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Sluzzy

Sluzzy

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Sluzzy
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  • @ThanksForDaily said:

    And killers demanding more buffs, more slowdowns and more survivor nerfs.

    Even a killer few hours can destroy a mid to low SBMM solo team. Solo players will never escape a trial unless it's the killers first game.

    Very true. Solos hardly ever escape as it is. All it takes is an average killer with slowdown and there's absolutely nothing the survivors can do.

    Survivors need many buffs, not nerfs.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824287#Comment_2824287

    It's not a small area, when played well, it'll be put on strategic places, where it benefits most and with hard access by the killer such as in upstair places. The problem with this perk is precisely the range, the speed just aggravates the situation. Since it gives a free self care, its range could be pretty small and it would still have value. But the devs want all boons to have the same range, even the weaker ones, which is a mistake in my opinion. Even exhaustion perks don't have the same duration anymore because they know some are stronger than others. Now comparing boons with hexes to justify wider range makes no sense, hexes can be cleansed for good, not boons tho.

    Is it strategic or is it the first totem they could find? Survivors don't have that kind of time to roam around the map. It isn't a free self-care, because it has to be setup first. There has to be an incentive to the time sink in finding and blessing a totem or it would make way more sense to use self-care. Hex totems are harder to find than boon totems. I've literally seen killers walk by boon totems, immediately disable it, and carry on about their chase and down the survivor. It only takes the killer a second to disable it whereas it takes several seconds for survivor to disable a hex perk. A healing perk has to be re-blessable. They are not even close to the power of Ruin, Blood Favor, Devour Hope...

  • A killer not playing because of CoH when they get new perks constantly to slow down and oppress the game is a bad excuse. Survivors need more good perks which they never get btw. CoH is good for the game because it gives survivors a secondary objective (killer buff) for a slightly better self-care in a small area of the map.

    What is bad is that it has already been nerfed so much it is hardly seen. I see it maybe one 1 of 10 matches now as survivor.

    If killers have massive slowdown perks that are used every game, some using Sloppy Butcher, then it is only fair for survivors have a way to counter the slowdowns. CoH needs some buffs, it should be 100% or have a larger area that it covers. Killer hex perks are map wide affecting the entire match, I don't see why CoH needs to be such a small area with only marginally better than self-care.

  • He is definitely overpowered or he wouldn't be spammed so much. They need to take a hard look at what is wrong with him.

  • It needs some kind of nerf. It's really nutty on any killer with the Scourge Hook of Pain. Too strong.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821446#Comment_2821446

    Yes.

    After she teleports, that TV goes into a 100 second cooldown.

    Can she teleport to a different TV?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817884#Comment_2817884

    How do you explain the differences in their ability to teleport?

    Freddy only needs to wait 45 seconds and he can go to any gen. Sadako has to wait over double that time, 100 seconds.

    When I watched gameplay, she was teleporting on demand. I never noticed a 100 second delay.

  • Way more than it should, when compared to killer. For killer, you can stand in one spot as Leatherface or now as a Pig and guarantees your wins. Or use Blight with a meta. Survivor has to learn how to counterplay over 20 killers. Imagine being new in this game? The game has a tremendously low retention rate because survivor is literally the hardest thing you can build your skills on and allow it be effective. Then it comes down to luck. What if you are trying to do a hatch escape challenge in the archives? You will not be able to do that unless the killer is friendly and allows it. Everything revolves around the killer so although survivor requires a lot of skill it can be completely negated by the killer.

    Killer is only one person and as long as he is skilled he is going to win a majority of his matches. With survivor, you have to assemble a taskforce of 4 perfect survivors to have a chance at winning.

    Survivor requires too much skill when compared to killer.

  • Yes, survivor gameplay is in a very dark and gruesome state. Killers are overpowered with not much opportunity of escaping.

    The only thing devs can do is make survivor gameplay easier, nerf slowdown perks.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819964#Comment_2819964

    I hope you are not serious. Object was a MASSIVE problem when used by SWFs. Especially when you had the goon SWFs using MLGA to guess what killer you were playing. You play too much Nurse, you need to go play some dumpster tier killers to get a real perspective on the state of balance.

    I don't ever think I would call hit and run overpowered either.

    And survivors needed the nerfs. I was literally invincible half the time as an old survivor. It's like oh, the killer wasn't Nurse? Well, time to run this infinite then.

    How was it a problem when used by SWF? The downside was the killer knew where that survivor was at. We shouldn't nerf survivors solely because of a 4 party anyway, but that is what happens and all it does is encourage SWF.

    When I mean overpowered, is to hit and run and then come back and catch the survivor out of position.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819867#Comment_2819867

    I don't think fun should always be the determining factor for balance in a PvP game. The losing side will always be unhappy with the outcome no matter how they got there.

    And it's not like there was no counterplay, it just actually took some time. Hitting someone with sloppy butcher and leaving them was at least 30-40 seconds off gens total. Maybe 20 seconds for a heal, the injured survivor had to go actually find a teammate, who then had to heal them. Now it's like boom 12 seconds later they are healed no matter what and nobody even had to get off gens.

    I really think it will take a killer who is as strong as Onryo to make it viable again. She is hit and run on steroids and can probably deal with the healing meta.

    And I disagree, solo Q is totally fine. It's just bad matchmaking holding it back. But that's nothing new. I actually think the best thing they could ever do for solo Q would be to remove hook suicides all together. 1 potato gets the entire team killed as it stands, but if the MMR actually worked you would not get potato's as a veteran killer.

    Literally the best teammates I had were old red ranks. You would always have good teammates back in like 2017-2018; because those were the only people who could survive a Nurse or Billy. Now it's just such a crapshoot.

    So the fun factor is only considered if it applies to killers? Although Object of Obsession was a very weak perk and abysmal escape rates, it was nerfed because killers thought they were unfun.

    But Hit and Run is not only unfun, it was overpowered. If you are injured and no way to heal yourself, there is no counterplay to a no terror radius killer that turns a corner to hit you. CoH provides a little counterplay by being able to heal and it also gives a secondary objective. But it is nerfed so much the secondary objective is almost not worth it.

    The thing that has changed from 2018 is a laundry list of survivor nerfs and buffing killers and adding way more slowdown perks. The MMR struggles to match survivors with killers due to fundamental weaknesses with survivor.

    I don't find Solo Q fine when 9 out of 10 times is a bloodbath. It doesn't help either when the hatch is not even an option.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819804#Comment_2819804

    I don't main the nurse, I can't just ignore every problem mechanic the devs put out. Solo Queue has always been brutal, even all the way back to the 2017 days of pure Nurse/Billy at red ranks. The MMR system in theory is the answer, but even after months of mostly winning I still get some real spuds in my game.

    The killer slowdowns are mostly fine, it's only when they are stacked up on top of an insanely strong killer like Blight they are a problem. But I play variety, I don't main any killer. The weaker ones don't stand a chance in hell without those slowdowns, even if the survivors are playing poorly.

    And fast self healing used to be a resource. Now it's a magic power everyone has, and only 1 perk out of 16 needs to be used for unlimited self heals across the entire team. Hit and run is totally gone, as well as the killers who relied on it.

    Hit and run is extremely boring and that is why Wraith was a major problem. Allow me to ask why do you want there to be no counterplay to hit and run? Killer slowdown are not fair for solo queue and they don't have a chance to win against it unless the killer is very bad.

  • The list assumes perfect conditions favorable for the survivor but we all know in a real match that is never going to happen. About half of the killers don't have "fair" counterplay.

    Oni is going to hit you before you are able to catch a jungle gym. The Huntress hitbox is going to hit you through the wall after around counterplaying it. A Blight that abuses his mechanics to hit around corners (no counterplay).

    But it is true Arist has no counterplay. Shift W is not acceptable counterplay.

  • @OpenX said:

    The only perk I really have a problem with is CoH. It neutered so many killers and playstyles.

    At this point I barely play the killers who are impacted so much by it, but having whole characters almost rendered obsolete by a single perk is very poor design.

    Slowdown perks completely neutered solo queue gameplay as well as SWF that is not sweating. A very unfun playstyle required.

    I still don't see how a healing perk makes a killer unusable. It's already been nerfed so much I quit using it completely. The counterplay to them is too easy with killers stepping on them. 14 seconds plus having to find another totem is not worth a slightly faster self-care in a small area of the map. Not when a killer can instantly stop it with hardly any loss of time. Killers can't turn off self-care. CoH needs a buff to encourage its use to shake up the meta, a very stale meta that gets ignored by the devs, while killers get new meta changes every update.

  • They shouldn't need to make any rash decisions. Killers haven't learned and figured her out yet.

    With a teleport that puts Freddy to shame, slowdown perks will be overly oppressive.

  • @derppug said:

    People really like to over-estimate how many people stretch their rez.

    Stretched rez is for the extremely sweaty. And by extremely I mean exceptionally.

    They're in the minority.

    My point is that those are likely the only survivors escaping in those rare games against sweaty killers. Imagine the only matches a Blight loses during the day were to these rare sweaty teams.

    It would be like taking away BBQ and Tinkerer from a Blight. The advantage is gone.

  • @ThanksForDaily said:

    Killers also using stretched res sluzzy.

    Killers probably did but it was rare I think, and the third person camera of survivor gave a bigger benefit.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816052#Comment_2816052

    Yeah, but you could be "afk myers" and still be there stalking people. You could be "afk bubba" but actively there protecting the basement chest.

    AFK only works if you do not interact with the match at all. Strategically bodyblocking is interacting with the match. Pig doesnt ever spawn in bodyblocking a jigsaw box. So she isnt afk.

    Just because you're not touching your keyboard doesnt mean you're away from keyboard.

    The Pig didn't interact. She stayed at the jigsaw and prevented two players any opportunity, without choice.

    But being AFK is really beside the point although she was same as, she abused a mechanic for an unfair advantage and similar to bodyblocking, prevented two survivors from playing the match.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816052#Comment_2816052

    A user here on the forums made a ticket and support staff told them it wasn't against the rules

    https://forum.deadbydaylight.com/en/discussion/309626/my-pig-ticket-was-answered-recently/p1

    Source ^

    Techincally the support staff isn't wrong per-say but at the same time they said the strat 'isn't punishable' so I'm not 100% sure if its counted as being AFK

    AFK in everything but name I guess?

    So the support is basically saying there is an exception to the rule, a PIg is allowed to do it. This is no different than grieving and bodyblocking a survivor and preventing them from playing the match.

  • @TatsuiChiyo said:

    Look. If you can't get the Pig away from the box, clearly you aren't skilled enough and shouldn't win.

    Patricks thoughts looking at this.

    The Pig was clearly the better player.

  • @MikaelaWantsYourBoon said:

    DbD has hacker issue and you expected they will ban afk Pigs? I think they will just ignore this issue.

    That is horrendous!

  • I'll put it like this, I don't think I have ever seen a boon actually won the game on its own. However, killer hex perks I have seen actually won the game for killer every day i've played.

    All you need to do is play both sides to see the difference. Killer hex perk are massively game changing. NOED can change a match from a 0K to a 4K, a Blight with Undying/Ruin is unbeatable.

    As survivor, you can't go in with a boon perk and have an advantage strong enough to guarantee your win.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/311120/removing-stretched-resolution-will-increase-killrates

    Are you serious? That the developers remove the SR was long overdue! and now you claim that the killers were already too strong and the kill rate will increase dramatically...and only because they remove an unfair advantage of the survivors? sorry but that's ridiculous. The data will show this in the future because: It was never intended for survivors to gain an advantage from SR.

    That advantage gave what I believe the slight advantage most survivors needed to win and why devs have been reluctant to nerf slowdown perks. Killers will see less of those survivors that were difficult to catch. Higher killrates.

  • @GoodBoyKaru said:

    im glad that you dont support stretched res but thinking old dbd was killer sided is a yikes and a half

    It's always been killer sided, it is only way more killer sided now.

    Survivors that used stretched won't be able to win when it is removed.

  • She has incredible map pressure combined with a mandatory secondary objective that can kill. That has to be OP, especially with a strong killer meta.

  • @GeneralV said:

    No, BHVR needs to fix the damn Fog.

    It is an important thing for the game, no wonder the:

    "See you in the Fog"

    So, fix the Fog, BHVR!

    I tried to upvote this more than once. A characteristic that goes way back to the beginning. I remember when fog was so thick you couldn't see 5 ft in front of you. I think Mist stacked at one time. A sad oversight for BHVR to ignore.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805850#Comment_2805850

    Sluzzy, Blight's power is similar to Nurse where it's either extremely good or completely worthless. His power right now is in a good place, it requires a decent amount of skill to land hits with and is great for mobility. I'd argue that it's the fact that he is also a regualr 115 percent M1 killer that makes him Over Powered. Make him 110 percent (or maybe even lower like Nurse) Force him to use his power and then we get to a much better place balance wise.

    If they nerfed his number of slams and have more cooldown after using it as well. He can make so many mistakes and not punished.

  • I wouldn't say Blight takes no skill, but he takes WAY less skill than the four survivors by huge long shot. All it takes is a few hours learning Blight and suddenly, you need 4 survivors that need HUNDREDS of hours if not more. Then, they need all the good perks too. He is grossly overpowered.

    I've played against new Blights with hardly any perks (like level 1 perks) and they just mow down the team. And my team was iridescent by the way with enough hours to all have good perks. That is bad wrong!

    I would say he is equivalent to the very first version of the Nurse. No cooldown to his power. Nurse moved at normal speed when she was released with up to 7 blinks. Blight can have that many slams! And he even has an addon that resets - Nurse has not even had that before.

    Spirit has been nerfed because she was too oppressive.

    Blight should never be the exception to the rule. He needs massive nerfs as soon as possible.

  • @BoriskyTheFox said:
    Im from the future. Pain resonance + Dead Man's Switch combo is OP and has no counter. Doing gens is literally impossible when a high mobility killer is using it.

    Very accurate. Survivors that have played against it knows there is no counter to this combo. High Mobility is a huge problem for this.

  • Yes very much, and no announcement that they are going to fix it. As Scott said, they had to know what they were doing.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800085#Comment_2800085

    "Half of the entire killer roster don't even care about pallets"

    That is something I really dislike. I am from a time, and I believe you are too, when the absolute majority of the killer roster could be looped in the regular manner.

    And I would've liked if it had stayed that way.

    That made you feel like you had counterplay. Now it is too easy for killers because you don't have to mindgame. Set a dire crow and cause the survivor to only do one thing.

    I suppose Trapper couldn't be looped back then but look how much he has been buffed and maps nerfed. Less good loops, yet he has even more traps to use. His traps are also way darker than they used to be (free tar bottle). Way too many buffs, yet nothing to compensate for them.

  • I don't know about that. All I see are deadzones.

    Most survivor friendly loops have all been removed. Killers can still swing through pallets and vaults to make contact. Half of the entire killer roster don't even care about pallets - Artist to name one. They are completely devoid of any use.

  • And guess what? No Way Out gives another free kill and this perk was designed to give an undeserved kill.

    It gives a loud notification where the survivor is. And instead of being able to get the door open while he camps his 2nd or 3rd kill, he has time to get the next one.

    But lets nerf Boil Over and more survivor perks...

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797407#Comment_2797407

    Otz's matches, especially on his streaks, don't reflect high level gameplay. He can beat high level survivors sometimes, but that's usually not on him. It's on the survivors. Survivors are literally running into him when they hear his terror radius. Instead, they could be holding forward, using meta perks, being a SWF, being efficient on gens, using boons well, lasting at least 30 seconds in chase, etc. But because they don't do any of that they get owned, and Otz looks godlike when he's not really playing crazy that match.

    We can't say that high MMR is unplayable for killer but then turn around here and say a killer that is good like Otz is not representative of high level play. Something doesn't add up.

  • @Sepex said:

    Any thoughts on this topic @Sluzzy ?

    His complaints are probably the same across most players, the Cenobite is too strong in regular matches. Now survivors are overwhelmed with another objective on top of it all. And if it doesn't get done, everything comes to a screeching halt. With Ruin, Plaything (Cenobite Perk), and having an anti-loop power, I wasn't surprised he is the most deadly killer. Survivors have too much to do when the killer only has one thing to do.

  • @BrokenSouI said:

    You see people. Sluzzy loves to kill themselves on hook the first chance they get. Leaves their team to rot. Then when they're automatically down to a 3v1. Loves to post an out of context picture. And go "see ! Look how broken this is !!!"

    I didn't kill myself. The team was so oppressed by an overpowered killer with no cooldowns and a perk loadout that prevented the objective from being done we couldn't do anything. I so happen to have the least points. I was slugged most of the time also.

    An iridescent team paralyzed. Our chances was zero because it was Blight and OP perks.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797407#Comment_2797407

    Otz has lost 5 or 10 straight what are you talking about sluzzy?

    Also is everyone just gonna forget about that survivor player that had like a 150+ escape streak or that just didn't happen cause you want to imagine it didn't?

    Only 5?

    It's not impossible to win 150 straight survivor matches unless the killer is letting them win.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797309#Comment_2797309

    They can do fine at high MMR when they get potato survivors. Because all you have to do is escape as survivor, you get potatoes even at high MMR. But when you don't get them, you get absolutely obliterated because the gen speed will trump everything you do. Otz's streaks before and after MMR might as well be thrown out, because there's no way he went against high level teams that many times in a row and still won. To put it simply, if you had an easy game as killer, it wasn't high level.

    On the flip side you can say you can do fine as survivor as long as you get a potato killer. You act like it is easy for survivors to escape but dismissing that a good killer won't let that happen as in Otz is a good example here. When he obliterates 99% of the survivors he faces, it proves that killers are stronger than survivors.

    He's never had a lose streak that I'm aware.

  • Killers don't want to git gud. Survivors are expected to become "pros", all four of them on the team have to play perfectly to have a chance at winning. Way more is expected from the survivor side while expecting very little from the one killer.

    Whenever survivors lose, the survivors are just bad.

    Whenever the survivors win, the game is survivor sided.

    Survivors are expected to all play as good as Ayrun in perfect formation, but the killer is not expected to be as good as Otz.

    This is why killers are overpowered.

  • I see some spicy NOED.

  • Yes, Solo is pretty much impossible now due to killers being overpowered and have been for awhile now. There is no way BHVR can buff solo without heavily nerfing the overpowered killer meta.

  • It is broken and needs some nerfs.

  • @GeneralV said:

    The EGC can go ######### itself in a corner.

    Damn stupid mechanic. I hate it, so freaking much.

    Me too.

    I don't think the Entity should be doing the actual job for the killer.

  • @Swampoffering said:

    Oh, excuse me survivors.

    Boil over with boon totem on RPD map is not an exploit :)

    But pig Bodyblocking One box is xD

    And they Nerf and buffs Things on this Game basing their decisions on people like that xD

    A survivor can't go AFK and rob a killer of a win, why should a Pig be able to do that?

  • You basically proved how overpowered killers are. You were able to beat a team better than you with strong items by using cheap built-in mechanics.

    The question is, why do you want to beat a team better than you that is organized, experienced, using good perks and addons, without even trying?

  • An insta-down with an extra long lunge is weak?

    This is a game where you are playing against players that have extremely limited tools available and we are saying a killer with the smallest terror radius and a 1-shot is weak? I can only shake my head in disbelief.

    If I remember correctly he is in top in kill rates. He needs basekit nerfs if anything.

  • I don't think killers need any help, survivors are the ones that need massive buffs.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790233#Comment_2790233

    So a killer has to devote half of his perk loadout to regressing the gen for a Max of 45 seconds? Doesn't seem worth it for the killer, to be honest. There are far better perk combos.

    45 seconds is a long time not to be able to do the objective. While some are debilated for 45 seconds the killer is free to down others. Other perks being strong or stronger doesn't make this one OK. Killer perks are having power creep.

  • @Aurelle said:

    Pain Resonance and DMS are easily counterable. Let go of the gen before the killer hooks a survivor and you make both perks useless.

    You don't know how Pain Resonance works. It blows up the gen regardless if you let go or not, hence no counterplay. After it explodes, it is regressing. If you try to stop it from regressing, Dead Man Switch activates with no way to stop it, hence no counterplay.

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