Sluzzy
Sluzzy
About
- Username
- Sluzzy
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Comments
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Survivor has got to be easier. I see people with hundreds of hours dying quickly. Buff maps so it's easier to escape killers. It's impossible for new players. The killer can also track too easily. If the job for killer has been made easy so it needs to be easier for survivor.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2612736#Comment_2612736
How much do you play killer?
I do play plenty.
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I do agree he needs a nerf. Much slower throwing of knives or slower cooldown after he finishes throwing. He is like old Legion used to be. When you get spotted, there is nothing you can do but go down.
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Dead hard is only a problem for very bad killers. It's good against Nurse but that is about it.
Sprint Burst is really better. If everyone was using Sprint Burst, Sprint Burst would suddenly "be a problem" because perks aren't supposed to be good for survivor.
Meanwhile, some killers are using 4 slowdown perks. 🙄
That's a problem!
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Devs have always favored killers. Killers won't admit it.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2608303#Comment_2608303
Well that's very interesting whataboutism, but it has nothing to do with the discussion at hand. Are you still maintaining that boon totems cover a very tiny area or have you conceded that this is not the case?
It's still tiny. It giving a little more advantage on an indoor map is no different than a killer hex perk on it.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2607273#Comment_2607273
A very tiny area? Nearly a quarter of the map on some maps, not to mention covering multiple stories in places like Midwich & House of Pain. Wow, that's borderline delusional!
That's fine. Have you played survivor against a killer with Devour Hope on an indoor map? It's ridiculous.
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Yes, if it is not intended by the devs, it should be removed. Blight is definitely strong enough without that.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2607273#Comment_2607273
Hmm... A lot of time? When i play survivor i find 2-3 totems just by randomly running nearby. So no, u don't waste time at all.
https://forum.deadbydaylight.com/en/discussion/comment/2607280#Comment_2607280
Don't joke like that, it's not funny. U compare 14 sec (blessing) + 16 sec (healing) from boon VS 32 from self-care. And once u set up boon it has infinitive value for your team.
Unless u suck at math and can't count 2+2 there's no way u don't understand how strong COH is compared to Self-Care.
It has to be good to incentivize using it. Otherwise it is better to bring a medkit or self-care.
Small tiny area to help your team.
Takes time to find totem and bless it when you can be working on a gen instead.
Killer can hear it easily and disable almost instantly.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2607233#Comment_2607233
They’re not even weak, stop with that nonsense.
Only slightly better than self-care healing speed. The price is blessing a totem, that seems fair.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2607233#Comment_2607233
What do u mean not fair? Killers don't tp on them, it takes some time to find and destroy it. Before that u have enough time to heal anyone and run away.
Currently it's 1 slot better self-care for entire team. Either make it one time use only or same weak as self-care.
I'm for one time use only.
Unless you have bad earbuds, you can hear them from 16 meters away. Self-care for a very tiny area. Survivor has to waste a lot of time finding and blessing it for a small area, for the team.
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@R2k said:
Boons needs to be one time use only. That's only change i want.
That wouldn't be fair for how weak they are. They are loud and takes only a second for killer to disable them.
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No thank you, Myers is already beautifully done and it seems like they are based on the first movie.
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Maybe some survivors do have egos (SWF teams), but killers can have big egos too (like when they don't 4K).
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@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2605152#Comment_2605152
Ruin is able to be destroyed permanently
But it is so much stronger than the boons.
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I'm assuming Ruin on Blight is just fine.
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@YukiShiori21 said:
When you know the Bubba is camping, why don't you just do gens?
The guy on the hook was basically dead at that time.
Do your job and don't try to be a hero, OK?
A camping Bubba can hardly get another kill when you just do gens and get out.
Not everyone is in a 4 man sweat team. If that is required to beat bubba, it needs changing.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2604901#Comment_2604901
U mean if your teammate is stupid it's unfair? That's great logic u have. Do we need to nerf everything so even monkey can play it?
To be fair, a monkey could do what he did. Bubba needs to be reworked because no skill is needed for his "instant" down.
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@Nathan13 said:
Do gens instead of feeding the killer more hooks.
All it takes is one solo player to not know. Gens are also too slow to get them done before one person is camped to death. He still gets 2 kills which is not fair.
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What? How do you save against an insta-saw? This killer completely denies gameplay mechanics.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/291575/something-must-be-done-about-this
I realize you troll sluzzy. But why are you using fake scenarios to prove a point in your troll posts ?
Your second picture is literally a custom game of 1v1. There's 1 player for survivors. No DCs. No deaths.
I spectated after I died. He let him bleed the full amount of time.
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@R2k said:
Imagine being so bad to be beaten by camping Bubba. Do gens = gg wp ez.
So you are condoning that this is fair?
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2604465#Comment_2604465
I am genuinely confused by you, sluzzy. Sometimes your posts are very trolly but other times you make a lot of sense lol. It feels so weird to agree with you but I really can't help it sometimes
I'm glad you are slowly seeing my point of view :)
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The old bug benefited the killer tremendously. Survivors were robbed of a successful dodge for years. At least the new bug is fair. As Clevite said, i'm sure they'll remove the scream eventually.
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They definitely don't play survivor.
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A perk that takes a long time to find and activate for a tiny area of the map to hide an aura is not broken.
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There's no counterplay to 6 rapid fire blades on most maps. They knew that. Trickster is extremely unfun to verse.
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Something desperately needs to be done about tunneling. At least 8 out 10 matches a person simply tunneled out of the match. I can't imagine the devs ignoring this much longer because it is totally unfun. Either decisive strike needs to be massively buffed so killers are discouraged from it or a builtin mechanic to prevent it.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2598497#Comment_2598497
I'm not talking about tunneling the first survivor you see. I'm talking about tunneling or camping which is necessary when there are 3 gens left and you've only got 1 hook. This is not uncommon if you are playing against a very good team.
Your argument "is it fair if four good survivors because a Killer tunnels someone out of the match early" can be very easily reversed...
Is it fair if a good Killer loses a match because he didn't play Nurse, wasn't on a favourable map, or simply got gen-rushed or had bad RNG with gen placement or loops?
The killer does get more pressure after they hook someone. So it's only smart for survivors to get some gens done quickly while they can because killers can snowball fast. Killers don't show mercy. Always slugging even with 5 gens still up. Why should survivors not try to get the objective done as soon as they can?
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@danielmaster87 said:
I'm also very disappointed that patch after patch, gens aren't addressed, and instead survivors get more and more tools to turn the killer into their plaything.
What? The killer literally just received a perk called Plaything. A very powerful perk, don't be ungrateful.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2598378#Comment_2598378
Similarly, if you "sweat" to get the escape, you will play against better Killers who know when they have to either camp or tunnel to win a game. Then you'll make a thread complaining about camping and tunneling, even though by being an efficient survivor, you make them mandatory tactics. So is this a double irony?
That only means camping and tunneling to get a 4K is overpowered tactics where survivors are not strong enough to overcome it. Is it fair if four good survivors all lose because a killer tunnels someone out of the match early? I see this happening too much because DS is not strong enough or because the survivor didn't have it.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/290895/killers-irony-of-high-mmr
Im gonna be honest with you. This is true. Or at least isnt wrong.
If you sweat, you go against better opponents, until eventually you can't keep up.
Yes. If you sweat to get a 4K you will get better opponents and killers use every tactic to get a 4K and then complains.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2598106#Comment_2598106
It’s a little broken with medkits IMO.
If you are healing, the killer lost the chase. Even if it was infinite recharges that seems fair to me. A perk is being sacrificed for it.
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Killers say all the time it is OK for things to compliment one another. Take a look at Monitor and Abuse on Michael Myers. There is many killer addons that drastically improve the killer's power and their effects are greatly boosted with perks. Save the Best For Last can get nutty on some killers, especially on Demogorgon making it impossible to do saves.
Lets not completely forget what killers have. Built for Last is fine. You are actually sacrificing a perk slot to get a little more oomph out of an item. I'm glad it was buffed because the old version was so trash.
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@MrsGhostface said:
Are we gonna ignore how loud the boons are? They’re so easy to find
Thank you for pointing that out.
I can't believe killers are still complaining. What we have here is a survivor, not doing the objective, but looking for a hard to find totem to give them ability to heal. That's too good to be true for killers.
Every time I use the boon, even if it is in an inconspicuous location, killers are drawn to it from their loud emitting sound. Hex perks should give off this sound to be fair.
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He is the perfect example of pay to win. Most OP and most used perk in the entire game and an extremely easy to use insta-down.
No cooldown after chainsawing a pallet. And because pallets are so spare that is why survivors are always going down against him.
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Explain that to all the survivors being camped, tunneled, and slugged to death. Game is so much easier as a killer.
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Why should it get a nerf? Survivor finally has a totem perk, which they have to waste time not doing the objective to get benefit of a very small area?
I think they are a very good addition, something to change the game up a little bit. Killers get new overpowered perks all the time. Starstruck, Plaything, Undying, and Blood Favor got buffed to only name a few.
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It's really more that you are accustomed to getting downs from DH that you didn't deserve. Now it is working as it should.
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The same killers that are complaining about COH are complaining about survivors using the same perks every match. Imagine removing a meta perk to "simply heal" and then complaining about it.
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BHVR has been on the killer's side for 5 years.
Killers should be required to play the game in 2016 to appreciate how easy it is now.
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Yes, it is about time. Being exhausted on the floor made you feel robbed.
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@ThatOneDemoPlayer said:
I agree, SoloQ is really miserable and unfair. Buff it to SWF level then buff Killers to be able to compete fairly
For the most part, killers still do well with SWF. I don't think killers need any buffs. They are too strong against solos so they need nerfing if anything.
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Not a buff. It was finally fixed.
Killers were gifted a lot of wins for a very long time from the survivor being downed because dead hard didn't work as it was expected to. (ie. On the floor exhausted).
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It needs to go back to 2016 where survivors have a chance of winning and killers won without slowdown perks. I don't know why survivors re-queue to lose like that.
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/2587736#Comment_2587736
This was just 1 example. I can be the other way around as well. And it's not like morals, fairplay and respect only apply to killer role.
Survivors can't deny the killer a fair and fun game though. The killer is the only one that has the power to do that through camping and tunneling. The killer can sit still the entire game and still get 4 BBQ stacks and walk away with 20K points. Survivors can't do that.
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Reading through the comments shows that it is BHVR's responsibility to ensure their game is fair for both sides. There is too much "trust" in the overpowered Killer role to ensure the match is fair and fun. Survivor perks, like Decisive Strike, need to be buffed for multiple uses with a pausable timer so it can't be exploited. Camping needs to be way more punishable. Survivors need more ways to escape the match so there is no no-win scenarios that killers can exploit such as sitting on 3 gens.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2587545#Comment_2587545
What good are you if you can't hide from a killer?
What will that accomplish? The killer will very easily continue to slug until all 4 is down.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2587451#Comment_2587451
If you see that from the survivor side, you're not a good survivor/teammate. Stats about kills are also irrelevant, given what we know of BHVR's collection process - and while I don't think the hatch and key nerfs were needed in tandem, you have a new perk in Clairvoyance to find hatch if that's what you rely on.
Despite your claim, the 'real evidence' of recordings and interviews says even BHVR acknowledges that the game is survivor-sided.
Despite your claim, the pretense that survivor perks are all weak and irrelevant to play is verifiably false. There's some that could use buffs for both sides, of course.
There's no killer perk without counterplay, and no killer perk or combo that eliminates the chance for survivors to succeed. Name one that can't be countered.
While I'm a killer main, I play both sides, started as a survivor main, and frankly - your pretend perspective is one I outgrew a long time ago.
What good is the Clairvoyance perk if the killer will slug for the 4K?
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2587349#Comment_2587349
With 5 good/average players, the killer doesn't have a marked advantage, full stop. It remains dishonest to waste people's time with that drek. Your 'logic' only works if there's only one player on the survivor side - as such, you logic isn't relevant to DBD.
16 perks versus a killer's 4, items which trend toward impacting the game more than a killer's addons, and the potential for comms which overshadow, boost, or overtly replace an additional 12+ perks? The game is only killer-sided when regarding the inexperienced.
Further, a chase will on average last 40 seconds. 80 seconds to a generator means even if the impossible happened and a downed player were immediately hooked every time, with chases starting in sequence, 4 generators would be done at minimum before anyone were at risk of dying - and all of this under the assumption that survivors haven't been on multiple generators at the same time.
The goal of a survivor's chase is to waste the killer's time for a while. The goal of a killer's chase is to not let that happen. But even if the killer gets a down every time in these impossible scenarios with actual advantage to the killer, unlike with merely eventually being assumed to gain a down per chase, they'll still fail to kill everyone.
I see the killer winning in about 9 out of 10 matches. Stats also show killers are overpowered, with some getting as much as 3K on average with the hatch available (before it was even nerfed into uselessness). It's going to be bad now.
There is no evidence at all showing a killer doesn't have a marked advantage. All the real evidence points to survivors having a marked disadvantage with almost no chances of escaping unless the killer screws up.
Survivors might have 16 perks, but they are all extremely weak and they are not always active. The killer's 4 perks are negatively impacting all 4 survivors simultaneously. So in reality, the killer's 4 perks are equal in strength to all 16.
Allow me to correct myself, the killer's 4 perks are stronger than the survivors 16 perks and influence the outcome way more. Look at NOED for example or Devour Hope, Tinkerer/Ruin.
Some survivor perks don't even activate unless the killer plays scummy (ie. Borrowed Time). And Decisive Strike punishes the survivor for playing the game. What killer perk does such?