Sluzzy
Sluzzy
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Huntress is already way overbearing; 1-shot hatchets sends her over the edge. It's like a killer facing a SWF death squad. When the balance is thrown way out of kilter and you know you have zero chance of winning, it is unfun.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1289438#Comment_1289438
Yeah but its not only used to slug. Its synergizes really well with pop as between the two you know where everyone is and it helps counter flashlights so you know when theyre close. Unlike Unbreakable which is literally just about getting up off the ground which is EXTREMELY powerful. Trying to say that one should be buffed because the other exists is crazy talk since the two are not comparable.
Getting up off the ground an unlimited number of is a HUGE deal. Youre on a team, its not a 1v1. The devs gave you 3 perks to help if youre THAT concerned about it.
It would only be a HUGE deal to killers that slug and refuse to hook.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1289298#Comment_1289298
The counterplay to slugging or No Mither wasnt what we were talking about there. They were making an argument that Unbreakable should let you get up an unlimited number of times because infectious fright has an unlimited number of uses. Which is ridiculous
https://us.v-cdn.net/6030815/uploads/L6N2ZGGCFD8T/screenshot-20200520-110447-chrome.jpg
The point I was trying to make is that Infectious Freight is only used by killers that intend to slug, usually constantly on killers that is easy to slug (spirit, huntress, nurse, oni, billy). It's free aura reading for the sole purpose to slug. Unbreakable, being the only reasonable counter, is a 1-time use.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1288343#Comment_1288343
Did you just compare infectious fright to unbreakable 😂😂😂
Of course. 🙄
In case you didn't know the meaning of the perks...
Infectious Freight = Slugging Perk
Unbreakable = Anti-Slugging Perk
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@Orion said:
Use Unbreakable and maybe some stealth perks so you avoid going down.
It's a 1-time use. Infectious Freight is unlimited. Not balanced.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1287544#Comment_1287544
Killers should never be nerfed just because of bad teams. That's the precise reason low-tier Killers get annihilated by the SWF death squads
I would like to interject that I shouldn't be forced to play in a good SWF to have a chance at winning either. When I play solo, I always know the outcome of the match based on the killer and that is horrible balance in a video game.
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Enable your crosshairs like all other Huntresses and aim above the head and in front and behind them when you anticipate their moves or after they have vaulted to disable their defenses. Once you git gud, you'll be an unstoppable beast that only a polished SWF will give you any trouble. If you hate the survivors in your lobby, use some of her OP addons to guarantee your victory. She's immune to nerfs because she's a dev's favorite so you can enjoy her for the life of the game.
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No. They got seriously confused. They intended to nerf Freddy and accidentally nerfed Nurse.
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Being locked behind a paywall is saving Freddy. Any other killer would have already had a big nerf.
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Huntress and Freddy.
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No sleeping unless he puts you to sleep!
Remove teleporting.
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@Gottlos said:
I have to agree.
As a survivor I only choose DS as an anti-tunneling (but honestly more so an anti-bad save perk)... 60 seconds of invincibility is too long though.
As killer, being able to do do literally every single killer action (chase, down, hook, kick gen, break pallet) and then down the same survivor and they still have DS?? That is insane... especially when there are only 2 or 3 survivors left, who else am I supposed to go for?
Also, an additional goal would be to make slugging less necessary. How are survivor mains saying to 'just slug'.. how boring.
The below is a simple change that still prevents tunneling, allows you to still make risky plays to try and save a mate, heal yourself and others, and also helps against tunneling. The trade off is that you either spend 60 seconds not doing objectives or you lose your free escape.
A better version of DS:
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
If another survivor is hooked, while you are NOT in the downed state, Decisive Strike deactivates.
Completing any Objective Actions will deactivate Decisive Strike.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.
Succeeding or failing the Skill Check will disable Decisive Strike.
Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
It's not strictly an anti-tunnel perk.
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We don't need another Freddy in the game. Leave Clown alone.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1271399#Comment_1271399
Sole Survivor is supposed to be the unlimited counter, but it always seems to be broken.
Even if it worked, you have to be the sole survivor which makes it not useful during the match when BBQ is at play.
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1271399#Comment_1271399
But Distortion is passive. BBQ isn't passive, it requires the killer to do something. Behavior seems to be trying to get away from having too many unlimited passive perks; it was one of the reasons they changed Ruin. Also, there are multiple aura reading perks; one perk (Distortion) shouldn't be able to endlessly counter multiple killer perks. It could effectively render a killer's entire loadout useless.
I still don't think it would be too powerful. You are sacrificing a perk slot for it. I just know 3 charges is gone in no time so I don't bother running it. It needs more or be unlimited before I would use it. It's a cool perk, but too weak for me with only 3 charges.
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I actually don't know why it's not unlimited. BBQ is unlimited use perk, Distortion should be unlimited to counter aura reading.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/1269194#Comment_1269194
I do play the game and I agree with them. it's a highly abusable perk that's not healthy for the game in its current state and needs a change. Plus devs said they are looking into the perk because it is highly abusable, so mob mentality or not it's getting change and it is a problem.
Highly abuseable is highly debatable. If we used your logic, BBQ and PGTW is highly abuseable on killers like Freddy. Don't tell me to run half way across the map and try to find a locker. That's very annoying counterplay and nobody wants to hear it. You have perks that literally remove and prevent survivor objective. DS does a little of the same way but not even as much and you don't like it.
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I find it interesting they recently added breakable walls. They could have been prepping the game for Jason's arrival...
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1266829#Comment_1266829
you do realize Ds wasn't changed to solely deter tunneling right? Its Anti Momentum not Anti tunneling. But again there are ways around. and i agree about noed. noed can be taken out completely where as DS cannot. but i dont have a problem with either perk which is why i made my OP
It should never be for solely deter tunneling. It should never deactivate because "survivor did X" or "killer did X". These are all entitlement wishes. It's already a weak perk for what it is.
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Mori and keys are fair game IMHO, but there needs to be a survivor tool to fight back against a tunneling mori. That needs to be an "entity blessing offering" or it needs to be incorporated into decisive strike.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1266829#Comment_1266829
Not sure how me being of a different opinion is entitlement, but you having a different one is not, but ok if it makes you happy.
They are OP because both can change the outcome of the game, noed can turn 0ks into 4ks and DS has the potential to do the reverse.
The reason I dont play either is because when I became a killer, where most of my time was dedicated , it was only noob killers that used Noed, I wont change my opinion on that. Run it is one wants to, but a good noed killer is not as skilled as a good killer.
DS I don't run out of respect for my time as a killer. So often one can get hit with it and not be tunneling. A 59 second DS hit after hooking someone else is kinda BS.
If a killer turns a 0K to a 4K because of NOED, then survivors made mistakes (didn't find totems, was bold during endgame)
If a killer loses because of DS, he had a very bad match and made bad mistakes. DS will never turn a 4K into a 0K. Now, a DS might turn a 4K into a 3K. Shouldn't be a big deal if that happens.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1266665#Comment_1266665
Not sure if you're using entitlement correctly here, my friend.
It's just one person's opinion.
Also, until recently it was defended as anti tunneling perk, in which case I always felt, if you are doing gennys, you are not being tunneled.
I think both ds and noed are OP perks and I won't play them myself. My prerogative, not entitlement.
Because it applies to YOU. I don't think NOED is like DS. If they are OP, you would be using them. An example OP perk would be BBQ. Double bloodpoints automatically with free aura reading. Most popular killer perk.
Interesting enough, BBQ was added because of bad killer habits and DS was changed to counter bad killer habits. Hmmm?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1266477#Comment_1266477
Yes my friend you are correct, he is awesome.
He just says DS should deactivate once you start a genny, which I agree with myself.
That's next level entitlement. "If you work on your objective, you lose your perk"
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DS needs buffed to counter tunneling moris, have a slower timer on the floor and while being chased. It's a weak perk for what it is. Having the perk means you are either bold or want to protect against a tunneler.
No killer should complain about it unless they like tunneling the first person out of a match, which is the best strat or they are actually trying to kill too fast. Doesn't the entity feed on hope? Make it happy.
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1264470#Comment_1264470
90% of your posts are you crying about huntress. And your saying ds needs a buff? The only person embarassing themselves here is you. If you happen to dodge those hatches which is incredibly easy on most maps and even easier on inside maps. Huntress is a slow m1 killer. Even with locker loading perks and infantry belt getting away isn't hard at all. Iri head is a problem when it comes to new players. But if you have a lick of experience dodging hits or hiding the match is wayyy easier.
I cry about huntress because she has so many advantages that the other killers don't have. A ranged killer put in with hitboxes appropriate for all other killers and was always bad but now dedicated servers makes it even worse. At some point her lullaby was changed to be omnidirectional which is grossly unfair because you need a sense of direction with a ranged killer. How can you hide with a large omnidirectional lullaby? I am not asleep, I should be able to discern where the sound is coming from. Hillbilly's chainsaw is directional, why is Huntress special? Nurse's screech is also directional. And how are you dodging hatchets when you can literally turn the corner, be half way down the wall and still get hit? Pallets and windows? A good huntress cocks the hatchets and awaits for the vault animation so you are always hit. You managed to dodge 3 hatchets? She has 2 left to down you.
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When you think about it, there is little to no counterplay to hatchets in the current version. The only thing you can hope for is to waste her time around loops, but expert Huntresses knows every crevice so most of the time loops are always a hit. Good Huntresses will also hold the hatchet and as she walks around the loop wait for the moment to throw. You get hit regardless. I've been squatted down behind a gen and a hatchet still hit me when they used BBQ. I honestly feel like I have a lot more counterplay against a Spirit, especially if I have Iron Will.
If they want to leave the pills around characters due to not giving small females an advantage, at least make the hatchet have a very narrow pill around itself instead of a huge sphere. Also make the lullaby directional, because with a R-A-N-G-E-D killer, it makes sense to have an auditory cue of her location.
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Enduring shouldn't work against DS period. Enduring is for pallet stuns, the devs finally got the perk right. When DS was first changed, Enduring caused DS to not have any effect. If a killer is guilty of tunneling and they get DS'ed, they shouldn't have that stun minimized because they had a perk, that is just silly. I'm actually pretty humored by all the DS nerf posts lately. Guys, you seriously need to git gud at killer. You are embarrassing yourself.
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When I play solo, it's why my fanny opens the gate and leaves. I've been burnt by trying to save someone and they purposely leave me on the hook. It's a golden rule of mine that scenario will never happen again.
A 3man SWF is worse than your killer.
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If anything, the perk is weak for what it is. If you have something in your hand to stab the aggressor "there is nothing to be afraid of" , why is there a 60 sec window to use it? That object is mysteriously gone?
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Ormonds... it's bad
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Imagine having torn bookmark and spawning on Hawkins. You're a m1 killer with no power. Whoever designed that add-on has never played nurse in their life.
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She needs a lot of work and its not just Iri Heads. I've seen enough that I am beyond done playing against her.
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I'll never be caught empty handed without DS. It just needs buffed to counter a tunneling mori and it will be perfect.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/149588/hatchet-hitboxes
Her Hitboxes aren't the problem but dedicated servers are.
They are also too big. So being too big and having dedicated servers is why there is so many Huntresses. She's literally a free win and I refuse to play against her until the devs fix it.
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So you think setting up a 3 gen on one side of the map, never committing to chases, and holding the game hostage is healthy for the game? You just gave a good reason for keys to forever exists.
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/comment/1247850#Comment_1247850
Neither Freddy's lullaby or the terror radius has directional sound. I don't know why you're making it sound like huntress is special. Her M1 is not instant, as I've stated before, there is a cooldown. If you're getting hit with a hatchet and not using your speed boost to make distance, then you're terrible and deserve to go down "instantly." The only thing you're saying that is or was an actual problem is the survivor hitboxes. I know they were ridiculously large, but I heard they actually shaved a lot of the invisible hitbox off of the top of them recently.
I can tell you've never tried getting out of a basement, you'll see real quickly she has no cooldown. I'm aware Freddy has no directional lullaby but its not a big deal on him because you have time to react since he has to M1. Some maps are so small that you are in the Huntress lullaby most of the time with no directional awareness of her location. It should be directional. A killer that can throw projectiles needs directional sound.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1248139#Comment_1248139
my argument is: you can still dodge the hatches
if you can't its your problem
look at spooky myers, you can counter him, is it easy? no, should we nerf it because it's hard? acording to you yes
You don't dodge a good Huntress.
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/comment/1246587#Comment_1246587
lol, you really don't know what you're talking about. The unfair hitboxes are on the survivors themselves. The hitboxes are like a big refrigerator around them, so it benefits every ranged killer. Huntress's hatchets also have a much bigger hitbox than model, but that's more often a hindrance, causing hatchets to break on objects they shouldn't hit. Corners, low walls, trees, etc.
And huntress does have a cooldown after throwing a hatchet, there's a whole set of add-ons for reducing it. The lullaby is a huge warning. It's your decision not to pay attention and if she gets LoS and hits you with a throw from outside her terror radius, you have no one to blame but yourself.
10 meters above my head is not on me nor is if I dodged it, the hatchet goes to the left or right of me and it still hits. When she hits you with a hatchet, she can instantly M1 which is essentially an insta-down most of the time. Also, why should a sound not have direction? Why should any killer have that advantage when they have 5 hatchets ready to throw?
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@starkiller1286 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246704#Comment_1246704
Base huntress isnt op Bhvr just needs a sweet spot for hatchet hitboxes so they don't have splash damage or phase through survivors
I would like to see her also have less hatchets and some cooldown after a M2 attack.
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My humble opinion...
The meta killers are overpowered against innocent solo survivors and fair against 4 man SWF.
The non-meta killers are fair against solo survivors but does not stand a chance against a 4 man SWF.
By default, Huntress and Freddy is way overpowered and needs nerfing. All other killers are mostly fair. Legion is probably the only one that needs buffing, but changed so his power is not annoying. Despite popular propaganda from killer mains, killers don't need buffing but the game needs to award for 2 kills since that is an obvious balance goal of the devs.
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I think the devs are a bit partial to the Huntress for some reason.
1) Best addons in the entire game
2) Most broken and unfair hitboxes in the entire game
3) 5 chances to down a survivor with an actual projectile (denies pallets, windows, loops)
4) a huge lullaby that is actually omni-directional so she can basically have line of sight to hit you with hatchet before responding
5) ability to use M2 and then instantly use M1 after attack with absolutely no cooldown
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1242791#Comment_1242791
It's a horror game. Get used to dying I guess. I'm just tired of killers complaining all the time and I'm hoping this update can appease them. Obviously it's not working, even with everything they asked for they still are extremely unsatisfied. Sad.
It is. Killers are guilty of being the most entitled.
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@Waffleyumboy said:
Killer still takes skill, it's just a bit less frustrating. Survivors are still in a solid spot imo.
Just because a killer is skilled shouldn't guarantee a 4K every game unless it is a sweaty SWF genrushing. That ain't fun.
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Unless you are in an extremely well coordinated SWF, you are definitely not winning against decent killers now. Solos don't stand a chance. Just played several games as solo, every killer was Spirit with Devour Hope that humped the totem, Huntress instant charge with 7 hatchets, Hillbilly Infectious Freight with Spirit Fury. I don't know why anyone would play solo anymore unless you love dying. The game is turning into a bloodbath every game. Not fun playing survivor I can tell you that.
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Playing nurse against 4 dead hards makes me say very ugly words.
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@Victor_hensley said:
It used to be directional, but survivors can no longer be shot from long ranged because of that. If you hear it, make sure that you are not in the open, that's my tip for you.
What do you mean by "long ranged because of that"? I appreciate the tip, but that would be 50% of the time, because her lullaby is so large. I think that was an unnecessary buff.
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It should be directional for fairness.
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@Mikeasaurus said:
I just had a match as Billy and there was no issues for me. Though I don't use him a ton, it seems all normal for me. Sound was fine, and his usual cooldown of missed/bumped chainsaw sprints. I'm on PS4.
On PC he is ruined.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1228630#Comment_1228630
You also were the one that said that Dead Hard is a second chance perk. And said that it leads to a killers losing games and compared it to NOED in some weird twisted way. You were actually the first post I've ever noticed on the forums that pretty much said, "EXHAUSTION PERKS TOO OP!"
Pretty sure if you had input on balancing this game would be as dead as Evolve.
ONLY because it is always said "NOED rewards failure". Dead hard rewards failure several times with no way to turn it off.
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@GrannyonAcid said:
Would everyone be okay with the totem counter being a thing? I mean that's really the only thing in this thread that ended up being a suggestion to how to fix this. I don't think it would fix everything. But as a solo player I think I'd really enjoy having a totem counter.
I still wonder why there's never any good arguments why NOED should be in the game. It's just always, 'CLEANSE BONES!' and all survivors want to do is win every game! Is there any killers on here that like running NOED that want to try and argue that NOED is good for the game?
I think there's already too much information given.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1228378#Comment_1228378
That's not really true at all. A survivor is supposed to be caught by the killer. Just because a survivor ends up getting caught doesn't mean he made a mistake. Dead Hard is a perk to try and extend your chase. It has nothing to do with rewarding someone that made a mistake. I don't even know how you even began to get to the mentality you have on it.
If you miscalculated your distance when using a loop, you can use it to get to a pallet. That might extend the chase another minute or two or even 3. The killer can lose the entire match because a survivor actually made a mistake, pressed a button to get him to a pallet. That's a lot more game changing than NOED.