah but it going back to 5 seconds does NOTHING but hurt the rest of the roster. Nurse, blight, spirit and sometimes wesker will still instantly catch back up to you while the rest of the weaker roster suffers because of it. The 3 seconds COULD be capitalized on but people refused to do the simple thing of… not dead zoning themselves. The better buff to it that wouldn't affect low tiers as much would just be a power lockout for like 10 seconds after getting DS'd.
All this buff will cause is even more blights and nurses. But hey I guess people reap what they sow when they simply say "buff this" without giving ideas.That's not an issue with DS.
It doesn't matter what perks get buffed since S-A tier killers are picked when survivors finally get something strong whether it be a perk, mechanic, or if the player wants easy wins. The stun will only hurt those who choose to eat it which can be entirely avoided.