Sluzzy
Sluzzy
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- Sluzzy
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Comments
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@SkeletalElite said:
It's not garbage.
It's been tied for the most common perk in my last 95 killer matches (all since the meta update) at 97 appearances, tied with OTR.
That's been more than a quarter of survivors. It's still an incredibly popular and effective perk. Nightlight has it's use rate 21% in the last 2 weeks, crow sourced from thousands of matches.
It is garbage. Only killer mains think it is OK because they don't have to be concerned about it now. Because it is still used doesn't mean it is a good perk.
We have to remember that practically 99%, maybe close to 100% of survivor perks are completely garbage. Survivors don't have choices when it comes to perks. Especially when you compare them to killer perks.
I almost never see a game where a killer perk doesn't win the game for them.
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The game being so bad is an understatement.
Survivors are so overnerfed most have abandoned it and those few still playing don't even want to play it.
I'm honestly surprised killers are enjoying such easy games. Killers need to tell BHVR to make the game a little more fairer since killers are the only ones BHVR listens to.
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I think survivors need all the help they can get. It is hard to say maps are survivor sided when every match is a massacre.
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I've never seen a Wesker lose either.
There's a valid reason nobody wants to play survivor.
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Too many downsides, once again. Why does it not work like STBFL in which a single token is lost for a missed check? Why does it completely reset to 0 if you stop repairing? Why does it completely reset when a generator is repaired? It gets faster when you do good. I think it needs a buff before it is worth using.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3161952#Comment_3161952
This is beautifully saying what has been said like 10000 times in these forums in 10000 different ways. But it would be a FNG miracle if BHVR were to actually respond and say ‘you know what… we hear you and we’re going to address this’.
They don't care.
I will say this honestly: if killers were this unhappy with the game, there would be a twitter post about it.
Yes, I vividly remember the Circle of Healing nerfs.
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There needs to be look at why there are so many DCs. I've never seen survivor morale as low as it is now.
Survivors are waaaaaay overnerfed and killers are overbuffed.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3163129#Comment_3163129
The game still heavily favors survivors with comms at slightly above average levels of play.
The fact is comms were never considered during this games balancing until 6.1.
The fact is SWF is the equivalent of at least 4 broken information aura perks for free.
Not true. Devs intended for SWF way before the game ever released but it wasn't ready in time.
Since then, survivors have continuously been nerfed to hell and killers buffed to the moon. Survivor is totally unplayable now. A SWF might have a tiny, tiny chance to win if the killer plays poorly but that's about it.
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I can only look at the situation in disbelief. A prime opportunity to release an actual good perk that made killers think twice about camping, but nope, need to connect it to another survivor and have to come play with the killer to get some value from it. I wish BHVR would stop being scared to death of killer mains.
Two people not doing gens for only 30 seconds. No good.
If survivors actually bought the DLC, they are the actual reason why the game is becoming horrendously unbalanced and unfair to play as survivor. This DLC is just another killer DLC with 2 survivors with 6 useless perks.
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@Sumnox said:
The question is also, why do so many people ragequit/DC/Give up?
It seems like BHVR and killer mains have no idea why.
When the game is so unbalanced, everything survivors had is nerfed into the bin, 6 more trash-tier survivor meme perks. There's just nothing inspiring about survivor role.
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BHVR don't like survivors.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3155835#Comment_3155835
Where is the survivor speed boost when about to lose?
Well, survivors have always been given a gift for playing badly - the speed boost they get from the first hit! :)
And of course, there's the new basekit BT with 10 seconds of both immunity and 10% faster speed, another gift for getting caught.
What are you complaining about?
P.S Yes, I know what sort of reply to expect from this poster. :)
There is a such thing as an adrenaline rush. Flight or Fight response. Survivors should get that after getting hit hard. I think I would run faster than they do. Same thing after being unhooked, I think that 10% speed boost is very modest. In the devs own words, they using "safe numbers". After all, the killers don't even slow down after swinging so hard. They need to catch their breath, I would think.
The buff is definitely appreciated and I applaud the devs for giving survivors the flight or fight response after being unhooked. If only decisive strike was completely reverted then camping and tunneling will be mostly OK. Take it back 2 versions at a minimum. Right now, you can see killers being unafraid of DS because it is so weak and that is really bad. That's all I'm complaining about in regards to camping and tunneling. And maybe give Reassurance to the perk user. Everybody knows right now that perk will be useless in solo, the mode that needs it the most.
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An excellent point when comparing to other games where effort and practice leads to wins. Killers don't have to practice because the game is laughably in their favor. The game has continuously lowered the bar of what is expected from killers while dramatically putting survivor's objective out of reach. It shouldn't be a state of the game where solo survivors auto-lose against killers of way less experience. It is depressing to see the hours of killers and how the game spoon-feeds the wins because of 1) they parked on a 3 gen and did nothing 2) they had an endgame perk 3) the hatch spawned under their feet and closed it 4) they camped 5) they tunneled
Killers have so many strategies to win, but survivors have nothing. Their perks even DISABLE during the end. Even a hatch play has been removed. What I mean by this is that killer actually chooses, survivor has no choice. Just watch the entity come and grab them.
The icing on the cake was all of the killer buffs, including bloodlust being buffed, rewarding bad killer gameplay. Camping being buffed.
Where is the survivor speed boost when about to lose? I don't see it.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3154886#Comment_3154886
Sluzzy this is a video game, not an authoritarian regime
Stop with the melodrama
A video game with two sides.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3154857#Comment_3154857
You’re something of a pariah around these parts, but I really think you speak truthfully about the solo queue survivor experience. These forums have a very clear killer lean, so it’s good that people haven’t driven you away from here.
Survivors have been too afraid to speak up and that's why the game is really failing hard and survivors overnerfed and killers over buffed, constantly. Survivors shouldn't be so easy to be silenced or intimidated.
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The game doesn't reward survivors for trying. If The Killer has a few brain cells the outcome is determined.
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It might be killer mains switching to survivor, only to realize how difficult it is to have a fair chance to win.
Switching from killer after having constant wins, to switch to survivor has to be traumatizing.
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Summary: The game is way too easy for killer. And that is very true.
@emodeshort said:
If you really want to say that killers are stronger than survivors there are some arguments you can make, but nothing here aint it, you are just getting bad teamates, and if you are constantly gettin 4ks with trapper or wraith, this says more about the survivors you are getting than anything else
I would argue here that too much is expected from survivors for how easy it is for killers to do their objective. It should never take a 4 man pro team to have a chance to win. Completely disregarding killer experience level is why the game is now broken.
The game should be equally hard for both sides. Killers should never auto-win because survivors are just simply below a certain level - that is horse hockey.
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The game is without a sliver of doubt broken in favor of killer. It is so easy I get bored after only 2 matches. Survivors have absolutely nothing to defend against the killer. No need to even worry about dead hard either, just mindlessly swing and win.
It's almost as if the game has taken a huge fall backwards.
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Survivors are not supposed to have anything good. We should know this by now. So, can anyone tell me with a straight face, how a teammate running completely across the map to activate a short 30 sec pause only one time is supposed to be any good? This feels like another killer perk where it forces someone else to have the perk and to stop their objective and run to the killer to be killed.
Take note BHVR:. Survivors are quitting your game for a reason.
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Killers have never stopped using regression perks. Survivors need better speed-up perks to make the game more fair. Gens are almost never completed as-is.
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Reassurance nerfed. Doesn't help Solos because now it takes more than one survivor with the perk to even punish a camper.
Killers can still count to 10 to tunnel.
Camping and Tunneling will still be a huge problem as decisive strike is still useless.
Gen times still being 90 seconds will still be an issue, especially for solos.
Wesker buffed, as usual.
Game being incredibly killer sided didn't change.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3146716#Comment_3146716
No Sluzzy, Dead Hard being too strong was a fact. Killers knew it, Survivors knew it, the Devs knew it, Maurice knew it. Everyone knew it.
70%+ pickrate, Sluzzy. A perk doesn't get a 70% pickrate by being a perk that "rarely comes into play".
So it is only fact if killers say so, and Maurice too.
Completely disregarding it was fun to use as that might contribute to part of the popularity. Games should be fun.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3146668#Comment_3146668
Let me correct you unbiased observation leads to facts.
trust me it’s my job for the better part of 20 years.
You can give your opinion, you can even design tests to qualitatively test an idea but what you are offering here is the same thing you always do… your biased opinion passed off as some form of expertise.
Give your opinion but don’t commit the sin of confusing it with factual evidence that my friend is heinous. Even when it comes to something as silly as a computer game.
Dead hard being too strong was an opinion of killers. Decisive strike needing the fourteenth nerf was an opinion. Here we are and now survivor is unplayable.
I can't even play it seriously any more. If killer knows how to play then it turns into an altruism game.
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@ColonGlock said:
"Of course it sometimes, albeit rarely in specific scenarios extended the chase under very specific circumstances but shouldn't that what a perk does? Help you survive?"
@Sluzzy Dead Hard for distance happened way more often than you are implying here and saved many survivors from death. The argument can be made that some survivors relied a bit too much on this "skillful play" and are having to adapt which takes time.
Same thing happened when balanced landing was changed to make it less strong.
Players are already adapting and escaping more. Just not as much as before.
Killers rely on slowdown and aura perks and they still exists even stronger than before. Why are survivors expected to always adapt and do without yet killers still get anything and everything? If I am playing survivor I don't get faster for playing poorly.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3143024#Comment_3143024
So then balancing around bad killers is bad but balancing around bad survivors is good?
Don't confuse your opinion with factual evidence. They only “evidence” you have here that they balance for very bad killers is your opinion that they do.
Opinion does not equal fact.
Observations lead to facts. Survivors have been consistently nerfed while killers consistently buffed since the game was released. The evidence is the trends.
Good killers has never had issues winning consistently but yet killers were buffed anyway. They buffing to balance around bad killers.
Survivors and killers are not held to the same standards.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3143024#Comment_3143024
Evidence schmevidence. You've never once backed your claims up with actual data from the devs. All you ever have is anecdotal evidence and that just doesn't cut it. The fact of the matter is that the argument can be made both ways, whether you like it or not.
Videos don't lie. Killer mains are always winning while survivors are usually losing. What more evidence do we need? The game is being balanced for bad killers.
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Unfortunately, tunneling and camping was massively buffed with 6.1.0.
SWF is not necessarily automatically immune to it, although it helps. You forget that if it takes 3 people to come to the rescue and bodyblock, then no gens are being done. DS nerf was a major blow to survivors.
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@OldIronKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3143064#Comment_3143064
You always make some good points then you say things like "they slightly nerfed Thana" and then it's hard for anyone to take what you say seriously.
Legion and Plague was really unaffected so how was it not a slight nerf? BHVR made sure those killers would still be grossly oppressive.
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Survivors can't win so they are joining the easier side.
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@AvocadoPablo said:
Starbreeze should have not sold all rights away to Behavior. Game would be in a much better place. Terrible decisions since Starbreeze was bought out.
This was the turning point for sure.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3142999#Comment_3142999
Except every single data release from the DBD developers show that killer is always outperforming survivor by at least 5%. I've never once seen a data release by the developers ever showing survivors win more than killers. That's a fact.
In general, it is way more than 5%. Do look at the continuous winstreaks of killer mains and compare it to survivors usually losing.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3143064#Comment_3143064
ironworks main building, moaning storehouse main building, suffo pit main building, cowshed is 1 big god loop, disturbed ward main building, haddonfield all 5 houses, pale rose big boat, grim pantry main building, badham 1 main building, house of pain, and 2 story house of pain, badham 2, 3, 4 and 5 have the same god loops, gideons as a whole, ormond main building, dead dawg main building, eyrie main building, garden of pain main building
corrupt now punishes the killer for getting a down, making it not worthwhile if you have even a little bit of confidence, thana now punishes the killer for getting a kill, and just doesnt slow down gens anymore, pain res is still weaker than on release pain res.
If killers play well they still win on those maps regardless. Hopefully you are joking about Haddonfield, it is extremely killer sided with the lack of pallets and the entire middle is a deadzone, and many of the pallets are unsafe.
Although Corrupt disables, it has already done its job by delaying the match. Survivors have already wasted a lot of time looking for another gen.
The survivor perks were not nerfed this way, they were HARD nerfed or many more downsides added to them.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3143024#Comment_3143024
ah yes, they definitely dont add god loops and god pallets to every single map in the game.
they definitely didnt just remove thana and ruin
they definitely didnt nerf corrupt to punish killers for having a strong start
Almost all good loops have been removed. Dead zones exists in a majority of matches. There is half the pallets there used to be. They slightly nerfed Thana but buffed Pain Resonance. Corrupt still does exactly what it did, delayed the beginning of the match which is insanely powerful.
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@Pulsar said:
Circle of Healing is still good.
DS definitely needs to go back to 5 seconds. Hell, I wouldn't mind if it worked on both hook states.
DH is actually a skillful perk now and it's BETTER against Nurse too
This update has been very painful for Solo Q players. Hopefully we get changes soon.
Yes sir. No game should require a professional SWAT team all with thousands of hours to have a chance to win. This is not even fun for either side. Survivors need incredible buffs.
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@Alionis said:
Funny. The exact same argument could be made the other way round.
That wouldn't make any sense though. The evidence is overwhelming they balance for very bad killers. There is zero evidence they do anything to help bad survivors, they are dead when the match starts.
I also forgot to mention Bloodlust was actually buffed, which rewards very bad killers and punishes good survivor gameplay.
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Killers are hardly ever nerfed. In the case of a very slight nerf, there is a greater compensation buff. Take a look at Corrupt Intervention and BBQ, two perks still used all the time and are meta.
It was always said BBQ was used for the BP, but that was clearly not true.
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The game is overwhelmingly killer sided. The killer has to play very, very, very badly and allow survivors to get a couple of gens done quickly and then not tunnel and play very nicely for survivors to ~maybe~ get 5 gens done and then hope the killer doesn't slug or have an endgame build.
This is why survivors can lose hope very quickly.
Survivors don't have any way at all to come back from a bad start.
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Not really at all. Survivors are at the sole and great mercy of killers being so bad they are throwing themselves. I have literally seen 20 hr killers beat teams with hundreds of hours.
This was before the patch. Now the feat of survivors must be astronomical.
There needs to be a key in every match with the hatch to bring back some hope in matches. 5 gens are too hard to do.
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The devs were definitely keeping Bubba in mind when they thought about giving survivors a baby basekit BT.
It is almost as if anything given to survivors is not suppose to actually do anything. When it comes to giving basekit changes to killers, as in the extra 10 seconds to gens and faster recovery, it completely breaks the game.
And it is somehow "OK".
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When will survivors be buffed?
Deadhard WAS useful against Nurse.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3132954#Comment_3132954
Quite the opposite. It has never been so easy for me as survivor.
The Earth is flat. I ran and ran and I saw the edge one day.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3133387#Comment_3133387
What is your suggestion to fix?
Revert all the changes in the last patch and start making survivors actually fun and rewarding to play again. Survivors don't have good perks, and with the chase time being so short and gens taking so long to complete, it is making survivor very unfun and finishing 5 gens is impossible in most matches.
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It is not a secret that survivor is in the worst state ever for the game with killers being overbuffed and survivors overnerfed.
My prediction is that the killer queues are so incredibly long, that it is frustrated players playing the worse side only to find themselves wishing they didn't play it.
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@cburton311 said:
Aside from the melodramatic parts of the op's post, there is a nugget there worthy of consideration. With every DLC, killers are offered an entirely new experience. Its new perks yes, and survivors get those too, but killers get new powers and killer specific addons that sometimes radically change the way the game is played. Where survivor mostly gets a new way to see a new aura under certain conditions.
It would be mind blowing, if one of these dlc's was a survivor sided where it changed the way generator interactions worked. Like if survivors could run around the map to find parts to make repairing generators less tedious. Or what if they introduced new items + addons for the survivors to use. Survivors are just sort of static in the current design envelope.
Survivors can't get a survivor-sided DLC because it gets completely ripped away with nerfs. This happened with the Ash-only DLC and then Mikaela Reid. Killers on the other hand get buffed with the releases for killer.
You are right it would be refreshing if survivor side received actually good content instead giving it all to only the killer side. This game could be so much bigger than what it is if survivors actually had content instead of only clothes, which is no good if the survivor is always dying and playing with a very stale repetitive playstyle because of a lack of perk and addon options.
Killers have completely dictated the game balance leaving survivor side starved.
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@Brokenbones said:
Nemesis is not OP
Circle of Healing is still the best healing perk in the game
Survivors are getting the best anti-camping perk in the game next patch
Survivor aren't being ignored, they nerfed thana because of survivor complaints
Sluzzy you do not speak for the survivor playerbase, please stop acting like you do
Circle is really not that good after all the nerfs, I never used it after it was nerfed a second time. Killers have so much time at their disposal that survivors don't have time to constantly re-boon to heal. Killers were buffed, the huge buff to Scourage Hook+Dead Man far outweighs the extremely small Thanatophobia nerf.
When I see survivors constantly losing, and the outcries on social media about how unbalanced the last patch was, I feel my statements represents it well.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3132081#Comment_3132081
Then hop on over to VHS. Almost nobody is playing monster in that game because who wants to be "whipped into submission" when they are supposed to be playing the power role in a 1 vs 4 game.
You are admitting that killers should win regardless of how well or experienced of the survivors. There should not be a "power role", the better player should win. Just because you are the "1" does not mean you have a default win every game.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3131693#Comment_3131693
It’s like playing hello kitty supercute adventures
That is a very good analogy. No effort needed. Press M1 or M2 for easy wins.
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If this perk requires another survivor to have the perk, it is basically garbage and is only a SWF only perk. It won't help the majority of players.
Even in a SWF party, the second person with the perk has to be chainsaw distance from the killer to even activate meaning half the team has to be doing nothing. It is like Power Struggle, a decent perk in certain scenarios but has no ease of use and a death trap.
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I like to describe playing killer as taking a slow walk in the park. The game is so imbalanced it is in a very sad state. It blows my actual mind that anyone would play survivor. We are starting to see this in the queues but it is far less pronounced than it should be.