Sluzzy
Sluzzy
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- Sluzzy
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Comments
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@pizzaduffyhp90 said:
You've not been this frustrated in a long time? I guess you enjoy Ruin, Undying, Tinker, and Blight now? If the killer has Dead Man's Switch and Pain Resonance here's an idea for you Sluzzy you can let go of the gen when they're about to be hook as you have a couple seconds to react to it so that A) you don't scream and make the gen get blocked and B) so the gen doesn't get blocked and when it explodes than you can touch the gen to stop the regression and only let go if you have to let go.
I've never stopped being frustrated against Blight with crutch perks. I can't think of a perk combo to take in as survivor and like massively oppress the killer so much I know for certain I'll open the gates.
The problem you and others are missing is that Scourge Hooks causes the gens to regress after exploding. If you ignore it, it will regress. If you touch it to stop it, it will get the Entity Claws. That is a lose lose situation.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2790072#Comment_2790072
I mean, it is fair counterplay - the killer will go to the gen and if you used ur game sense and went elsewhere/hid then what's the killer gonna do just sit around and wait for you to come back?
Hell I take back smth I said earlier, pop and DMS DO NOT SYNERGIZE because they both last the same amount of time.
You can hide in this game. Not everybody uses nvidia nintendo 3ds filters sluzzy. I've seen survivors hide in plain sight against competent killers and not get caught.
At Dead Dawg Saloon, I have never successfully hid in a bush. Every killer cheats with bright Nvidia filters. So you can't hide. Perks need to be fair and balanced, not with this kind of unfairness. These kind of slowdown perks and perks that prevent doing the objective is too strong.
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@foxsansbox said:
All I heard was, "I'm upset the killer is dedicating two perk slots to regress a single gen somewhat comparably to PGTW."
It is way more than a single gen, it affects all survivors.
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@Brokenbones said:
Killer has pain resonance + DMS and you are aware it's in play
Keep working on the generator until you see the survivor start the 'getting hooked' animation. Let the gen explode from it, then stop the regression and use DMS to block it. Then go hide
Now if the killer wants to pop that gen (which they probably will), they have to piss around and wait for it to unblock while you're hiding/off somewhere else.
There's some counterplay for you
That is not fair counterplay. The combo is too strong. 45 seconds is a long time to be unable to do the objective. Imagine if a survivor perk caused the killer to be unable to do anything for that long.
You also can't hide in this game. Maps are too bright and sparsely populated.
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Blight is definitely broken, worse than CoH, worse than Boil Over even if it was 75%. All it takes is a little practice with Blight, put on the killer crutch build and the killer is walking all over every team that comes along. That is so unbalanced it is ridiculous.
It is weird to me that Twins got nerfed before Blight's addons although both needs nerfed. Imagine if Nurse had an instant-down addon where you can blink 5 times and instantly down someone!! This is exactly what Blight has and this killer is still not nerfed.
And what if Nurse could instantly get all her blinks back after hitting someone. And what if Huntress got all 5 hatchets as soon as she downs someone. This is Blight. He is way too strong and needs nerfs.
I'm disappointed too.
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Hardly a week and its already nerfed. Survivors always getting shafted. Meanwhile, Dead Man's Switch remains even more broken than ever. Nevermind how overpowered it is with other perks.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2784425#Comment_2784425
Yes, it is. But...not quite. They are also preventing the match from ending for you, forcing you to take a penalty or to basically allow the troll.
That's exactly the problem.
They are making it unreasonably difficult to finish the game, win or lose.
No, nobody should have to run specific (and mostly bad) perks, or burn extremely rare offerings to avoid this happening. This is a mechanical issue with the game that needs to be fixed - and I have no idea why you are being apologist for griefing.
This is what killers do all the time when they find 3 gens and refuse to chase people. Or use perks that literally make it impossible to finish the objective. It is unreasonably difficult to do the objective or avoid being caught in those cases. The killer can kill all but 2, and use tinkerer and nobody can finish the objective if he doesn't commit to a chase.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/307988/boil-over-buff-shows-killers-are-hypocritical
I swear the only thing I ever agreed with you on is Blight being OP. :/
It's not hard to see Blight is OP, in a broken kind of way. He gets hits all the time that shouldn't be possible.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2781378#Comment_2781378
This has become Whataboutism: The Thread.
Tinkerer is strong, but has counterplay. Use your eyes and get ready to hoof it at 70%.
Boil Over isn't strong, but if it's being abused - it has no counterplay. I tested Iron Grasp+Agitation versus a mate of mine in the RPD library. You are still unhookable if you go to the right spot. A 'closer hook' offering might be the trick, but two crap perks and an ultra rare offering should not be required to prevent griefing with this perk.
That is not fair counterplay though. What if a Leatherface politely walks up in a jungle gym where I have no LOS and instantly downs me with no warning? Not all gens are out in the open so you can see the killer everywhere.
Now I will agree about RDP, but that is really a map issue instead of perk. There shouldn't be a specific location that is always safe. All they need to do is make hooks randomized where it will sometimes spawn one in the library and sometimes not. To the contrary, how often do you wiggle free in other areas?
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@gendoss said:
Killers seriously cry over every little survivor buff nowadays. I remember when the Ruin and Legion nerf was unanimously praised. When lots of small survivor buffs got praised by the entire community. The new Boil Over is really not that good!
It's sad to see what's been going on. The new DMS is insane and people just don't realize it. What happened to wanting to make the game balanced and not killer sided?
You have to dedicate so much of your resources and play style just to make Boil Over give you the chance to wiggle off. DMS + Pain Resonance gives you 45 seconds of passive gen blocking just by hooking people. So dumb.
I honestly think it's just all of the new players that have joined since I started playing. The player base has more than doubled since 2019 and it's probably all mostly newer players now who don't know how bad killers really had it.
My least favorite thing to hear from this community is that somehow killers have gotten nothing but nerfs the past few years? Like #########? Every killer released in the past year has been insane, all of the perks that have come out have been crazy, the meta shifts like every update. What did survivors get? Slower gen speeds, and Boil Over... Wow, so fair.
I really agree with you on this and I'm glad there are people saying it because whenever I make a post about something like this I get 250 replies of disagreement.
You can notice when killer mains never play survivor. The new Dead Man's Switch, and Scourage Hooks is so broken, way more than Boil Over. One player, only one player can equip these and have a massive unbeatable advantage over a team of four.
Yes, killers have had nothing buff buffs since 2019 and earlier while survivors have had nerfs in several ways.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2781359#Comment_2781359
Actually Sluzzy if you remember - original ruin was nerfed because it was being used too much and made newer players miserable.
And to be blunt for a second - BBQ is never going to be nerfed, deal with it - it's perk people use for BP, the info is just a bonus. Most people prefer Tinkerer these days anyway
Tinkerer is broken too, and "overused" on Blight. So to say killer perks are nerfed when overused is the opposite of the truth. BBQ is overused and not nerfed. They may have changed Ruin because new players could not hit the skillchecks but it really wasn't that it was overused, but they either intentionally or inadvertently made the perk much stronger. Take a Blight that is all over the map, bouncing constantly and removing people from gens. It's common for Blight to constantly keep or two survivors on the hook - how can anyone find the totem?
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@AngyKiller said:
Survivors want Survivor meta to change: Dev gives Survivors yet more OP perks to pick from.
Survivors want Killer meta to change: Survivors are given yet more OP perks Killers have to change their meta to counter.
Killers want Killer meta to change: Devs nerf Killer perks that are overused.
Nope! No bias here!
When did devs nerf overused killer perks? Ruin, BBQ still not nerfed. Killers get new strong massive slowdown perks with no nerfs.
Survivor perks like CoH already nerfed twice. Survivor perks are always nerfed, while killer perks are not touched.
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@Brokenbones said:
No it doesn't
If anything it proves that if something can be abused, it will be abused
It's not really too much of a problem on its own but it can be made into a problem with SWFs & map offerings. Say what you want about your favourite killer blight and his four horseman of slowdowns at least he isn't holding the game hostage and has to actually play the game. Sure it might not be very fun for you but it's not like it's impossible.
Its really not abuse to use perks. It's not hostage when you can slug or use perks to counter it.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2779773#Comment_2779773
That gave me an idea...
@Sluzzy, do you think the new Boil Over needs to be changed?
Not at all. I've used it numerous times and it's absolutely done nothing for me. Hooks are so close together. A nice buff would be to hide hook auras altogether.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2779291#Comment_2779291
No it isn't cause unlike how everyone perceived it it's not "killers" it's "x killer" you're telling me killers like pig and legion can easily beat survivors perkless when their base kit sucks, or twins who are one of the lowest used killers because they suck or they're buggy can perkless people, or slinger who got gutted with no compensation.this game is a jury rigged mess and instead of buffing killer with ######### basekit or a low pickrate they just boosted survivors so they can sell people ######### .
Those killers don't have very bad basekits. If you look at Pig in particular, she is in the top of most deadliest killers.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2739319#Comment_2739319
That's not a bad thing though. It means killers are threatening and playing survivor is dangerous and thrilling.
Which is exactly the slasher theme this game is built on.
Everyone complains about camping, tunneling and survivor being m1 simulator... well that's what balance looks like enjoy. 🤮
The killer isn't supposed to automatically win because they are a "killer". There should be balance and fairness so there is an equal chance of winning when all players are playing.
The fact a killer can play actually perkless and win basically non-stop shouldn't be possible. The game is heavily skewed, way too much, in favor of killer.
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You have a point that keys should be in every match and the hatch should be more accessible.
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Killer is literally the ez mode in the game now. Survivors have been constantly nerfed. When was the last time you saw a killer main lose?
Killers put too much pressure on themselves. You should only win about half the time, not 99.98% of the time.
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Doesn't killer perks force survivors to play around them? Killers are constantly telling survivors to "jump in a locker" to hide the auras. There is nothing wrong or OP about Boil Over. If it seems to be an issue, you can always use Iron Grasp.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773004#Comment_2773004
How is it a strong perks might I ask.
It blocks the gen and it highlights the gen telling the killer exactly which one.
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It'll be like Lucky Break with all the hysteria and then it vanishes. How can you quit when killer got a huge rework to Dead Man's Switch? Very strong perk that gives killer an advantage. These perks are actually effective.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2765626#Comment_2765626
The problem with the current version of the sbmm is that you get killers and playstyles that you enjoy so much, like facecamping bubba.
Because kills matters and he'll down someone and just camp him to death and even another or a 3rd even, so this is apparently more skillful than a killer who goes for hooks. 🤷🏼♂️
The same goes for survivor side.
I can hide the entire game and let you and 2 others do the gens etc, and then I'll just run out through the exit gates and apparently I'm more skillful than you 3 who did gens, healed, looped the killer, etc. 🤷🏼♂️
Tell me which of the 2 options from both sides do you enjoy more?
I just think they should take whatever happens in between in account to the score in the end.
These things can easily be implemented by a point system to actually judge real skill.
So when a survivor who does nothing gets extremely low points than someone who actually is active.
And same with killer who gets 4 hooks 4 kills than a killer who get 12 hooks and 4 kills.
Right now the system is just a complete joke which frustrates the majority of the playerbase.
In the bubba example, that is really more of a problem with him being able to win is too easy camping. Lets see what they come up with in their anti-camping mechanic, it might fix it (hopefully). Bubba sitting in the basement should be a little less rewarding that it is. It's like he is guaranteed to get 2 kills or more and so that is like a tie or better for not doing anything but sitting and camping.
Now I don't see much issue for the survivor that hides. After all, survivor should avoid being caught. I feel like if one person did nothing and only was hiding but still escaped, that really tells more about the killer playing weak. In my opinion, it really takes everyone fixated to gens against a semi-decent killer. Especially against all the slowdown perks. I've been the 4th person before and most of the time the killer slugs the 3rd one and he finds me (eventually). It's hard to hide with so many tracking perks in bright clear maps. 🙄 The killer really has the option to prevent anyone from escaping.
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Killer sided without a question.
It takes a massive amount of experience of all four playing perfectly to have a chance to win, if they win at all. That is how you know it is killer sided. Killers have perks that change the game completely in their favor.
It is so much easier to win as killer, because as I said the skill and experience of the other requirements are off the chart.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2766792#Comment_2766792
Why do you call it special too?
So the OP would know what I was talking about. His special ability.
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I agree his special lasts too long. They could nerf him to have only one stack and he would still be a good killer. He is way too overpowered for the amount of effort needed.
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I think I know what Patrick is trying to say but he worded it wrong. His programmer brain is showing here so strongly. In terms of their algorithms that are judging MMR and to keep it simple as possible, he must have win conditions. Imagine something can keep track of chases and determining skills from that. But most importantly I think they don’t want a system that is giving a survivor a win for dying, which the objective is to survive. Same for killer, I think they want killers to climb MMR that can kill.
It would seem weird to have all 5 players climb MMR if all four escape, or all four die. Somebody has to win.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2762035#Comment_2762035
Yes, but now everyone can heal themselves, instead of taking another person off gens, you can do it yourself. And snuffing assumes the killer can even find the boon.
They were loud so a killer could know that they are in play, so their not completely blindsided by them. We don’t get endless reminders that were “cursed” until the hex goes.
Survivors are blindsided when Devour Hope strikes. Why can't the killer figure it out on their own? This loud sound makes the Exponential perk useless because if the killer drops someone, he immediately stomps the totem.
They could have reduced the sound considerably to compensate for the extreme nerfs.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2761783#Comment_2761783
healing: A secondary objective...?
Starting off, a fully healed survivor has many advantages over an injured survivor, with the injured survivor relying solely on perks like Dead Hard to get to a loop safely. On top of this, healthy survivors can take many more risks, because even if they do get hit, it's not like that will kill them, an injured survivor always plays differently, however, normally trying to avoid contact, pre-dropping pallets, and overall taking very few risks, this takes a huge toll on the overall amount of pallets left in the game. Meanwhile, a healthy survivor need not play it so safely. That is why healing is so important. It's a shield.
circle of healing - why is it so strong?
First, it's not a slightly better Self-Care, it's way better, with a slim loss when healing themselves, and a major boost when healing someone else. This can keep everyone topped off, and take more risks, overall, this allows for much more utility, especially at late game. The moment someone finishes a chase, they can go run to the Boon and heal themselves up. Anyone. Even normal Self-Care for everyone would be really strong and that is because of my next point:
impact on perk economy
The main issue COH (and boons in general) are that they impact the overall economy a lot on perks. Survivors have 4 times the amount of perks as the killer, and adding 1 boon can throw that even more. Say we have 4 Survivors and these are their builds:
Dead Hard - Boon: Circle of Healing - Iron Will - Decisive Strike
Dead Hard - Adrenaline - Borrowed Time - Decisive Strike
Prove Thyself - Lithe - Resilience - Iron Will
Sprint Burst - Windows of Opportunity - Quick and Quiet - Prove Thyself
And the killer is using:
Corrupt Intervention - Barbeque and Chili - I'm All Ears - Pop Goes the Weasel
We already have that 4-1 ratio, but adding a perk that can affect everyone, no matter whether or not they placed the boon, we have
4 perks for whoever is using the boon, and 5 perks for everyone else, for a total of 19 perks all around.
That is a 19 - 4 ratio, that is 15 more perks than the killer has.
how about hex: No one escapes death
Yea it'll net you one kill provided your team doesn't throw themselves at the hooked person..
Survivors can still heal each other without CoH. If they healed to be more bold then that is just the game, the perk simply made it slightly faster. And it requires some times substantial time to find a totem, then bless it. The killer can instantly disable it and now the survivor has to spend several seconds to rebless it. If it is a Hex perk imagine how much of a gen you could have finished instead? Killers blaming a loss to CoH would mean they lost anyway. CoH was a secondary objective. I'm not so sure if CoH sometimes helped killers win and they didn't even know it. If it is not worth using, it'll be better to use a medkit and 4 other perks. I don't think I would use it now - 75% is not worth all the effort just for the killer to come by and stump it. I mean, the devs need to put responsibility on the killers at some point. They made it be extremely loud so killer can easily find it.
This is the first perk somewhat worth using in literally years and it's already been heavy nerfed twice. Think about that. That's why survivors can't have good perks or meta changes. Killers get good perks every time (Starstruck, Hex: Plaything, etc...)
While killer has 4 perks, those perks are way more powerful affecting the entire match, all four survivors, making the killer stronger. Survivor perks sometimes don't even get used because they are so situational (ie. unbreakable, Power Struggle).
I disagree about NOED because you can't look at it theoretically. In theory, if it is a SWF playing absolutely perfectly, it might yield only one kill if the killer makes some mistakes. If survivors are expected to play absolutely perfectly with zero mistakes, then killers should too.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761783#Comment_2761783
”killer sided” please look at all the killer nerfs we’ve had in the past year compared to survivor nerfs.
The only killer nerfs lately have been warranted but the killer meta still not nerfed. Circle of Healing didn't deserve a nerf. Why use it now, when you can use Self-Care and Botany Knowledge and I don't have to hunt for a totem? The nerf is so bad.
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More proof. Imagine nerfing CoH, a perk that gives the survivor a secondary objective to give you only a slightly better self-care, but a perk like Ruin, NOED, Tinkerer (with no cooldown) is not nerfed. Perks that literally do the job for the killer. But a perk that the survivor has to avoid the primary objective, in order to get a better self-care.... is nerfed.
NOED, Bubba, Blight not nerfed despite often complained about.
I was already seeing less CoH, about the only one of the boon perks used, now it might never be used so killer mains will complain about the next perk.
I promise you, survivor nerfs won't stop until they remove sprinting.
Horrifically killer sided.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2761385#Comment_2761385
The killer is overall much easier mechanically to pick up and play, since survivors don't know how to run loops, make saves, etc. Killer doesn't have to worry about that. As people learn to run loops effectively, make saves, get gens done, and learn meaningful counterplay, the power swings into the survivors favor.
Only with a really, really good SWF though might they can overcome. The game expects too much from survivor side, whereas any killer can join and win as long as they have fair competition.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761345#Comment_2761345
Killer has always been OP at low ranks. That's just how it is and likely how it will always be.
As Killer skill goes up, so to does Survivor skill. It's not a one way street.
So yes, while Killers like Nurse and Blight will see their Kill Rates (and probably pick rates) climb drastically, Killers like Legion and Cenobite will see both their pick rates and kill rates fall exponentially.
Because killer is so much easier. Killer shouldn't necessarily be OP at any level.
This overall statistic hides how much killers win when experienced with meta perks. There is a lot of new killers playing being matched with experienced SWFs causing the kill stats to be low.
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While these killrates seem low for a total average across all levels, it would have been interesting to see killrates at the mid to upper MMR brackets once people learn how to play killer. I would bet everything the killrates are probably 75% or higher as they showed them in the old stats. Good killers definitely win way more than survivors I will never be convinced otherwise.
Cenobite and Cannibal need to be reworked.
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Instead of punishing DC'ers, I see it from a different perspective, look into why people DC. I believe the easier approach has been to apply punishment instead of fixing the issues. Make every match fun, fair, and balanced and there would be a lot less reasons to DC unless there was something happening in life. Every match should have a winnable opportunity outcome so there are reasons to stay in a match.
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@Bigbawi said:
https://forum.deadbydaylight.com/en/discussion/comment/2759013#Comment_2759013
I get what you're saying but it still doesn't change the fact that it's a broken perk that requires no skill to use and tilts the balance even more in favour of survivors.
You have to ask yourself, do perks like Ruin, Undying, Tinkerer, NOED require skill? These powerful perks simply work automatically and tilts the game massively in favor of the killer for simply playing the game normally.
At least Dead Hard requires precise timing to use properly. Although it is not difficult to use, in some cases it does require a lot of experience of knowing when to use it.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2758810#Comment_2758810
No, but it is a sizeable chunk of the PC player base, and I would love to see the overall drop rate for the entire player base regardless of platform as well. It might also be nice to see how many players are participating in cross play as well to get a better idea of how many players at a time are available to play with on each platform.
https://forum.deadbydaylight.com/en/discussion/comment/2758818#Comment_2758818
The statistics I dropped for @Tsulan doesn't support that claim, but then again we all know you @Sluzzy , while we mostly find it funny how much of a zealot you are for the survivor side and how much you love to play the "Victim" card, it getting old, so please stop trying to derail this conversation with your biased diatribe, and either actually get on board or get out.
Also the most recent kill statistics don't support your claim that killer wins more than survivors that aren't "Gods". If that were true, than 50% of the survivors would be in your "God" range. Of course that was only as of last September, so things may have changed, but I doubt its changed much. I think it would be nice to get the latest kill statistics as of the mid chapter patch as well, just to see if you're vindicated in this claim or not.
"so please stop trying to derail this conversation with your biased diatribe, and either actually get on board or get out."
Not getting on board with the "killer is weak and powerless". It could be getting old hearing how weak killers are when in fact they are overpowered in regular matches. I will say this again in a respectable manner: "Killers are not supposed to win every single game"
If killer mains played well, they would win an overwhelming majority of the time. It's been proven countless times.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2758818#Comment_2758818
Than why are survivor queues so long and killer queues are insanely fast?
That could be a server matchmaking problem. Even if there was a lack of killers it doesn't mean it is a weak role.
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That is only a scare tactic. Survivors are dropping way more than killers. Game is simply not fun for the survivor side because of lack of options. The truth is, if you are not on a team that are like gods, the killer will win. That doesn't fun to me.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2757154#Comment_2757154
There we go sluzzy! You just gave (yourself) an answer!
See, no need to nerf blight tinkerer ruin etc
As solo, I don't remember the last time ever winning against that kind of Blight but I still see him. The team is always decimated. MMR doesn't work!!! It goes both ways here.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2757154#Comment_2757154
It should be like that, yes. I loose often but i am ok with that.
As you read around the main problem seems to be the system is not working or is working but has a dodged lobby or not enough players or whatever.
Maybe that is a thing they can´t fix ever.
But a new killer player should never get a SWF as well as a new player should not get a profi killer. What is the point of a system if it does not prevent these situations.
And everybody who has ever faced a vastly superior enemy knows how bad this feels.
Unfortunately, the really good SWF sits too long in a lobby so the system is apparently giving them the next available killer. I agree MMR shouldn't exist in an asymmetrical game. It needs to be balanced for average matches.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2757140#Comment_2757140
Nope. Only at low MMR.
If you face better survs you are screwed as (average) killer.
You can't win every match. When you win, the MMR is obviously giving you better survs the next time.
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Improve. Killer is literally the easiest it has ever been, way too easy actually. Almost every mechanic and everything is now killer sided.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2754201#Comment_2754201
Stop with the trolling sluzzy. I don't agree that Alch ring is balanced. But to call blight himself, OP. Is just being disingenuous
I've seen the slaughters he has made. I've played against the almighty trio (Ruin, Undying, Tinkerer). Most teams don't stand a chance against him even without that addon, especially when perks are used.
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It's not balanced at all. It takes an already overtuned killer and makes him unstoppable. Be like Huntress that can instantly get all 5 hatchets again simply for hitting someone. It's so broken.
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- Anti-Loop killer (Check)
- Slows down survivor (Check)
- A mandatory secondary objective (Check)
- Requires coordination to beat (Check)
There's a reason his killrates were the highest and I feel like his nerfs were not enough. He either needs a weaker anti-loop power or his Lament Configuration power needs to be much less punishing.
There is also an unfair strategy where I see Pinheads know where the box is located. Hoarder needs to be nerfed so it doesn't show this particular box. Both needs to be fixed.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2752177#Comment_2752177
It's totally optional. Or survivors wouldn't complain about NOED.
With how strong killers are and the meta, there is no way to do 5 gens and 5 totems. It's literally impossible. It's a miracle to get the main objective done.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2752139#Comment_2752139
If survivors had an additional objective, killers wouldn´t be forced to play in such a manner.
With the current gen speed, killers have not a splitsecond to waste.
It is bad, when a killer doesn´t even have the chance to get a nice 12 hook. No time for that.
Survs already have hex perks and boon totems. Isn't that second objectives.
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If killers, slowdown perks were nerfed, teams would not be forced to play in such a manner.
With oppressive Blights, camping, and tunneling being a huge meta, there is not even a second to waste.
It is bad when I second guess whether to check a chest. Not even time to do that.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/2751375#Comment_2751375
If he pretends to go in another place, the person gets rescued with bt and now the hooked person is running away with ds, while the other two are still doing gens; either way, what you are saying describes perfectly a situation where the killer camps against scared and mediocre survivors, not against survs who are good at looping and that know to do gens and not get scared of the killer. With the soloq change, the excuse to not doing gens while the killer camps will get old fast (even though is already easy to go against killers that camp).
I did not asked for that, i dont understand what you are saying; i am talking about killers in general, any strat of killers, from camping, slugging, tunneling, 3 gen situation, hit and run, every strat of the killer is counterable, thats what i said, so there are no excuses for survivors to perform poorly. (With the exception of a master nurse main)
No, camping and tunneling is already weak: regarding tunneling and camping, against good survivors with ds is very punishing, only works against awful survivors and the game should not be balanced towards bad survivors. The state of the game for survivors is not bad, depends only if the survivor knows how to loop, how to do a gen and to rescue when the killer is not nearby (or trading with bt); overall most people just complain about stuff from the game that is pretty easy to deal with, is absurd and funny at the same time; thats why killers get endless nerfs, but since i play mostly survivor i will not be that affected by nerfs unlike killer mains.
The killer can prevent the save totally. Lets do say it is a Huntress, she can easily hit the survivor with a hatchet as they are trying to save. Now he can either commit to save or another survivor has to leave the objective and try to save. What if the killer has Ruin now? All progress is resetting. Imagine for a second how much advantage this gives the killer. What if the first survivor commits to save against the Huntress. Since she can hold her hatchet for an infinite amount of the time, if they try to save, the survivor will go down, denying the save. (I've seen this too many times as a survivor) What if it is Leatherface or HIllbilly, same where it is not possible to save.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/2751329#Comment_2751329
Spread on gens, each one at one gen, then escape, in a scenario were the survivor is camped to death, simple as that; if the killer has no way out, go immerse and he wont find you, best case scenario for him is for the survivor to be a potato that doesnt loop to be the second kill, but in general camping is very weak, only works against bad survivors. Other tip: Only do gen with someone if the person or you have prove thyself, otherwise spread, is not that hard to just do gens and leave against a killer camping.
Now, the counterplay for the killer against very good survivors is way harder, ths strats of the killers are pretty easy to deal with, most of them if not all the strategies of killers can be dealt with without stress, people exagerate a lot when they complain about camping and tunneling
That's assuming they are SWF or they have Kindred. You are looking at this way too simplistic. Then experienced killers will exploit the unfair tactics by pretending to not camp, then looking for someone to save, and now guess what? Only 2 is doing gens. One on a hook and the savior is going down. Now the entire team is a domino effect. If you are not part of a perfect team, the killer is winning and nothing survivors can do.
A bad killer shouldn't have a way to counterplay good survivors and win. I think that is what you are asking for.
Camping and tunneling needs a nerf so the game is fair.