Mazoobi
Mazoobi
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- Mazoobi
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In most cases, it is a bad perk.
You have to pretty much go down at a really good loop to maximize its use now not to mention certain killers can catch up the second they recover from the stun.
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The more I see Background Player complaints, the more I wonder about our balancing priorities.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684211#Comment_3684211
Agreed, there needs to be changes made to make tunnelling so non-viable that killers have to actually yah know... defend gens?
In my experience the tunnelling is out of control on NA servers especially and from watching streamers it looks like EU is almost as bad.
Right. It seems BHVR is really into having hook-related perks having some effect on generators which is killing two birds with one stone but all it does is exacerbate those who do tunnel.
Im on NA servers too and 8/10 games result in someone getting booted out of the game at 4 gens.
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The most frustrating part about it is how rewarding tunneling is. Killers don't have to worry about the risks because they can easily be offset with Pain Res, Grim Embrace, Deadlock, Dead Man, etc.
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I was wondering the same regarding xbox and pc.
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@TheArbiter said:
What about Counterforce do you not like? It is niche for sure but it does it's niche very well when cleansing all totems in a match
I was about to say too. Counterforce destroys Plaything + Pentimento builds.
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Solid point but you're still progressing the game and applying some form of pressure via a hook state even if you are "forced" to hook a survivor down in the basement with Wicked. The best thing to do in this situation is to leave the basement ASAP and search for another survivor.
I like the concept of this perk (& Sable in general) as it makes an undesirable location somewhat manageable.
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What I don't like is how rewarding tunneling is.
The risks are abysmal compared to the reward as once a survivor is out, the killer immediately gets to control the remaining survivors so much easier.
"Survivors can just do gens while someone is being tunneled" That's where perks like Pain Res, Dead Man's, Grim Embrace, and more anti-gen perks come into play. It seems like the devs are starting to incorporate this pattern of hurting gen progress while getting hooks. This not only slows down gen pressure but leaves the tunneled survivor closer to their death.
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I used to play the game a lot from 2017-2022 but I've only been playing a couple hours a week now.
The constant tunneling is my main cause of burnout personally. Ever since DS (my ex-favorite perk) was gutted, killers can tunnel so much easier and it's sad because it is a very effective strategy. 8/10 of my games have the first chased survivor getting sent back to the campfire before the 4th gen can be popped. I get that certain survivors love the adrenaline of getting tunneled, but I'm not running four chase perks.
I agree with how bad the current matchmaking is. Whenever I come back from a break, I get paired up against players who are ready to compete in a comp match.
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@Rulebreaker said:
While we agree with the title, kinda falling short on convincing us with the arguements...
How? They simply bring up certain perks that are inconvenient in solo yet so strong in SWF. Very solid if you ask me.
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Solo Q has remained a circus for years now.
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upvoting simply for the amount of work you've put for this oh my
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631651#Comment_3631651
Im gonna say something that idk if many people knew, but you can a 100% dodge slingers shots and be effective with distance.
As a diehard slinger player like 99% of the survivors I face are awfull and let me get snipes or dodge without me aiming at them.
When there is literally and audio cue when slinger aim directly at you, and yes it plays before he is able to shoot, meaning you only have to dodge when you hear the cue. On top of that the cue is perfectly hearable with the chase music playing.
The fact that do little people say this and keep parroting that slinger is a lose-lose situation when you dodge is literally impressive.
On topic of the the discussion, yes old slinger was better but current slinger is ok, is he a weak killer? Yes, if survivors are good, and since most players still die to meme killers slinger is more than good against them.
We'll have to agree to disagree on this topic.
I used to play DS when he first came out and even though I didn't play him a lot compared to players like you, he was very oppressive even against competent survivors and I played on console. I would say I mained him until the Twins came out.
Dodging a DS shot will result in distance loss unless the DS is trying to be Widowmaker and snipe across the world or if the DS doesn't know how to shoot. He was such a good zoner that despite being a range killer, the closer he was to you, the deadlier he was. About to yeet the window? shoot. About to go through the pallet? shoot. Faking it was not as simple compared to a huntress with a much longer wind-up. It doesn't matter if there is an audio cue or not when the player can just spam the ADS and make the survivor paranoid as hell. Even if you manage to screw him up in a few chases, the deathslinger will probably know your mind games later on (speaking from experience). I've had my fair share of wins and losses with good deathslingers so I know how oppressive he is. His only weakness was a lack of mobility and map control which allowed for gen-rushing but his chases were not fun.
Deathslinger chases were almost if not always a lose-lose situation. It was Pyramid Head when he first came out until the devs had to address him too.
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This would be a nice addition to the game. I don't see how people can have an issue with this since it's not hurting the game whatsoever.
If they implement a free-roam camera then that would be nice just to see how the players interacted at certain tiles. Similar to how OW2's replay system is.
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As @Aven_Fallen has said, this is a random build with zero synergy.
However, if you want to run these specific perks and get the most out of them, then I'd focus on finding a totem ASAP at the start of the match to activate your Overzealous. I run this perk whenever I play boons but since you're not running boons, then you'll have a harder time using it imo. Once you get Overzealous to activate, hop on a gen ASAP to maximize the perk until it de-activates by the killer.
I would avoid playing aggressively since you do not have a reliable way of re-activating the perk. Now with the other perks, If you are unhooked with OTR, I would try to use those 80 seconds to reset any pallets on the map if possible. Since touching a gen or totem would remove your endurance, you can still provide some support to your team with AMN. Now if you think you are safe or the 80 seconds of endurance wears off, try to find a nearby totem to re-activate Overzealous and find a generator since your last perk is only useful at the end-game.
NOTE: if there are no nearby totems, I would just suggest getting on the most nearby generator as the time finding a totem can hurt the team's overall gen progress.
Now for NOLB, try to take advantage of its info and its healing/unhooking boost if the opportunity presents itself.
It's funny because now that I wrote this, your build has a perk that can be useful from the start til the end, but the only issue is that none of them have synergy so you'd have to rely on each of their individual strengths and none of these perks except OTR are considered A-tier.
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I'm quite surprised the devs made an anti-face camping mechanic before any anti-tunneling feature of any kind.
Pretty sure the community can agree that camping is a lot more manageable compared to tunneling.
Basekit DS (to a degree ofc) was an idea a lot of players had.
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@GeneralV said:
Never truly understood why they changed that.
I don't think Deathslinger really needed a nerf.
og DS was pretty bad 1v4 but was extremely oppressive 1v1 to the point where it sometimes made up for his poor 1v4.
Here are my two cents about DS.
Most players who say "Just dodge the bullet" don't get how FAST of a reaction a survivor must have to dodge a bullet because dodging a bullet means a survivor knew exactly at that very millisecond that the DS was going to pull the trigger which requires so much luck since he's zoning a survivor by simply existing.
Dodge? But he doesn't shoot? Easy M1. Don't Dodge? Easy shot.
Sure he was still vulnerable to being gen-rushed due to a lack of mobility or map control, but his chase potential offered very little counterplay unless you were in an indoor map and could hug the hell out of the corners.
Edit: I'd also like to point out how in some scenarios, the survivor would have to rely on the killer missing which means that some of his counterplay at the time was reliant on the killer's mistakes not necessarily the survivor outplaying the killer.
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I get you. I still play on the Xbox One S when the game first came out on console and boyyyy does the game feel clunky as hell.
I can only play Survivor because my frames are dogwater for killers. Even then, the frames are BARELY manageable for Survivor and I can tell that my game just wants to explode.
I actually bought a new PC last year because I got a new job and saved up $ for it but I have over 5k hours on console and I still haven't made the switch until cross-progression happens. Not to mention I've spent a good amount on DLC and cosmetics.
I just wonder why BHVR won't at least allow XBOX to PC considering Microsoft owns both. At least both of my products are.
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I agree. A lot of perks would be WAY better if they received a numerical buff which should be easy to do.
I also had a discussion with some perk buff ideas that would make some situational perks significantly better.
https://forums.bhvr.com/dead-by-daylight/discussion/392841/perks-that-could-use-a-buff#latest
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@Livion said:
https://forums.bhvr.com/dead-by-daylight/discussion/400199/chucky-nerfed-already
Ok look: I am a killer main who enjoyed Chucky on the ptb (I didn't buy him yet) it was a ton of fun but let's face it: 180° turns are a bug, you leave the survivor with no option and when you are at the mercy of the killers mistakes then what's the point?
This.
Players are mad because a bug that was not intended was fun for THEM.
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Trying to get this thread some more attention because this would help tremendously with randoms.
Just had a match where a spirit tried camping but my meter paused around 90% because they wanted the save. They went down btw.
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From a business standpoint, I don't think BHVR would do it since it would decrease the value of future characters since perks change the game.
However, on the topic of perks, I think the devs need to look at the entire roster of perks and make changes because there is a plentiful amount of perks that could use some love. *cough *cough None of Jane's perks have been buffed ever since she was released. If a good amount of perks are great, then It should spice up the game and open the meta to new perks.
Buffing a vast majority of perks to at least B or low A tier could be a good first step and would help adjust what the devs need to do and look at.
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Dogwater.
Why do you want to see other people's scratch marks? Use bond. Wanna see the killer's aura near you? Just look around your surroundings. Waste of a perk slot.
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That's called a combo not an exploit.
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@sheendazzling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600962#Comment_3600962
Wait another 7 years then it might happen.
7?
C'mon, that's too fast for them. I'm betting on 10 at the very least.
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Not really. This game has always struggled when it came to "rewards". Whether it is collectibles or a sense of satisfaction, the rewards this game offers are abysmal.
I think matches are too sweaty now. It's either you become like everyone else and run meta or shake things up and lose.
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@Pulsar said:
Who could've predicted that the perk was going to be absolute dogwater after it got hit by one of the most situational status effect conditions known to DBD.
I was hoping they would give it another effect to compensate for the deep wound requirement but I guess the devs don't want it viable anymore.
I was thinking maybe it should increase the duration of the base kit bt/haste to solidify it as an anti-tunneling perk.
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They need to fix the lobby issue with SWF because every 2/5 matches, one of us does not "return" to the lobby and we have to wait for them to restart their game.
Not sure if this is a console-exclusive issue but it sure is annoying.
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Feels so clunky whenever I verse her. I swear it feels like she's hitting me with a jousting stick instead...
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@Xernoton said:
This has little to do with solo queue. People somehow managed to find pallets without WoO too, so this is a poor excuse. Let's face it, WoO has turned from a perk that arguably helped you learn maps into a crutch that ensures you will always find another pallet to pre drop.
There was a time when you could immediately tell when someone was inexperienced because they never looked behind themself to see where the killer was. Now that is pretty normal because you only need to look out for yellow. This is so engrained in the play style of many survivors, that they immediately go down, when it doesn't work. This one perk is the reason that blindness has become the single strongest status effect. The people that are used to WoO haven't actually learned how to play the game but to play the perk. If that is not a reason to change it, I don't know what is.
WoO simply bandages the lack of transparent info on map resources when it comes to soloQ compared to SWF.
Even if WoO has become a "crutch" I don't necessarily find that a bad thing as it's hard to identify the remaining pallets left on a map toward late or end-game so this is usually out of a player's control especially if you're on an indoor map. WoO prevents players from getting punished for accidentally running into a dead zone because their randoms decided to drop the pallets at 5 gens making it useful for even skilled loopers since it'll guarantee a path. Imo, I think this may be the priority reason why players still run it.
OP doesn't need to worry though because WoO has been away from the nerf radar.
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With spies, you're relying on crow spawn locations which is already lackluster since a good portion of them are in the outskirts. This point alone makes UW superior.
UW can potentially (and usually) reveal the entire team, while you're probably ONLY going to get one reveal from spies at a time.
UW gives survivors the blindness effect.
UW's scream can interrupt actions.
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This would be an immense QOL for soloQ and I'm all for it.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599008#Comment_3599008
It's why I don't run it, it's far too situational and not because killers might not tunnel, but because it might not give me any value at all. I've been tunneled far too much as of recent for zero reason and I don't even bother with the perk.
Oh, same! Tunneling seems to happen in a GOOD majority of my matches so I ended up swapping one of my perks for Off The Record which is an okay substitute.
I just hate having to run meta every game but whenever I run another build, BOOM the killer takes advantage of it.
So for now my main build is Sprint Burst, Adrenaline, Off the Record, and Reassurance
My second main build is Overzealous, Circle of Healing, Dark Theory, and Off the Record
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Welcome to soloQ where you have to pray to the entity that your teammates won't off themselves first hook or at the very least know what gens are!
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Anything to make DS viable again is a win in my book. I used to run the perk in almost ALL my games but it being gutted made it near useless now unless there's a god pallet next to you smh.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598443#Comment_3598443
I agree that the power itself isn't particularly "new" and more of a mix-match of other killers', but that's not anything surprising (or new) considering the amount of killers there are in the game.
He feels new because you have to change the way you play and loop to adapt to his size and 3rd person POV, which I really enjoy.
As for tunneling, I don't think it's a Chucky issue in particular unfortunately. I've been fortunate enough that my solo teammates have been great as well, on top of that I was using a sabo + breakout build so tunneling hasn't been very efficient in the majority of my games.
Just played against 3 Chucky players in the past hour and a half w/ a few other killers being Trickster, Myers, and Clown and so far the only matches where hardcore tunneling occurred were the Chucky matches.
Yeah, I dunno mate but this chapter is already getting... stale to put it kindly.
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Good for you I guess but it seems like a GOOD and I mean a VERY GOOD amount of Chuckys or Tiffs just hardcore tunnel. They don't even camp, they just tunnel.
The only thing I like is his actual character. They captured their energy very well and the V/A did a great job as always but the players are giving them a very bad taste in my mouth. I might be in the minority on this opinion, but I think their power doesn't bring anything "new" to the game. It just feels like another Blight but with a stealth mechanic built in. I suppose the ONLY new thing is their size so I'll give credit where credit is due but unfortunately, nearly every Chucky/Tiff game is making me want the next killer already.
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As someone who loves running the build, it's good but definitely not broken (enough to warrant a nerf imo)
- Hit-and-run killers make pulling it off 10x harder
- STBFL exists
- An observant killer can simply wack you if they notice you lurking around (risky on certain maps)
- Getting tunneled so you always stay injured
- One less survivor on gens
- The killer can wait out the endurance
Not saying it's the most healthy combo out there but it actually makes interactions more engaging and less gen-rushy so I'll give credit where credit is due.
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So do you want survivors bringing SB, DH, Lithe, etc. instead?
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An endorsement feature similar to OW could work but knowing this community... it may be hard to receive any just by playing normally unless you're lucky enough to get some players who don't take the game too seriously.
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@Boons123 said:
I don't think it's a failed concept. They've improved some perks to cooperate with Boons perks, and you can still gain some value.or as some say, only one survivor uses it and everyone benefits, except the killer, of course
Only 2 Boons perks require some buffs and would be good to use and there are already suggestions for them
In every new chapter, I wait to see a new Boon perk, and I get somewhat frustrated with every new chapter
I'm really surprised Haddie or Vittorio didn't get a boon since they have some sort of supernatural abilities but Jonah got one when he's supposed to be the "logic" guy with math...
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553250#Comment_3553250
Left behind could have a buff as its use nowadays is a lot worse than when it came out. The perk gets worse as people get better at the game because they no longer need it or get into a hatch position very often, it’s original use was to complete gens, I think an overall smallish speed buff to all actions could be better
Left Behind is a pretty unforgotten perk unfortunately but I think its nature of being a last resort kind of perk is what makes it so bad since there's still no guarantee you'll even find hatch before the killer.
The only way I could see them buff the perk is what they did to Sole Survivor and give it an exit gate boost.
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@[Deleted User] said:
I really like the lucky star and teamwork suggestions!
Thank you!
It's kind of a shame that the teamwork perks are at an awful state right now since I do see potential in them but they have so many demanding conditions making it hard to get value. Hell even Blood Pact seems more consistent than those two and that perk was *I guess* the predecessor to those two.
Lucky Star is getting looked down a lot but I see it being quite useful in stealth builds if the devs give it the right treatment. It's okay at the moment but just really awkward to use.
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@totallynotamegmain said:
80% of the perks in this game could use a buff
the other 20% are broken
welcome to dbd
Any perks in mind that you would like to be reworked or buffed?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/392841/perks-that-could-use-a-buff
i like attempt to buff residual manifest but i think it would be better if the perk suppresses the survivor's scratch marks, blood marks and grunts of pain for 30 seconds after being blinded.
I like your attempt to improve friendly competition. I would add an additional improvement that removes duration time limit of the perk similar to deja vu.
the other perks are too risky to buff.
there are two perks that i would like to see buffed for survivor because i think they're really bad. the two perks are parental guidance and self-preservation.
For parental guidance, I would like them to change activation condition from pallet-stunning to pallet dropping and increase duration from 5/6/7 seconds to 10/11/12 seconds.
for self-preservation, I would like them to increase the radius from 16 meters to 32 meters firstly. secondly, I would like to add new effect to the perk which makes you immune to screaming in addition to scratch marks, grunts of pain and blood pool suppression. lastly, the numbers should be improved from 8/9/10 to 30/40/50 seconds.
After writing this I still had a feeling Friendly Competition was still missing something but I know gen perks are pretty controversial so I played it safe.
As for residual manifest, I actually thought of that too. Maybe add a new negative status effect for killers that prevents them from seeing environmental cues (scratch marks, blood, etc.). They honestly could just give it to the oblivious status effect but it works differently for survivors and killers.
I agree with your ideas regarding Parental Guidance and Self-Preservation. It's actually hilarious how Parental got nerfed from PTB to live servers lmao.
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This wasn't my idea but I know I read it from someone else on the forums.
Map offerings should instead decrease the chance of receiving that realm which would help deal with the issues of sweaty tryhard swf/killers trying to get a map advantage.
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I see a lot of Xeno's try to force survivors into bad positions so they can do a cheeky M1 even if the tail misses.
I think xeno can perform way better in the pallet/vault mind games compared to PH or Nemy tbh.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542035#Comment_3542035
They didn't react. They predicted where he would be hitting since killers usually assume you're going to go through the pallet.
You really can't differentiate that?
It kind of reminds me of the time when DeathsSlinger's ADS time was nearly non-existent and people told me just to "react better" but whenever I did "dodge" his shots, I simply predicted he was going to shoot at that precise moment which required pure luck because there was no way in hell I can react to a 0.15s ADS when he's right behind me.
Going against Xeno is similar and going to require lucky prediction since a patient Xeno can just M1 if they don't end up committing to an M2.
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Xeno is reminding me of PH when he first released.