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Sluzzy

Sluzzy

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Sluzzy
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  • Another gift to high mobility killers as if they aren't strong enough. I already predicting that Claudette being snipped by a Blight or Billy within 9 seconds of the match starting so when survivors are the strongest, they'll be no opportunity to get ahead.

    It's a big problem.

  • @Kebek said:

    The amount of complains wraith gets lately make me ever more sure he's in a perfect spot right now.

    It took years of small buffs adding addons to his basekit but finally, it seems he's hit the sweetspot.

    And years of survivor nerfs, he went from a fair and fun killer to being very OP

  • @Northener1907 said:

    I already have my 4K machine (Blight). And learning other 4K machine (Nurse). Freddy is not strong like this both but my Freddy boi has so much 4K.

    I wanna some buffs for Nemesis because he is not strong. Killers have to be strong on chases or they have to be good with map mobility. Nemesis has not map mobility. And he is not good at chases because he has to hit 3 times. That makes him so weak. So i do not wanna 4K machine, i wanna fair and balanced killer. Nemesis needs buffs.

    This is unacceptable. You shouldn't be winning that much!

    Now Nemesis is new, you have to learn him. You shouldn't be getting a 4K all the time upon release. He also has intense map pressure, he has 2 helpers on the map giving you info too. He definitely needs no buffs, maybe some nerfs!!

  • Distortion should be unlimited. There's no reason it shouldn't be. Survivor needs more meta perks and with so many aura perks, there needs to be some counters. There is killers with OP aura add-ons and it wastes distortion in no time.

  • All killer perks massively buffed. All 6 survivor perks untouched.

    Lethal Pursuer is game changing, another likely meta perk. Those other perks too.

    Franklin's Demise buffed to drain expensive charges from a purple medkit.

  • Franklin's dropping the item is all it should have done from the beginning.

    A perk shouldn't be completely rendering an item useless, and taking it away to the entity. That's too much


    Survivor still has to waste a lot of time looking for their item if they wanted it.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270137#Comment_2270137

    It's not that they are strong. It's that they are boring game enders.

    You are having an exciting game, last gen remaining but one survivor is down, you know that if you don't make mistakes and keep the pressure up you can win this and then boom game is done. 2 survivors escaped with a key.

    And visa versa same situation, last gen survivor down. You are getting chased and outplayed the killer a couple of times. You just need to hold on a little longer so your teammates can finish the last ... nvm they are both gone. Might as wel just let the killer kill me at this point.

    Keys make for boring anti climatic games. On both sides. It's the equivalant of playing monopoly and somebody giving all their assets and money to the wining player cause they don't want to play anymore.

    How strong this is or how often it happens is irrelevant. It's so boringly unfun and straight up ruins games.

    Even someone as survivor sided as you must admit that suddenly being left by your teammates halfway through the game and have all your efforts to that point be meaningless sucks.

    Killers already have endgame advantages. It's way too common a Hag wins with nesting on 3 gens. You can't say it's always fun.

    I've been the victim and it feels bad when 2 teammates leave you high and dry and killer has an ez kill with EGC. That could be fixed if EGC didn't start because killer kicked the hatch. It's an unfair advantage.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270137#Comment_2270137

    Keys don't need to be in the game then...

    When used it's rewarding the survivors for messing up. It's a I WIN move and there is no counter.

    Pay 2 Win Bubba totally counters keys.

  • What's wrong with keys?

    Statistically it's been said they have a very small success rate. Tiny.

    A lot of effort to make them work. Must live, do enough objectives and actually find hatch.

    I hardly used keys because it's rare for the hatch to spawn in a typical match and you spend so much time looking for it you can do a gen. Keys are not as common as killer mains make it out to be.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269814#Comment_2269814

    Tinkerer doesn't delay the objective. PGTW, Ruin, Surge, Oppressions, and Corrupt do. Tinkerer is a tracking perk. And it's only a guaranteed hit if you allow it. At many gens there are points for you to look out for like windows or around corners. And some gens having LOS as far as anyone can see. As well you can prepare and simply put yourself by a good window or pallet which is a counter. As well, you can stealth it out you know when Tinkerer will proc and hop off and play around it. A one time usage would make this perk worthless. You bring up Blight with Tinkerer a lot which is fair it has amazing synergy with his power. But besides a few killers. Tinkerer isn't that good with all the 4.4s Tinkerer is awful. With the standard movement speed killers like Trapper, Myers, Bubba it's okay, but there are so many instances you get there and gen is popped because you couldn't get their in time. So it might not pay off it could though. But we can't judge a perk on it's synergy with a power if that's the case. Where's the Stridor nerf because it's so good with Spirit? Or the Iron Maiden nerf because it helps two killers reload?

    That's about like Lucky Break, it's worthless and nobody uses it.

    Survivor perks are always balanced for special cases but not killer perks. There is major double standards when Balanced Landing was nerfed because of a map or two but Tinkerer gets a free pass on Blight. Decisive Strike because a killer so happened to find a survivor healing, a 1 time use perk I might add. Well, what about Tinkerer on Bubba? I don't like be instasawed because I didn't have enough time to move.

    BBQ and Tinkerer needs this treatment and get the nerf hammer, because they are too strong and game breaking on fast killers.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269782#Comment_2269782

    It's not rare many maps are big so unless you're Blight, Hillbilly, Nurse, Freddy. And maybe Demogorgon Tinkerer isn't gonna do much on maps like Badham, Gas Heaven, Groaning Storehouse. Where the gens are hard to reach and map is huge. And all the remaining maps not updated have hard to reach gens and are big. And it's up the survivor to break the three gen seeing the killer has Tinkerer should be the notification okay we got to leave this gen and fix a different one. Up to the survivor. I don't believe it needs a cooldown either and if two Tinkerer's proc what are you gonna do. Bringing up Lucky Break is what about this which I discovered isn't helpful to a discussion. But Lucky Break should be put up to a minute I agree with that.

    If Tinkerer can stop the objective and give free hits, it's not fair a survivor perk is not even guaranteed to help is 1 time use. Either Tinkerer should be a 1 time use or survivors need way to combat it. Tinkerer is so game changing it's very OP. I hardly see a Blight without this perk. And it's always a 4K.

  • That is so rare. Maybe if all four is alive and it's a big map and 3 are far apart? You have to see how strong it is.

    Needs a long cooldown. Why does Lucky Break only 45 sec and this perk infinite?

  • Very bad and unhealthy perk. It's way too powerful for absolutely no effort from the killer. As you said, it's a guaranteed win for the killer with only 3 gens remaining.

    It punishes the survivor for playing the objective and rewards killer. Wait until you get instasawed by a Leatherface at a jungle gym.

    If this perk was a survivor perk, it would be a 1 time use perk with several conditions.

  • Huntress gets a free pass when it comes to balancing. Clown loses his exhaustion gas but a hatchet can keep it?

    Huntress is still the same overpowered killer as was way before so many survivor nerfs.

    Also half of all pallets have been eradicated. Huntress still has FIVE hatchets despite all of these changes. Not to mention the vast number of deadzones.

  • I think counterforce should be buffed so it is a random totem and not the one farthest away. This is like an advantage for the killer because you waste time going across the entire map to maybe not even find the totem.

    Again Killer perks are so easy for killers to get huge benefit from such as Ruin, NOED, Infectious Freight. Look at Corrupt Intervention: stalls the game at the beginning for doing nothing. Survivor perks require a lot of effort and it might not work.

  • Both should require the same effort to get stacks. BBQ not only is easier to get stacks but a wealth of map knowledge for doing the simple objective.

  • His buffs should be reverted. Instead of cloaking for a sneak attack, it is now spammed for a free long-range uncounterable free down. Why are Wraiths cloaking and uncloking on your tail? I don't think the devs originally intended for him to be used that way.

  • @jooeevela said:

    He really does needs a nerf, maybe a bigger cooldown between his rush, he can rush almost everytime

    Glad you see my point. You can't gain any distance on him because his charges come back way too fast. Too effective, too much mobility.

    @ALostPuppy said:

    Tbf Sluzzy is right about one thing: his charges do come back pretty quick for a killer that has little to no punishment after missing with his power. I don't think that makes him a problem but if he misses at a loop you usually have to just stay at the loop because he'll get his power back in 5 seconds and catch up to you in an instant. There isn't really a way to play around the cooldown or after the pallet has been broken, it's usually a free hit because of the crappy map design.

    His add-ons are DUMB though. Alchemist ring, compound 33, iri tag, double speed and double cooldown...they're ridiculously strong.

    Yes, his addons are indeed a major issue. As if his cooldown was near non-existent, it doesn't need to be any less. Wallhacking for an addon should come at a great expense. Like less charges, much slower charges, something. Or shouldn't exist at all. Similar to the Wraith addon, its broken.

  • @ChiSoxFan11 said:

    I escaped as a Solo against a Rank 1 Blight today running Ruin/Tinkerer (arguably one of the BEST killers to be able to take advantage of that perk combo), and I wasn't the only survivor in the match to do so (and it was a gate escape, no hatch/key shenanigans). And in what I think might have been an all-Solo lobby, one of the players (who did die) was a Rank 10.

    And I'm frankly a decent, but nothing special, survivor (Red Ranked, but that doesn't always mean much), who isn't the greatest at looping, so it wasn't because I possess some Omega-level survivor skills. If I can do it, and against a capable killer -- who wasn't a new Blight, and was also running Sluzzy's other completely "unfair" perk, BBQ (sarcasm alert) -- anyone with SOME level of skill at survivor should be able to do the same.

    Just saying.

    ETA: There's an old saying, "A bad carpenter blames their tools". That seems somehow fitting to use here.

    Additonal ETA: Just rewatched the match I referenced above. The Map was Santum of Wrath, Yamoka. Ruin was broken in just under 90 seconds. A Rank 2 Elodie was dead 4 and a half minutes into the match, taking three of the first four hooks, and leaving a Rank 1 Adam (who lived) and the Rank 10 Steve (who died just before the last two gens popped) with me in what was essentially a 3 v. 1 for the majority of the match with 2 gens done at that point. My only hook state came when I tried to finish a gen in the Blight's face and got pulled off milliseconds before it would have popped. I did it again later and finished the same gen just before getting yanked. I actually finished the first 4 gens (both solo and with someone on one with me), AND broke the other 4 totems (hey -- Detective's Hunch for the win and the Rift challenge!) in the match. I was able to evade BBQ, and gens popped without being contested even with Tinkerer because the killer CAN'T BE IN MULTIPLE PLACES AT ONCE. Usually, a gen was done when the Blight was in chase with someone injured across the map, or they were in the process of hooking someone, or in the case of the last two gens, they popped in quick succession, and they couldn't defend both. So yeah -- is it a tough build to face? Sure. Is it this unbeatable nightmare some people claim. Simply put -- no.

    How often do you win against that? Winning one game doesn't mean it is balanced, the killer could have been going easy.

    In my experience, it is a massacre because gens are regressing and if you almost have one done, here comes the killer. Then it is reset to 0. Its too oppressive especially against solos.

  • There's no winning against a Wraith loaded with the right perks. It's certainly a sign he was over buffed. Instead of using his power to be stealthy, it's spammed for free kills. There is no mind gaming a Wraith either, drop the pallet and recloak. He needs some nerfs.

    in Wraith. Comment by Sluzzy
  • I'm not sure how MMR can guage skill here with so many variables. No amount of skill can beat a Spirit or a Leatherface in a dead zone. You suddenly sink in MMR. A survivor being able to survive really depends on the killer, map, and perks.

    Those poor survivors playing against Otz.

  • Out of the last 10 matches, only 1 saw the gates opened. Killers definitely need toned down.

  • It's not as killer sided. At least when I spawn on the map I don't feel like the game is already lost, but depending on the killer is another question and the perks.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248731#Comment_2248731

    Wow, imagine winning because you used the perks that you grinded for that are available in the game for everyone else to unlock... What a concept.

    Perks shouldn't automatically win the game. Killer perks are way too oppressive. For example, Ruin and POP removes too much progress for simply playing the game. As survivor you can't win because of a perk, it takes all 4 playing perfectly and the killer making mistakes.

  • @Mister_xD said:

    okay, first of all: Hey Sluzzy, how are you doing today? good to see you've not given up on this yet, its always quite entertaining to read your posts ^^

    secondly, for all those who might not be aware of how this works:

    each map has an estimated maximum and minimum amount of pallets that can spawn. This is needed due to the random nature of how maps are created, so the amount of possible pallet spawn tiles varies from match to match.

    this leaves us with two possible, problematic scenarios:

    1) there are not enough pallet spawn tiles for the game to reach the minimum amount of Pallets. This will force the game to ignore the otherwise in place "pallet deadzone", which is around each pallet to prevent double pallet spawns, and forcefully create double pallet spots until the minimum amount of pallets has been reached.

    2) there are too many pallet spawn tiles for the game to place pallets in, as is the case in the screenshots above. In that case the game will just randomly start filling in pallets until the maximum number of possible pallets on this map has been reached and leaves the remaining pallet spawn tiles empty.

    so in conclusion, while Sluzzy is right that there might not be pallets in these otherwise possible pallet spawns, this in no way means there were no pallets on the map or that the game would be killersided, in fact it means that the Survivors had the maximum amount of pallets to play with, which is beneficial to them.

    Thanks for reading and have a good day ^^

    Hello Mister :)

    As long as I play survivor I will bring to light the major shortcomings. Survivor is a major horrific disadvantage against a decent killer. This doctor didn't even seem good, just won because of his perks and no pallets on the map.

    Regardless of what is happening, a flawed computer algorithm, map designing, the entity itself, there is way too few pallets on too many maps. Autohavens, Shelter Woods, this map I showed, is a death sentence as soon survivors has spawned in it. In the picture I showed, the killer legit hit me twice before I even got to a pallet. I was thinking "I have no options". Two gens in that area, if it was a leatherface would down each person freely with no effort even if they were healthy.

    I don't think the game is considering a max or min or it is bugged beyond. I believe there was less than 10 pallets on the entire map, maybe 6-7. I remember seeing 1-2 in the center building, one obviously at shack, there was only 2 jungle gyms on that entire map, and it was one of the bigger maps! When you leave the jungle gym, it was a certain down.

  • Yes. Also, Tinkerer and BBQ should be barred on killers like Blight. They break the game.

  • It's been bad for a very very long time. For survivor, red rank is unplayable unless you are all four on comms sweating profusely to get gens done and even that is usually not enough.

    Way too much expected from the survivor side, and too little from the one killer. Not saying killer doesn't require effort, but the stars have to align for survivors to escape, the killer can play on auto pilot and win 99% of the time. It's very unbalanced. The retention rate of players have to be very small. Nobody wants to play when the odds are so small.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247032#Comment_2247032

    Hot Take for ya Sluzzy: The Free Aura reading Survivors are given on dying Survivors and Survivors on Hook are even more egregious wallhacks that have yet to have been addressed, and should be changed even before BBQ, which is a perk. Knockout doesn't cut it and is just a band-aid. /s

    I think the aura reading on hooked and dying survivors have been in the game since it was introduced. BBQ didn't come until Leatherface.

    Despite all the survivor nerfs and killer buffs, BBQ has remained the same. It's not fair.

  • People are complaining for valid reasons. It's basically a wallhack every time the killer performs the simple objective, and it's too oppressive and overpowered on all killers especially Blight, Billy, Spirit, Oni, Freddy,....

    It puts the game too much in favor of the killer. With Ruin, it's really too strong.

    I love how DS was nerfed because killers couldnt play around it, yet survivors have to sit in a locker half of the match and watch generators regress.

  • So now she's too strong. If those problems don't exist anymore.

  • @Kebek said:

    RNG screwing over either side happens quite often. Nothing new here, sometimes it does to killer, sometimes to survivor.

    You used to to do better.

    It almost always screws over the survivor. There is never enough pallets, especially autohavens, always a free win for killer.

  • @[Deleted User] said:

    There's a jungle gym to your right. But yeah, I agree there should be a pallet on those pillars, but that's RNG fault. The same way you can have 0 pallets there you can have 2 loops chained into that jungle gym which is a nightmare for any killer without strong antiloop.

    It didn't have a pallet either. Only a window vault in which the killer can totally deny with his power. Very oppressive.

  • She's definitely overpowered. Addons are too strong, instantly teleport to trap. Very unfair to verse.

  • @GoodBoyKaru said:

    Uh, Sluzzy, idk how to tell you this but uh... That's how the perk already works.

    So the killer does have to kick it twice if they want it to regress??

  • How is it fair for Wraith to dead hard multiple times a chase without perks? Spamming a free long reach lunge. His lunge is literally uncounterable, can swing directly through pallets. This shouldn't be a thing.

    Dead Hard is nothing.

  • He is definitely overpowered. This is how wraith plays:

    1. Uncloak near survivor for a gigantic lunge (free hit)
    2. Survivor starts sprinting away.
    3. Wraith cloaks and gets on survivor tail in only a few seconds. (Moves too fast)
    4. Wraith uncloaks for a free down.

    It's ridiculous. And what if he has the wallhacks addon??

  • Every Wraith is a good one, by selecting Wraith.

  • Killrushing happens 99% of all games, when an overwhelming majority of matches ends in a 4K. All it takes is a skilled killer and said killer never loses.

    A coordinated genrush team beating a rank 17 trapper just means you fought a noob killer. The game is unplayable for the majority of games, and for anyone new joining the game. Something needs to be done with killers being overpowered.

  • Me too. It's too OP on a high mobility killer. If the killer's job wasn't so easy, I would probably say BBQ might be more appropriate. Survivors die in the arms of the killer now. It is TOO much information. A killer that is downing fast essentially knows where everyone is at all times. I don't know how this perk has not been nerfed. When BBQ came out, survivors were much stronger, so many more pallets and you really have a good point how Bubba can't be saved against. The devs releases perks like this but never considers how OP it is on other killers. Same as Infectious Freight. The counterplay means you can't do the objective for most of the match.

    Please nerf this perk.

  • @TheClownIsKing said:

    Honestly, in many cases teams get slaughtered because they don’t play cautiously enough. They don’t respect that the opposition could indeed be a skilled, smart, threat.

    However, what I will agree with is that Killers have WAY too much available to them that makes learning how to track and hunt almost redundant. There is way too much aura revealing, and why I use Sole Survivor. Killer Instinct can go die a hot, painful death for all I care.

    I’ve lost count of the amount of repeat posts I’ve done teaching killers how to take advantage of the crows. Why? Because most killers don’t know how to, and don’t need to, until they’re actually up against a team that are exceptionally good at stealth.

    Of course the double edge sword here is that once proficient at using the information available from crows, in conjunction with perks that freely tell killers where survivors are, survivors will never be able to ever hide anywhere from that type of player ever, which isn’t fair. I genuinely have very little trouble finding survivors, and I don’t even use a lot of those meta tracking perks. I feel sorry for the survivors I’m up against sometimes.

    I think that is because playing cautiously is not rewarding enough. It's negated with BBQ, Infectious Freight, and so many aura perks, it's ingrained that stealth does no good. It's amazing how well a killer knows where everyone is at all times.

  • @GargledFire said:

    Most people don't even pay attention to what they are doing to survivors. It's just becoming based around rank 10 players having a 50/50 chance of escaping, while anyone above or below is screwed. It's not about them keeping broken things in the game for survivor and killer, it's about what they remove from survivor while permitting it from killer because "Killer is hard".

    They remove pallet vacuums, but keep killer hit vacuum(auto aim) in the game without a working hit detection system.

    They remove infinite loops, but promote killers standing at hooked survivors infinitely.

    They gut movement and make it easy for killers to get hits around corners, in 360s, and through pallets.

    They gut toolboxes but allow slowdown perk stacking.

    They replace most good loops with crappy filler tiles that only protect you from basic m1 killers 50% of the time.

    They balance the maps around killers who only m1, so when you get a killer that is stronger the map can be broken in killers favor with little skill on their part.

    Good killer perks make the game easier or require less thought, while good survivor perks are what are necessary to prevent dying to thoughtless tactics like tunneling off hook or being slugged on the ground for 4 minutes.

    Now killers need AI to help them win too, insane slippery slope the games went down imo. I remember when killers had to work for their kills, now all they care about is the win screen and not how they got it.

    100% Agree. The insane killrates at the top are thrown out.

    I would like to point out that all of this and blood lust still exists. Infinites are gone yet blood lust still exists. So much for outplaying the killer, here's a little speed boost to help the killer out. You can be completely vaulted over a pallet and still get hit.

    I legit saw a killer use 4 slowdown perks today.

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233446#Comment_2233446

    Yeah I guess that;s true. Still, I wanted to watch more of him. That guy had a 200 game Plague winstreak. He was insane.

    That's a sure sign the game is broken. I wouldn't play either knowing you can't lose.

  • Survivors need fixing before Billy. Billy with certain perks is still completely broken and a free win.

  • That killer build explains it. Something should be done about that, its too overpowered. And not fun at all.

  • It has been said Haddonfield did not necessarily have higher survival rate than other maps.

    Because a survivor is good enough to outwit a killer (ie. mindgame) in a chase does not make a map bad. The fact of the matter is, most maps are way too empty and I find it way too easy, most of the time for the killer to down. The deadzones are a much bigger issue than structures. There must be areas to entertain chases or there is no game. Would be very stale if every map was the same or predictable and always easy for killer.

  • @JimbusCrimbus said:

    Dead Hard is a free health state rewarded to survivors quite literally for failure. There's nothing fair about it. Survivors who use it aren't going anything skill based.

    Much like killers who rely on bloodlust, or slowdowns. Except Dead Hard buys FAR more time if used for distance for survivors than even Pop Goes the Weasel does for killers.

    https://forum.deadbydaylight.com/en/discussion/comment/2230680#Comment_2230680

    "No one complains about powerful killer perks or combos"

    You must be blind.

    https://forum.deadbydaylight.com/en/discussion/comment/2230667#Comment_2230667

    It absolutely IS op if used for distance, and unfair as all hell. Why are you rewarded a free distance boost and iframes at the press of a button for free? Dead Hard will get nerfed, eventually; and on that day, survivors will have to get good.

    Like slowgen perks? Free aura reads. Perks that remove objective progress. Imagine complaining about a small distance perk when you have all these perks that do the "job for you" and a killer with no counterplay and Wraith that can literally spam dead hard multiple times per match.

    Yeah, killers need to "git gud".

  • Imagine complaining about dead hard when Wraith can spam it. Huntress with uncounterable hatchets. Spirit with zero counterplay.

    I want to know why stacking slowdown perks is still a thing.

  • They should have left it at 90 secs as it was on the PTB and it would have been a decent perk. It's not fun to have a 1-time use perk that hardly works. It's totally garbage.

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