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Sluzzy

Sluzzy

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Sluzzy
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  • If killers say he is weak, it really means he might be closer to balanced.

    Give him time so you can get meta perks as usual. It is refreshing not seeing everyone on their bellies at 5 gens still up against a killer as it commonly happens against some of the killers. He's definitely getting some kills.

  • You shouldn't say he is F tier on the first day, you haven't learned how to play him the best yet. Saying he is weak compared to huntress really means huntress is too easy to get downs.

  • Killers are not supposed to win every game. Everything you are upset about is survivors playing and trying to win. If they don't try to pop 2 gens fairly quickly, then their chances of winning is very small, killers get a lot stronger with less gens on the map. Try playing against Hag with 3 gens fairly close together. Survivors have to be extremely resilient to deal with such regularly, along with camping bubbas, spirits, iri-head huntresses, etc. Don't pretend it is not stressful playing survivor.

  • @Yords said:

    In a still very much survivor sided-game, 2 killer buffs don't seem that bad.

    It's definitely not survivor sided when killers are winning a majority of matches.

  • @AChaoticKiller said:

    The killer buffs and new perks are very nice no complaints there.

    But the new killer himself... Sorry unless he got some good buffs i don't find lossing games to survivors simply being efficient with gens fun... like at all.

    He is simply a weaker deathslinger has the same strengths and weaknesses but he is slower at downing survivors and has garbage snowball potential. If he isn't unique or at least strong he won't be fun to play as his power is just spam which will quickly become boring.

    A killer shouldn't be judged at how well they can slug all four. He can throw projectiles so that automatically means very little counterplay. He can throw over pallets, out in the open so with 60 knives if you can aim well he is going to be lethal.

  • @Boss said:

    That's the first time i've seen someone on the forums call Trickster strong.

    Idk anything about the guy, so *shrugs*.

    He was slaughtering everyone on the PTB so he is definitely strong from what I saw.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054396#Comment_2054396

    Trying to do the objective whilst knowing we cannot stop them and knowing any pressure gained will be lost. That's abusable.

    Killers shouldn't be penalised for doing their objective, and hooks alone dont reward the killer, kills do. Hooks mean very little.

    It would be like saying - we should penalise survivors for doing gens quickly.

    That already happens with NOED. Survivors are punished with everything. Look at Tinkerer how much it punishes for doing the objective, it's like a survivor having multiple uses of DS. A leatherface can sneak up on a jungle gym and take down all 3 with Tinkerer. I've seen it happen. Now, that is what I call abuse.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054364#Comment_2054364

    Ruin undying,

    Bbq doesn't secure a kill, or isn't uncounterable like old MoM, you can go into lockers or run distortion.

    Do you even know what old MoM did? They weren't nerfed because swf used them (which are a lot more common than people think) they nerfed them because they were abusable

    Trying to do the objective is not abuse. It's like telling a killer if they hook someone they are penalized. Killers are always rewarded heavily for hooking.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054327#Comment_2054327

    MoM was stupid in its old state, I think most can agree.

    DS was abusable, so it has been nerfed to be less abusable.

    Ruin had a massive nerf, as did undying and other perks or killer powers.

    If survivors are getting downed in 10s in your matches (the average time of a good player should be around 60s, if not a bit less) then your being put with trash survivors. Nothing against you, but they must suck at looping, dodging and mindgames/ reading a killers mindgames.

    Maps were only nerfed by infinites, and again they made it impossible for the killer to win. Other than that the recent maps are all survivor sided to some degree at least from what I can tell.

    If you don't have 2-3 gens done by first down then the survivors sucks, that's just facts. Killers need survivors to mess up so if you hop on a gen, see ruin, run to find it (should take 30-40s unless god spawn in which case I feel for you) and then the person gets downed. In 20 seconds 2 other gens should've popped If not 1 at least whist you've been doing bones and finding ruin. Then someone goes for the save before second hook stage (again, you don't need to instantly save someone. Be efficient with time.

    BBQ is abusable by a high mobility killer even more. What about a leatherface with insidious? Killers have more ways to guarantee their wins with their own perks to abuse. A single DS or even MoM didn't even guarantee a win. What killer meta perk has been nerfed like MoM? The devs are trying to take DS out of meta too so killers can tunnel. A single killer can go into a match and play a certain way to guarantee their win. A solo survivor depends on either the other 3 being the best or the killer being a noob.

    DS and MoM has been nerfed for strictly for SWF use. Solo is left behind to lose even more games. As OP says, nobody should play solo unless you really enjoy losing.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053973#Comment_2053973

    AHH sluzzy, how I have missed these posts.

    The game is balanced around solo queue, but there is some measures put into play so that swf isn't too powerful.

    They aren't constantly buffing killers (ahem ruin, undying, PGTW, spirit nerf, nurse nerf, Freddy nerf incoming, map reworks being heavily survivor sided for the most part, map rng with tiles tend to be stupid especially on certain maps and Mori's) there may be more than I can Remember

    The killer buffs- Freddy rework, wraith buff, clown rework (slight buff) small perks got a buff every so often but nothing major. Again maybe more than I remember, feel free to remind me of said buffs.

    Survivor nerfs- D's OoO, toolboxes, infinites aswell as MoM changes, exhaustion nerf and maybe a few more.

    Survivor buffs- I'm not aware of much since I don't tend to keep track of much. But there may be some. Ill take a look

    But overall you see the trends. Look how bad MoM and DS was nerfed. Way too much. Killers buffed, maps nerfed. As much as it was thought that Ruin was nerfed, all it did was make a good killer even stronger. Generally, there's hardly enough time to even look for totems. 10 seconds spawning in a match someone is already injured, 5 seconds later they are down. The killer is usually applying pressure to two. If one is trying to save, the other looking for totems, there's no time to even do gens.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053973#Comment_2053973

    Again, not true, I win as a Solo Survivor all the time.

    It is definitely way more difficult than playing SWF, but it sure isn't impossible. I think buffs to Solo Q are necessary, but to say Solo's have no chance is just incorrect.

    But there's not much you can do for solos. I think part of what makes DBD unique is the immersion. Giving teamspeak or giving everyone auras sounds too competitive and that is not fun either. DBD got successful for being a casual game. At rank 1, it is everything but.

  • That is a side effect of what happens when the game is balanced around a 4man SWF genrush and constantly buffing killers. Solos don't have any chance to win against a decent killer. Survivors have been nerfed too much.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021345#Comment_2021345

    I am not sure how you can say that

    with server issues and latency

    it makes her one of the most unbalanced killers for both sides.

    That's very true. It's why you see so many huntresses.

  • @TheArbiter said:

    If a SWF makes zero mistakes for a killer to capitalize on, the match is extremely difficult to win. As killer you depend on the survivors making mistakes, especially if it is a SWF.

    Shouldn't a SWF that plays that well be difficult to beat?

  • Spirit is certainly way overpowered, but this is very true for the majority of killers as well. In the majority of matches survivors can not deal with killers and their overwhelming perks that halt the game and how slow and hard it is to get the objective done. Killers can track too easily. Killers can apply too much pressure. Survivors are weak.

  • He's definitely not going to be weak. Another killing machine with 3 awesome perks as usual. Survivor on the hand should pass.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051315#Comment_2051315

    Yes, the only thing contesting good killers these days are good SWFs. Solo Q is awful, which is why I rarely play it. It’s way too easy for the killer to tunnel and camp someone to death and then win by default in the 3v1.

    The pipping system has “red rank” survivors crouching in bushes when their team is getting tunneled to death, obsession indicator and all, across the map. Maybe the MMR system will help?

    Maybe a tutorial explaining the basic mechanics of the game to survivors, such as looping and pallet economy, would help?

    Probably not though. The devs seem dead set on balancing DBD as a competitive game but leaving the majority of players in the dark as to basic high level game mechanics. And it shows, through killers like Freddy have 3/4 average kills which is outrageous in a game attempting to take itself seriously.

    That is an interesting point. But how would a tutorial help when you look at profiles of those dying quickly at rank 1 and they have hundreds of hours? It is most likely a lack of pallets as chases are too short or the killer is overpowered. I'm still seeing too many deadzones. The only thing SWF does is genrush but isn't that unfun? Chases are what is fun but killers like pyramid head, spirit, nurse, huntress/deathslinger can end chases instantly. Then add in tracking and slow gen perks and it is a bloodbath.

  • @glitchboi said:

    Hi Sluzzy.

    Hi :)

  • @ShamelessPigMain said:

    Well the average kill rate is at a healthy 60-ish percent so I'm not sure where the problem is.

    Also just get good lol ggez

    I believe it is much higher. Freddy and Leatherface alone is close to 80%!

  • This is what I see most all of the time as well. His addons are out of this world, his silent bell and aura addons pretty much gives a free hit every time. He needs some nerfs instead of buffs.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046315#Comment_2046315

    Can you give me your opinion on each killer I'd just like to know?

    They are all overperforming. Nurse is at the bottom, the most difficult killer, and still gets 2K on average.

    Bubba was overbuffed and Clown being able to shut down loops didn't need a buff at all. Now all killers are really too strong because survivors have little to work with. Less pallets, smaller maps, survivor perks repeatedly nerfed too much.

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046299#Comment_2046299

    No one left behind needs a nerf. Faster unhook AND faster heal? there's no reason it should have both.

    And look at Rancor. It gives a free 1-shot and ability to mori.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044014#Comment_2044014

    No, it really isn't moot.

    Are you saying that a game where a SWF team kicks the Killer's butt the entire match but falls victim to NOED is the same as a team that gets dominated and finishes zero gens?

    Additionally, pairing Red Ranked Killers against Purple or Green Ranked Survivors is going to inflate the Kill Rate.

    People suiciding on hook will also inflate the Kill Rate. There are plenty of things in the game that are "unfun." You don't want to open that can of worms because while you might take Iri Head from Killers, Survivors have WAY more to lose in that line of thinking.

    And shouldn't those RNG maps be tracked? If you play Killer and get Coal Tower with all T-L's and you get a 4K, was it because you were better or because the Survivors had nothing to work with? Same in reverse too.

    The Kill Rate stats are completely useless. Almost everyone agrees on this. Why can't you see what we see?

    There is also plenty of red rank survivors going against brown and green rank killers too.

    Who is everyone? That must be all killers. If killrates were only 20%, you would be all about the killrates because it would show they are too weak.

  • Killers that complain about dead hard really want survivors to play perkless.  Dead hard is a good example of what good perks should be, if it works.  Now what killer will complain about a perk like Poised?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043868#Comment_2043868

    Normally, I don't respond to your threads, as they are usually pretty illogical and misguided. However, you've managed to get me interested.

    How do you explain the lack of tracking of important variables in those stats?

    If Survivors suicide on first hook, the Killer gets less points. If every Survivor suicides because its a Freddy, doesn't that unjustly inflate his Kill Rate?

    How do you explain the stats not taking into account people throwing the match?

    How do you explain the stats not taking into account the differing ranks? A Red Rank games (for Killer) only requires the Killer to be in Red Ranks, and we all know how bad the Matchmaker is.

    How do you differentiate between Killers running sweaty builds and those not?

    How do you explain the stats not taking into account map RNG? Coal Tower with only T-L walls is WAY different than Coal Tower with only Jungle Gyms.

    How do you explain the stats not taking hatch escapes into account? Those matches likely would've been 4K's without a Key, but with them they can be 2+ escapes. Surely, that isn't fair.

    How do you explain the system not differentiating between a 4K at 5 gens and a 4K with NOED+BW?

    So, @Sluzzy, how do you explain those things?

    These are legitimate oversights in the system and vastly impact the stats. In my opinion, you cannot use these stats unless those variables are accounted for, since they could be massively skewing the stats.

    The individual tracking is mostly moot because the large picture really matters the most. A kill is a kill so the killer still wins if he beat them with NOED or slugged everyone with Infectious Freight. The RNG of the maps, to me is still an average. So let's think of Coal Tower in your example. 501 times it has L walls and 499 times it has the jungle gyms, killer winrate is 80% so it doesn't matter about the map RNG because he is still winning most of the time.

    If people are throwing against Freddy because it is that unfun or they feel no hope, then that is even a bigger alarm. Games should be fun. Having a feeling of a chance to win is really necessary.

  • Without the hatch, they'll almost never be anyone escaping. If they remove the hatch they'll have to drastically reduce gen repair times.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041921#Comment_2041921

    blah-blah

    stats provided don't consider throws

    stats provided don't consider disconnects

    stats provided don't consider hook suicides

    stats provided don't see a difference between basement bubba and default bubba gameplays and so on

    stats provided don't see when red rank survivor is 500 hours and red rank killer is 2k hours (f/e)

    stats provided don't see when killer is using strong perks and addons and when is not

    stats provided don't consider map rng, bloodwarden&noed comebacks, 2-3 man hatch escapes, unbreakable comebacks on 3-4 slugs and many other things like this.

    and so on.

    Pure killrate stats make just as much sense as your comments. Zero. This game isn't a throw of dices, it's a bit more complicated. Pretty sad you don't understand this and even sadder you have enough audacity to claim to be smart.

    Dismissed.

    That's all a bunch of excuses to coverup the easy mode killers are enjoying. The stats are very revealing of how much easier killers can win.

  • @megaweenieman said:

    https://forum.deadbydaylight.com/en/discussion/235980/decisive-strike-unfairly-nerfed-with-no-counter-buffs

    Lol! Instead of continuing to be one of several 2nd chance perks you can now have one less that will still act in your favor doing what it was meant to do to begin with ;)

    You mean totally butchered into something for killers? That's all it will be, you will be able to dance around the perk with no worry. It is not a decisive strike at all, not when it needs the killers permission.

  • @lupo_grigio said:

    if you are being tunneled, you are not doing gens, healing nor saving ppl out of hook

    Please tell that to Claudette that was tunneled by an invisible wraith after she tried to heal herself. She's going to feel cheated for sure. Killers love to pretend that facecamping is the only way to tunnel, especially with all these ways for the perk to deactivate so killer can abuse it.

  • It's not that refreshing for me at all. Survivor is really one of two ways every match, it's either a noob killer and you might win or its another killer with the meta perks carrying and it becomes a slug party with no opportunity to win. 9 out of 10 matches, however, is a guaranteed loss and it gets boring very quickly being overwhelmingly disadvantaged almost every match.

  • They are very overpowered because survivors are too weak. Maps are too friendly for killers and killer perks are way too powerful. BBQ and aura perks for a high mobility killer with no counterplay is not balanced. Add slowdown perks and then the broken tinkerer on top of it and there is no game at all. It would be like fighting the tank in Left 4 Dead with no guns. Unfair and unbalanced.

  • @WishIcouldmain said:

    I suppose wait for the Huntress add-on rework.

    Have been waiting almost 4 years. Imagine if insta-gens took this long to be nerfed.

  • @Pilot said:

    NOED I can understand, but...

    Who dafuq complains about DRAGON'S GRIP of all perks ??

    You have no idea the perk is equipped, touch a gen and the killer immediately knows you touched it and now you are 1-shot. A silent bell wraith for example is on top of you before you realize it and he has a free down. There is honestly no counterplay to that. All he does is play the game normally for a huge advantage.

  • @Alphasoul05 said:

    Local troll makes it to 1468 posts where they do nothing but bait people and still isn't banned. More at 11.

    Why should I be banned? That is censorship.

    Why should only killer mains be allowed to post? They need to hear unbiased opinions.

    It is not even opinion at this point, killers have it a way easier. My post is about the DS nerf being unfair and it is.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036674#Comment_2036674

    Wait, did... Did you just confirm that you would rather hide in a locker than be productive?

    I don't know what I would do it would really depend on the circumstances, but as stupid as it sounds being productive loses the perk and the killer can freely tunnel. So he gets a free win either way. He can slug to avoid the perk or force you to spend a lot of time going completely across the map to do anything. All that wasted time means more time for killer to do his things.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036622#Comment_2036622

    So what you are saying is that you are the kind of teammate that would rather hide in a locker for 60 seconds on the chance you get to stab the killer, instead of simply going to another part of the map and being useful on a gen/healing/cleansing a hex?

    Going to the opposite side of the map and the killer can easily chase you there. It's too easy for killers to know where everyone is with all the tracking perks. Either way is a free win for the killer.

  • @JimbusCrimbus said:

    It doesn't need a buff, and this is more of a fix than a nerf. It doesn't need any counter buff. It's sole purpose, now, is to counter tunneling. It does that just fine.

    You are not being tunneled if you're doing anything to further your objective. Period, end of story.

    https://forum.deadbydaylight.com/en/discussion/comment/2035177#Comment_2035177

    You don't have DS at the start of the match. It activates when you're unhooked. If you touch a gen after you're unhooked, yes, DS goes away. Which it should. Under no circumstances should you be invincible and able to work on your objective.

    Anyone complaining about this nerf knows that they now actually have to get good at the game, instead of forcing offensive plays with DS and acting like they're good.

    That's not true at all, it is a very bad at anti-tunneling perk now. A 1-time use weak perk. Decisive Strike should be decided by the survivor not the killer. Being unable to do anything is just making it convenient for the killer to win even easier.

  • @Nicholas said:

    I have to agree with OP, the perk was definitely nerfed to placate killers specifically streamers that were crying all the time. What's funny is that a lot of these streamers would openly tunnel and slug and joke about it but then those incidents where they got hit unexpectedly by DS, suddenly it was so strong and unfair. Killers often go out of their way to tunnel and circumvent DS so it makes sense that survivors would go out of their way to redeem the one-time use perk. People say it's anti tunnel, if you were doing anything but running away you weren't being tunneled. Okay that's fine, but as soon as you point out the very narrow and limited circumstance of the tunnel that needs to take place in order for DS to provide some relief, then it's oh well that's okay because if the tunnel exceeds 60 seconds you already won. It's not tunneling anymore. If you get slugged and picked up 61 plus seconds after, that's also not tunneling anymore. So tunneling is a very strict, narrow and limited window of the killer downing you and picking you up within 60 seconds but exceed that? And it's no longer considered tunneling thus the perk no longer works. Imo that's the heart of the problem.

    Yeah, those killers that cried got 4Ks regardless. Streamers are famous for never losing and crying about DS while annihilating the team, slugging and abusing their own perks. Ironically, DS is suddenly an anti-tunnel perk when it is almost impossible for it to now be used. If it is going to be anti-tunnel it needs a whole lot of buffs like no timers, no losing it when slugged, multiple uses. Red rank killers will slug you and have no consequences with DS. Spirits are pretty notorious for phasing all the way back and not being able to do anything means an even easier game for the killer.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035352#Comment_2035352

    If you lose the perk, its because you weren't being tunneled. End of story. If the killer drops chase and finds you again, that's not tunnelling.

    When are gonna get the ability to downvote someone out of the forums? Lol

    Facecamping is really not the only form of tunneling. A killer can easily switch targets when he sees someone doing anything because tunneling someone out of the match makes it easier to win.

  • @chadbeastofprey said:

    i think the nerf is fine but i would like to see either the timer pause in chases or it be a 2x use because atm it's not 𝓉𝓇𝓊𝑒 𝒶𝓃𝓉𝒾 𝓉𝓊𝓃𝓃𝑒𝓁 like everyone keeps saying.

    That is true. It is not an anti-tunnel perk at all. It needs a lot of buffs to be an anti-tunnel perk. Timer is too short, killers can still watch you on the ground and then pick you up and kill you. Decisive strike shouldn't deactivate so easily.

  • @Superyoshiegg said:

    It doesn't need a counterbuff to balance it out. The nerf does not at all affect people who used it to mitigate tunnelling, so there's no worries there.

    But the nerf makes it easier to tunnel, way easier. It is too easy to lose the perk and then killer can tunnel.

  • Trapper and Pig is way underrated as usual.

  • It is much more common for killers to put everyone on their bellies before even the 1st gen is done. Killers already have a lot of advantage with perks like Corrupted Intervention, Whispers for finding the first gen being worked on, and discordance. Then BBQ finds the next one instantly. Killers have it in their advantage too much already.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2031396#Comment_2031396

    How many deadend areas are there, actually? You do know if you run into them, you can take a hit and use the speedboost to get to the next chain of 3 safe pallets right? Unless you are unlucky enough to hit a dead end when already injured. If it happens multiple times, then maybe plan your chases better, I mean it's probably one of the few requiring tasks of being a survivor, to plan a chase effectively.

    I think the few dead-ends are outweighed by the 20+ safe pallets on the map you can waste the killers time with.

    I haven't counted but I know there are several. It is tilting for it to be a bubba and he bodyblocks you because he refuses to break the wall. I haven't seen that many pallets on the map either, I think it is exaggerated, and there are no windows.

  • It is killer sided. There is a lot of deadend areas where it is one way in and no way out. At least it is not like Ormonds where every pallet is a death trap.

  • You are mistaking fairness as broken because killers are winning a lot at Strode's house. What is unfair and broken are other maps with large deadzones where killer doesn't have to do anything but hold W. Shelter Woods, Azarovs are bare in too many areas. Ormonds is now filled with unsafe pallets.

  • You haven't played much killer so that should be expected. It is a PvP game so taunting happens both ways. SWFs might be bullying a few new killers but killers also bully when they can. Slugging, tunneling, smacking on hook are all pretty common you know. You can't expect to play killer very little and win against a decent SWF. The game before you the same SWF probably got killrushed with 5 gens still up.

  • Someone speaking the truth! BBQ with slow down perks are really overpowered most of the time and DS and UB don't hold a candle to them even before the unfair nerf DS is getting. BBQ and PGTW and Ruin do carry killers, and DS and UB might never be used. The hypocrisy when DS and UB is only 1-time use perks that are so situational on what the killer does! DS will punish for doing literally anything but PGTW rewards for doing something. How is that remotely fair? DS was nerfed to be so situational and punishing, and killer perks are dependable and winning the game. A DS user loses the perk for touching a gen and the killer touches it and it drops 25%.

  • "MANY post saying he is weak, MANY videos saying he is weak, MANY saying ricochet should be base kit"

    I never saw a Trickster lose on the PTB. You can't buff an already strong killer. This is killers only playing him for a few hours. Wait until people main this killer, they'll be no escaping.

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