Mazoobi
Mazoobi
About
- Username
- Mazoobi
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Comments
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179572#Comment_3179572
Also Have you tried not Genrushing or body blocking? It's also a foreign long lost concept But if you wouldn't genrush Killer mains could enjoy their game
If survivors are gen-rushing too easily then you're probably taking too long in chases, as for body blocks, that survivor is doing absolutely nothing to provide any benefits for the team.
If you don't go after the unhooked, then Off the Record does nothing and if you so happen to find them after a while and they still have endurance then they basically did nothing for the team.
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Or revert the nerf they did to it.
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No I have no reason to.
Boons also don't necessarily annoy me.
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Condemned is currently underwhelming.
If they could make it feel more like a threat then she'd feel so much better to play. The slugging Sadako build + the ring drawing add-on is really good though IMO. It actually makes survivors worry about their being condomned.
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I've always thought that it deserved a second effect since it's the only boon to not have one.
Since Spine Chill lost its ability to give a vault boost, Dark Theory should have it instead; 5 or 6%. It would still keep the theme of helping during a chase.
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Personally no, but it depends on the character.
I bought Lisa and Cybil because they're characters that I actually like.
I have Jonathon too but that was during the Stranger Things Final Sale so I didn't want to lose the chance of never having him and he was on sale so might as well.
I don't think any of the killer legendaries/UR are worth it. You can't even see them unless you run a Mori and even then, it's not worth it for me.
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Maybe not on console. Poor optimization, negative fps, and limited to only controller is a bummer.
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I actually preferred the first iteration of the perk. The repair bonus is nice + still worked if you manage to pull off the heal in front of the killer.
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Agreed. BM was fine before the nerf.
I actually started running it lately but oh well time to go back to the same perks all over again.
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Bruh...
A perk that was never problematic nor was S tier yet they thought the need to nerf it.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156645#Comment_3156645
I really don't see that as a problem. If you are constantly being bodyblocked by that, then you seem to be staying close to the hooked survivor a lot. If the ability to body block further discourages killers to camp, I am all for it. Not to mention that you can then just tunnel the survivor that is bodyblocking again.
Killers got a bunch of nice buffs in the last midchapter update, they can deal with such stuff much better now.
I agree 100%. Couldn't have said it better.
A lot of players are forgetting that the base kit BT is supposed to discourage and minimize the pressure of tunneling/camping including the other survivors that become involved in the situation because the killer didn't want to leave the hook.
Just like you said, killers should be better adept at dealing with such things now thanks to the patch so it really shouldn't be an issue if someone wants to body block.
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@Rokjer said:
Yeaaaah... The return of bullying by the SWF.
Being able to play any killer with any build without breaking a sweat didn't last long.
This should really only affect tunneling and camping. The only way comp SWFs would be able to "bully" with it is if you allow them to.
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h.
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At this point, the builds are the only thing making a difference but it does get dull since its usually the same perks over and over again.
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That's the neat part, you don't.
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IMO his tentacle is a boring power to play as and against. Not the biggest fan of anti-loop powers, but the thoughts behind his power could've been better. I'd honestly be down for a freaking rocket launcher at this point.
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I see Shattered Hope as an attempt from the devs to shut up the community complaints about boons and nothing else and they probably won't have plans for it anytime soon or ever-
Tbh, I don't recommend bringing the perk anyway since boons aren't a huge deal right now. If you can apply enough pressure as killer which is pretty easy now, you shouldn't worry about boons.
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Neither. You should save her from this game instead. You still have time.
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I like it a lot. A good change in the right direction.
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I think it's fine. Idk how else they'd buff it considering it does its job VERY well.
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Playing in a SWF is basically what the patch is enticing because solo queue is hell right now.
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They reduced the grind through several methods but in return nerfed the BP aspects to the best BP berks (WGLF & BBQ).
I believe it was to make sure players were not making BP too fast and make the mentioned perks appealing for their specific effects and not for the BP bonuses.
Since prestiging characters to the max level (100) is optional, I suppose the grind is a lot better but I wish they still kept the bonuses in since I do like prestiging my characters and had all of my survivors P3'd before the whole BP/prestige overhaul.
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Don't forget the Calm Spirit nerf that was included in its "buff".
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To a degree yes, learning how to get better would make soloQ better but that'll only get you so far.
You'll need a lot of information when playing solo so unless you're running kindred, bond, or aftercare then the game would be much more difficult.
If the killer is trying to keep their momentum via mass slugging, hardcore tunneling, or face camping, they can easily accomplish this if the team has poor to little coordination/communication. Sure a SWF can fight back but some players don't have access to this during their matches.
I don't think it's the issue of players just not wanting to get better but the frustration from the gap between solo & SWF taking effect while killers got buffed and no acknowledgment for that gap.
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Well said.
Can't wait to hear the campers' arguments.
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@Kalinikta said:
I like the suggestions, but I would suggest instead of 3 being based on a survivor coming within range just increasing the hook stages each by 10 seconds by default. Generator times went up, so I believe it is an oversight to not do the same to hook timers.
Fair point! I think I considered it at one point but I decided for a more "interactive" route.
@YOURFRIEND said:
I think they if you're solo then you should be able to see everyone's aura, including the killers' from any distance constantly. It's only what swf has, right?
Additionally you should have the endurance status effect when within 40m of another survivor to simulate someone taking hits for you. It's what swf has, right?
Once per game you should be able to automatically wiggle off the killer's shoulder. This is to simulate a coordinated flashlight save, because swf can do that.
I wonder what'd happen if these changes were implemented. Solo needs some help, but I don't think a simulation of SWF needs to happen all the time since SWF groups aren't perfect either.
@Anara said:
Good ideas !
Thank you!
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3129280#Comment_3129280
I wouldn't say gen regression perks were buffed. I'd much rather play against Overcharge + CoB than Ruin/Undying/Tinkerer/Pop.
Fair enough. The new regression buffs have been effective. I've seen more players running Eruption and even SH: GoP.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3128791#Comment_3128791
They didn't, though.
Perhaps not directly but variables such as increased gen times, buffed regression gen perks, reduced attack cooldown and the nerf to DS made it easier for killers to make pressure, especially for a solo group. Not to mention killers like Nurse and Blight didn't even need these buffs to begin with.
A well-coordinated SWF may have a chance but I've noticed a spike in camping & tunneling in my games.
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I wonder what's keeping BHVR from implementing this into the game or even allowing us to test it on the PTB.
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@Huge_Bush said:
Thanks for the responses.
It sounds absolutely terrible. I want whatever the devs were on when they thought this would be a good idea!
Aren't aura reading perks already over saturated? Hasn’t stealth already been butchered enough?
No problem!
I wouldn't be surprised to see Nurses runing the perk with Starstruck-
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@Huge_Bush said:
What does the perk do? I’m at work and I’m too lazy/short of time to search up anything about the new stuff.
The killer can see the aura of nearby survivors (20 meters) while carrying a survivor and the aura lingers for an additional 2 seconds after the carry is complete or interrupted.
This is the perk at tier 3.
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Just another case of BHVR bandaid fixing their issues sigh.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3121703#Comment_3121703
I think the action icons alone would make a big difference. The biggest negative (and perhaps defining) aspect of solo is lack of information (relative to SWF). So much time is lost due to teammates doing redundant things, or no one doing what is needed because no one knows what anyone else is doing.
Knowing what your team is bringing and basekit kindred would really round it out.
They would! The icons and like you added; basekit kindred would really help, but I think survivors may need a few more than just informational tools in the case of camping and tunneling. Though I didn't propose an anti-tunneling idea, I did propose one against camping which should help those in the Solo Q experience (or survivor experience in general).
@GuyFawx said:
Adding built in voice chat imo is the biggest fix with the ability to easily mute players. I do realize tho that could kill off 80% of killers as most would not want to deal with it. Solo que just suffers from lack of team awareness but these icons may help its hard to really judge the idea unless it was put into testing
Possibly! Voice chats are more direct and instant compared to icons but let's see if the devs want to implement Voice Chat or icons soon even though they opened up to the icon idea a while back. Surprised we haven't gotten a word about it yet.
@rvzrvzrvz said:
I just want basekit kindred so I can equip actual perks , like just seeing your team when someone is on hook is really basic stuff and needed in solo Q
Basekit Kindred would help a lot for sure! When the 6.1.0 patch rolled in, I'm not surprised that players were disappointed in basekit kindred being absent since it would've been a great step for solo Q.
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@Zmue said:
One and two I'm okay with. I think encouraging killers to leave the hook will lead to a better overall experience. If you are aiming to punish camping though, I don't think making the survivor on hook last longer is a fun experience for anyone, and you should instead find alternate ways to punish a killer.
The entity being displeased with the direct lack doing what a killer does, if the killer is within a set distance of the hook (stealth or otherwise) they become revealed after a set amount of time, and generator action speed increases over that time, going faster every second the killer remains near the hook while not in a chase (to prevent abuse). While camping, the range to disable the effect for the killer increases by a set amount every second as well, to prevent him from just dancing in and out of it.
This signals to soloQ players that the killer is camping and it speeds up generator progress to allow a comeback mechanic. The speed increase should be high enough that if even two survivors are doing gens while the killer is camping, that it will be a net loss to the killer, if all three are doing gens, the killer would be so far behind that they will end up losing.
Doesn't solve tunneling though, good luck with that one.
Interesting idea. It could work if implemented well.
@Nos37 said:
I wouldn't mind seeing other's perks in the lobby, but if someone's only running No Mither for a challenge then they will likely get dodged.
Maybe it's a good thing. The devs will stop making such bad challenges.
At the very least, if a survivor has a perk like Open Handed equipped, then show all players who have it equipped a red exclamation mark on their loadout to show them the redundancy.
I agree. Making the loadouts visible before the match should be beneficial even if it means the devs would think of better challenges lol.
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@Johnny_XMan said:
Really like these ideas! Especially the ones relating to dealing with Campers.
I would also add that we should be able to see other survivor perks in the lobby simply because it would make it much easier to coordinate if they are going for specific plays (head ons, power struggle etc). Additionally I would not be opposed to in-lobby voice chat as an optional feature.
Seeing loadouts in the lobby would be very nice as well! Since I've been seeing players run new builds lately, it would be appreciated if we could see if they have a specific gimmick planned.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3121667#Comment_3121667
Those are actually some really great ideas Mazoobi!
Honestly, I am not sure why some of those things didn't make it with this last patch. I think it would have remedy some of the current frustrations. I have always been a believer that solo Q could still be good if the teammates were competent, but this new patch seems to have brought the worst in some players. Buffs? Ok let's camp/tunnel more and stack even more slow down perks of the same effect. 😂
I went ahead and commented to bump your post. :)
Thank you! I appreciate it!
And yes I agree, this patch definitely brought the worse in many players. Solo Q just ain't it right now.
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Solo Q isn't looking great rn. I did make a post with a few suggestions that could help alleviate some parts of the Solo Q hellhole.
https://forum.deadbydaylight.com/en/discussion/339781/solo-q-suggestions#latest
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I'm glad I'm not the only one noticing it.
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Not a huge fan of anti-loop powers but probably Nemesis and Pyramid Head for me.
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I actually like the desperation feature becuase ofc hehe I loved DS pre-nerf so having it be base-kit would be 100% welcomed for me.
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only tier 5 or 6.
This rift has been lackluster for me so I don't plan on finishing it unlike all the other ones.
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More so the opposite for me.
Most of my survivor games have resulted in more deaths. I never relied on DH so the nerf meant nothing for me but I've noticed my teammates have become EXTREMELY less coordinated thus making it an easier experience for the killer. I don't really want to play survivor unless I have a 4-man swf tbh.
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@feffrey said:
Whether or not it's apart of the same universe different game doesn't matter that it's the same characters and you can never see them the same again
R34 artists looking at you rn.
But jokes aside, seeing a hung trapper isn't going to make a difference in DBD.
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It's a different game. Just focus on DBD if you're not into Hooked on You.
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I honestly recommend players to take a break. I only play it for a bit when my FULL squad wants to hop on, but even then the game is a hellhole right now.
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Solo Q be like.
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the game has a lot of RNG that is annoying af.
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100% for both roles.
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I usually don't mind because survivors with flashlights are expected to waste most of their time chasing the killer and I usually bait them out and get free hits.
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Yup.
I dunno man, DBD is just having its own ride of its own and I decided to take a break from most of it. Tbh, my mental health has been much better so I'm grateful.