Sluzzy
Sluzzy
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In the movie, Michael had no idea he was being stabbed. It's not decisive because there is too much restrictions of when it can be used.
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@sad_killer_main said:
Well, I really don't need to watch tournaments to know one truth about dbd:
The lower the skill of all players, the higher the chances for the killer to "win".
The higher the skill, the higher the chances for survivors to escape.
As simple as that.
This could actually mean your skill is at x and the survivors you lost are at higher level y.
To OP: Tournaments that i've watched consist of an extreme genrush sacrificing all other gameplay options. That's not how the majority should or will play. A 2K against a sweaty genrush ignoring all other mechanics means killers might actually be a little OP.
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A very specific scenario doesn't mean something has no counterplay. A killer can make a video with blood warden and say "watch me hook this guy, there is nothing the other can do"
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Buff and re-buff survivor perks, undo some survivor nerfs. Nerf some killer perks. Fix a few of the broken killers. If killers lose to a few SWF, so be it.
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Cages shouldn't ignore perks. I also thought cages relocate if killer camps?
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Glad to see the perk being useful. You still got 2 kills.
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I hope so and she needs it. I want a much longer cooldown between throws and a smaller hitbox to only name two things.
She's been unchanged through a ton of survivor nerfs. Badly overdue.
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Killers never have mercy for solos but you are calling on all SWF to have mercy on the killer and not hurt their feelings and be a good little sport? I don't think it works that way.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1582032#Comment_1582032
So you don't really know...
Can you provide a link to these statistics? Because the only ones i know are almost a year old and 2 of them completely contradict each other, while being a few months apart. (The differences are extreme, while i don't remember any base speed buff for killers)
I remember clearly but don't have a link. The majority of matches the killer wins. Since those stats, survivors had some more nerfs including smaller maps, less pallets (dead zones), strong loops eradicated, insta-heals removed, and toolboxes made insignificant. If we saw stats today, I would bet those numbers are even more abysmal. Survivors are oblivious.
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Just remove one of his powers. He should only have one, like everyone else.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1582458#Comment_1582458
Never said survivors can't say BBQ is too powerful as long as they give valid reasons. I personally don't think it's OP and ive never seen anyone give valid reasons towards it.
Ive given plenty of reasons towards why I think DS busted.
A perk completely in control of the killer can't be busted.
@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1582423#Comment_1582423
99% of people use BBQ for the points tho lol
That's what they all say
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1582423#Comment_1582423
We don't blame the survivors for using it. We complain that the perk is broken and too powerful.
I don't understand where you got that killers blame survivors for using perks.
That is subjective. Survivors can say BBQ is broken and too powerful as well. Double BP for doing objective and free aura reads, why would you not? Then, put BBQ on a high mobility killer and you are instantly a much better killer. DS doesn't instantly make you a better survivor, it just defends against a certain unfun playstyle. No comparison.
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I would bet my right arm that no perk on either side comes close to the frequency of use of BBQ. The aura read while seems minuscule to most people is huge amount of information for killers. Map awareness is key to guaranteeing a victory. Killer mains have no grounds to discuss why survivors pick the perks they do when they are stuck in a rut picking the same perks every match.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581771#Comment_1581771
then id make you rg alot as shes my nain znd i run the IH IB combo alot
Gross, I want no part of that, that is like godmode
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1581883#Comment_1581883
Still no info what is considered a win, without details like this its really easy to make statistics that are good for you.
Lets say that victory for the survivor is to finish all generators and escape and victory for the killer is to kill 2 survivors.
Now in statistics all escapes througth the hatch as last survivor and escapes with the key without oppening the gates is considered a loss.
Winning could also be red pipping and i doubt i have to explain how bad it would be.
The stats, I think, are based on walking out the gates or using hatch. Less than 2, on average, see this outcome. I would imagine the hatch inflates the numbers a lot meaning that in an overwhelming majority of matches the gates are never opened. That is horrible to be at that kind of odds for one side.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1581654#Comment_1581654
Ok, if its hinderance for solo players and is amazing for your 1% swf (which is just well coordinated swf playing to win), then how would making this perk slightly weaker would create a butterfly effect that would ruin the game?
Or maybe your issue are just incoming complaints... then quess what, it's competitive game (even if developers won't admit it), so complains will be always.
Not to mention how wrong you are.
- Properly used OoO can be very useful even when playing solo. I can't even tell how many times it saved my skin. I had even moments when i looked at the huntress just to see how she is winding up the hatchet to snipe me with b&c
- Yes, you can tunnel out the OoO user in swf... it works only on tryhard wanna be, but we don't know how swf. Try this strategy against a well coordinated group, you can menage it only with some killers, while others are completely powerless, not to mention that tunneling the obsession will waste too much of your time against some groups.
https://forum.deadbydaylight.com/en/discussion/comment/1581611#Comment_1581611
These statistics are worthless, too often swf are just a group of friends more focused on chatting and playing together than on actually try harding. Statistics that would only include rank 1 swf would be way more useful. Not to mention that i would gladly see the exact statistics to be able to say more, like what is an actual winning condition for the survivors.
And i don't disaggree with part, that killers blame swf instead of their own mistakes, but that doesen't make coordinated swf weaker nor blaming perks instead of your mistake make the perk weaker.
Even rank 1 SWF stats was similar with win rates less than 50%. Stats are general population, they can't be ignored.
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Way overbuffed...
He is no comparison to all other killers.
He literally has multiple powers bundled into one.
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1. Huntress. If DC penalty is present I kill myself.
2. Freddy.
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If Billy can't have charge add-ons then neither should Huntress.
Throughout the years she's been unchanged through many survivor nerfs with a hitbox buff that came with dedicated servers. She needs a heavy nerf hammer at this point.
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/1581453#Comment_1581453
They can't continue to ignore the elephant in the room. SWF is OP. It's time to design perks and gameplay balance with them in mind. If that means giving (solo) survivors QOL buffs and killers major buffs so be it.
This couldn't be farther from the truth. SWF had almost an equivalent win-rate as solos, and both was less than 50%. It can be argued that killers are slightly OP.
The issue is that most killers blame their loss on SWF rather than their own mistakes.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1581419#Comment_1581419
How much a game is balanced isn't determined by how people actually play, but by how the strongest people can play
Balancing around the top 0.1% would kill off the game. Death would be imminent and they'd be no point in playing.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1581319#Comment_1581319
They win because they are not finding good survivors. Weak killers like Clown, Wraith ( I'm sorry truetalent but the winning condition is killing, not pipping, it's even written in the in game tutorials), legion, trapper and most mid tier killer don't even get the chance to down a person in less than 80 seconds. Because you just loop, always.
Just look at this:
You don't even need to be good or end chases quickly. Imagine now these survivors playing good actually. GG I guess
Tru almost never loses. So...is he supposed to win every single game for it to be balanced? If you balance where Tru beats everyone, you suddenly have a game where you can pick one side and never lose, albeit with a tiny bit of practice. A coordinated SWF shouldn't be required to have a "chance" at beating a killer like Tru. But, that's the current balance.
SWF is strong because most killers are not good as Tru. Tru should lose sometimes, maybe not enough.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1581241#Comment_1581241
The Killer is supposed to kill. If you never kill someone neither do an efficient strategy to apply an enormous amount of pressure on all 4 survivors you will lose.
Well, survivor is supposed to survive too. A perk that counters the killer seems logical to me.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1580788#Comment_1580788
That's what Scott Jund and many suggested. Literally every single influencer says ds must get nerfed. Truetalent, OhTofu, Zubat, Scott Jund, Scorpionz, Zeb89 (italian youtuber not knowed worldwise), Marth, Morph, almost every fog whisperer/streamer that I know says that.
I still wonder why it is not nerfed after almost 1 year of torment, literally.
Entitlement maybe? If you watch their streams, they win like 99% of their games. They can't go to any other game and have that kind of win-rate. The devs are smart for not listening to "influencers".
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1579908#Comment_1579908
"Never gets used" because you face killers who decided to play the fun way instead of trying to actually win, and secondly you didn't face good survivors. The killer, neither nurse or spirit, unluckily can't play the fun way if he wants to win, chasing, hitting, downing, hooking, going away across the map, chasing again for 8 times until the 9th one somebody is dead. It's impossible, you can't do that. You gotta eliminate 1 survivor from the game ASAP.
"You gotta eliminate 1 survivor from the game ASAP."
And that is why DS is meta. There's nothing the other 3 can do if you rush someone out of the match. That's too much power for the killer.
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1580357#Comment_1580357
I'd say also when you heal, cleanse, jump in a locker, get grabbed.
So you can hide and wait for them to do an action and then tunnel? Nope. Perks shouldn't deactivate for doing objectives.
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You know most survivor perks are pure garbage when DS is actually whined about, a 1-time use situational counterplayable perk that most of time never even gets used because it has "too much" counterplay. It should have never been nerfed to begin with aside from the non-obsession havng a different effect.
I challenge the devs to get bold and make some actually good perks for a change. I have no enthusiasm for the next DLC. Zero. Garbage perks, and another boring killer that flies across the map with BBQ and POP...
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1574408#Comment_1574408
I already explained why, it's because of how aggressive Survivors play for the remaining 60 seconds even if you're not tunneling them. The damn perk doesn't deactivate if you heal, repair or do whatever action where the killer is not straight tunneling you off the hook
Why? So you can hide and wait for them to try to heal and then tunnel them again? I can see into your evil intentions.
BTW: Killers don't need 60 seconds to kick a gen with POP but they do. If you think DS needs a nerf, then there is a long line of killer perks that need to be in line for the nerf hammer.
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No. It only causes animosity.
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Great idea, I said this a long time ago actually. The teachable perks diminishes the characters. The teachables should be a weaker version on other characters. For example, a Meg recovers from exhaustion quicker, a David can dead-hard longer, Jake has a longer sabotage, and Laurie could DS one time at anytime instead of after hook. Nea urban evades like a ninja!
Would add tremendous and more value to the characters so they are not only skins!
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I hardly see such survivors. All I see are console survivors that die in killer shack.
Losing to one well oiled SWF doesn't mean survivors are too strong. It means you think you are too good to lose.
These devs have given every wallhack imaginable to killers, even killers with busted hitboxes for years with not even a hint to fixing them. Don't want to hear it.
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Stridor just needs fixed/nerfed so there's no sound with Iron Will.
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1542908#Comment_1542908
No, but nice survivor main rhetoric. Good stuff.
If a survivor jumps in a locker in my face, how exactly do I slug them? It's a stupid mechanic that is literally uncounterable.
And, as anyone who has played killer will say, 99% of the times I get hit by DS happen after I chase/hook another survivor.
But ya, salty tunneling killer *smile*
The counter is chase someone else :)
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1541971#Comment_1541971
Because then it would actually be an anti-tunneling perk and not a "HAHA I'm gonna jump in a locker or make you grab me so I can stun that ass" perk
1. It's not strictly an anti-tunneling perk.
2. You tunneled and got butthurt you couldn't slug. That means it is doing its job.
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1540902#Comment_1540902
This. These are the only changes it needs.
Why?
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It needs buffing. Make decisive truly "decisive". One-time use powerful escape at any time.
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Myers came out when they knew how to make add-ons.
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When you realize you aren't getting a trophy for winning, you won't sweat the occasional loss to a good SWF.
A good killer generally beats solos every game so SWF is OK.
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Might be the best decision ever made. Uniting all the different platforms creates a huge playerbase! Now focus on the graphics overhaul :)
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You'll get bored of dying to hatchets that are 5m-10m away very quickly. A good huntress that is a master at abusing hitbox is unwinnable unless you are in a 4 stack.
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I can't imagine nerfing this killer before addressing other killers that are without a doubt over the edge.
Blame Leatherface for his demise. Money is the root of all evil.
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They really want him DEAD!
His problem was not his strength, because he had plenty of counterplay. His problem was his licensed brother was less stellar than him and not popular. You are playing a game where the devs are as greddy as it gets. I doubt Freddy will ever be nerfed and he had a higher killrate than Billy and EASIER to play. Think about that.
The devs stopped posting killrates for a reason but I remember the last ones.
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Without NOED, there would be no reason to do dull totems. You would never have that fear when the last gen is done if NOED is in play or not. When NOED activates, its time to be stealthy and find the totem.
I have a bigger problem with all the aura perks that killers can use. A killer with the right perk loadout and he knows where everyone is at all times. That's a lot more game changing than a perk that can be disabled by removing a totem.
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I will not play against Huntress again until they totally rework her hitboxes and rebalance her to coincide with how survivors have been nerfed since her release.
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Pay to win.
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Imagine comparing the synergy of two perks that counter tunneling and slugging to a Iri Head huntress with broken and unfair hitboxes.
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For every noob killer losing to a SWF with meta perks is another sweaty killer putting everyone on the floor at 5 gens with meta perks.
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They're only bad if you take the game that seriously. You have to either bring a key or find one, then find the hatch. It's not even unbalanced because Franklin's directly counters keys. Killing them before the hatch spawns is another.
Nerfing keys will just make the game more dull and one less item worthwhile in the bloodweb.
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It's about the only thing left that's useful.
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This must be platform specific bug because I can see auras fine on PC, even on Ormond.
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Mori and key is the least of the game issues. Re-buffing survivor a lot so solo is not a bloodbath every game should be a bigger priority. Re-buffing high skilled killers so killers can "deal" with optimal SWFs (aka Nurse, Billy). Fixing/reducing Huntress hitboxes so she has counterplay. Doing something with Spirit and Freddy so a monkey can't win against actual humans. Fixing the huge number of game breaking bugs introduced with every patch. Throw the DC penalty in the trashcan and stop making the game a prison. Turn off that ridiculous killer lock so you can switch to a stronger killer when you see 4 pink Claudettes with a flashlight...............
Whoever the new devs are need the boot.