Sluzzy
Sluzzy
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- Sluzzy
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Comments
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I've never seen anyone use Overzealous, it doesn't do much.
Perhaps if killers didn't try to kill so fast, survivors wouldn't feel forced to do that. Most matches is a slug party.
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Nerfing the killer meta and modestly buffing survivors would be a buff to solo Q.
If borrowed time and decisive strike was somehow basekit. Camping and tunneling obliterates solo Q, if only the Entity has told the developers this secret.
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The only good thing about a DH hard nerf would be that they'll definitely need to dramatically increase the number of pallets on the map.
With how much killers claim dead hard is so strong, with the killrates as high as they are, it will skyrocket even higher because survivors will go down even faster than they did before. And quite frankly, it will make playing survivor even miserable.
It is already common to see survivors go down before you can even touch a gen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3008443#Comment_3008443
Being injured is an inevitability. Even if you get instadowned, when you get unhooked, you will be injured and have access to dead hard. Also there's not much risk in trying to dodge an attack when said dodge gives you invincibility frames.
It is only invincible for a very short duration and only once during a chase. As long as there is so many exposed perks in the game, I think perks like dead hard is reasonable.
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@[Deleted User] said:
Well fortunately second chance perks are the survivor meta and it's what they plan to address.
Personally the only second chance i have a problem with is Dead Hard because it doesn't have an activation requirement.
Being injured is the activation requirement. The other exhaustion perks can be used as healthy. There is a lot of risk in trying to dodge an attack when you are essentially 1-shot.
A second chance perk is NOED. Survivors don't have second chance perks.
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@D3spair said:
https://us.v-cdn.net/6030815/uploads/E8IEFTXAOA68/image.png
It's not only the Killer whose Sweating. In this case 4 Gens were done in 6 Minutes while Hexes were untouched, I am not at fault if People ignore Hexes as they had ample of time to Roam the Map and Find Bones before my Devour reached 5 Stacks.
I see it from a different perspective. Killers are too overpowered now where survivors have time to do gens and find totems.
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@FridayNightPizza said:
Survivors can be just as sweaty and toxic as killers yet this seems to conveniently go over your head. This whole "woe is me" poor survivors is getting really old and quite frankly irritating. Go play something else if the game gets you this heated.
Survivors can be sweaty but it is very rare. It is easier for only one person to tunnel and ruin matches.
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Very sweaty. Every match as survivor you feel overwhelmingly outmatched.
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The nerf Sprint Burst threads have already started. My prediction was true.
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The advantages of SWF is usually overrated.
Generally only a perfect SWF has a chance of beating a decent killer.
The discussion should be about nerfing killers and buffing survivors so SWF is not mandatory.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/328473/killers-are-sweating-profusely-during-event
Every player in this game survivor and killer alike sweat no matter if its an event or not, who cares?
You think the killers left are going to play nice cause its a "special day" to help you farm, when at the same time you don't help those same players change conditions of the game so they don't feel like they need to sweat all the time? Ain't no way....
I don't think anybody is asking killers to farm, but to play in a way that is fair. Playing fair makes a much more fun match, gives survivors at least a slight chance of escaping.
Survivors can't make any points unless the killer cooperates.
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No. Killers "always" gets much more than survivors and can prevent others from getting points.
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@DemonDaddy said:
Imagine that, killers are trying to effectively kill survivors. Personally I see no difference as I expect every killer to play with full force. Anything less and I feel cheated as survivor.
You wouldn't say that when you are camped and tunneled out of a match.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3002111#Comment_3002111
I’ve had plenty of matches playing solo queue during the event that went fine. Stop it with the “survivors can do nothing” nonsense. Everyone knows it’s not true and it’s why most people don’t take your posts seriously. Do you ever have a good match as survivor?
I have had a few matches today that were good but most of them was a manslaughter.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3004029#Comment_3004029
I play both roles about evenly, Sluzzy. I'd say that both killers and survivors sweat equally, but survivors are slightly more likely to be massively BM about it.
Regardless, your well known bias notwithstanding, this isn't a one sided issue. This comes down to moderation, and trying to craft a better, more wholesome community - not egging both sides on indiscriminately.
I play both roles too and I find way more killers that are sweaty. It is easier for a single person to ruin the match for 4 others.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3004029#Comment_3004029
Its Bubba main's way of expressing love and affection and actually surprisingly wholesome. <3
He needs to slow down on all that expressing.
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Killers are way more guilty of sweating and tryharding. Even with a DC, killers are tunneling. Horrible.
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@LeFennecFox said:
Why does bhvr give survs the most insane toolbox possible for these events when the medkits/flashlights are much more tame. Very common to see 4 man toolbox squads with prove.
I haven't used the toolbox yet, but if this is true then BHVR is finally catching on.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3002160#Comment_3002160
They clearly performed better. Sounds fair to me
Camping, tunneling, and slugging is not really performing better.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/328473/killers-are-sweating-profusely-during-event
Well, if you got 10k, multiply that by 5 and you just got 50k for a match that lasted 2 minutes
And the killer gets 150K. How is that fair?
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@[Deleted User] said:
I don't believe killers sweat during the event. I just think people get more affected by losing because they lose the reward.
It does show the gigantic imbalance in favor of killers during events. If a killer tryhards, there is nothing survivors can do.
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@bm33 said:
I don't question it simply because people will find a reason to camp. I more so question the survivors that don't focus on gens when someone is giving them time by staying on the hook getting 0 BP or pips while their teammates do nothing to progress the game and instead give the killer an easy 3/4k.
This is usually said to defend camping, but I've tried it numerous times and it is simply not the case. Even when 3 are doing gens non-stop, there is not enough time to finish 5 gens completely and open the gate too. Usually a killer has NOED and that means a guaranteed 2-3K. Camping is that advantageous.
Nobody has said anything about No Way Out. Even more advantage for the killer.
Killer can camp the first person totally and survivors are actually hopeless. I think the only reason every single killer doesn't do this is because it is painfully boring to sit there and watch the person die.
Hopefully with the anti-camping mechanic they make the hook timer much slower when being camped within so many meters.
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She's fine and doesn't need any buffs. I would wager she still wins a majority of the time.
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Killers are already tremendously stronger than solos and non-sweaty SWF.
Removing SWF or buffing killers even more only because a tournament SWF can time the generators perfectly is not really reasonable.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2998511#Comment_2998511
the facts didn't match your statement... sorry to disappoint you, but he's easily one of the worst killer in the game right now
A killer with incredible map pressure and anti-loop is not the worst killer. He is one of the best. He is overpowered.
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I can't believe that. He is easily a top killer that is extremely fun to play.
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DBD is not fun when played competitively. It causes everyone in the match to not play the game as it was first intended.
Matches are too sweaty.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2995867#Comment_2995867
1) The data posted by BHVR about the most used perks in the game prove you are completely wrong. Adrenaline is in the top 12 most used perks in the game according to the official data.
2) Literally a non argument because it has nothing to do with the fact Unbreakable is essentially a free health state if you're left on the ground.
- That doesn't mean it is a good perk. I still practically never see it used.
- It is a killer choice, you are taking a risk by leaving them on the floor. Unbreakable is a bandaid fix for that, survivor shouldn't need a perk to get up.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2995807#Comment_2995807
You're straight up wrong Sluzzy and let me tell you why
You want to know what two survivor perks can turn a win for the killer into a loss?
Unbreakable or Adrenaline. Or both at the same time
If the killer has 3 people slugged and is chasing the last dude, if that last dude somehow lasts long enough for one of them to get up and pick up everyone else then the match is basically over for the killer if it's late enough in the game.
Alternatively
If the killer somehow gets 3 people slugged and the last dude pops the last gen, if all of them have adrenaline that's three health states and three seperate chases all completely voided all because of 1 perk.
And if both are combined: 1 person gets up with UB, heals the other two up and then the final gen heals them all to healthy. That's SIX health states healed in an instant, Sluzzy.
If you really want to die on the hill of 'Devour Hope OP' (Which it isn't, not only is it a hex perk it's a hex perk the killer has to WORK for) then you should also be against survivor perks that give you free health states just for bringing the perk.
So yeah, survivor perks DO have that same impact.
Two things;
Adrenaline is never used anymore because gens don't get completed.
You shouldn't be tryharding by slugging everyone for an ez win. It is not fun and there shouldn't be a required perk to deal with slugging when killers don't need a perk for that.
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@GoshJosh said:
Sluzzy, I agree Dredge needs a nerf.. but Devour Hope? Don’t we we want more perks like it, that encourage not camping and tunneling? It won’t even activate if the killer stays too close to a hooked survivor, and you won’t get enough tokens if you keep going for the same survivor. It needs a little bit more early game protection, I would say. And that’s it.
Devour Hope came out when survivors were way more able to finish gens. Twice as many pallets, killers didn't have massive slowdown perks, protection totems, and tracking perks. It was very common to get the gens done when Hag came out, now it basically never happens unless the killer is extremely bad.
Devour Hope doesn't make sense now when killers are way overpowered and seeing 5 gens get done is like winning the lottery. On Dredge, it basically breaks the game because he knows everything, can get to everywhere instantly, has anti-loop and prevent survivors from even seeing the map. It's too much.
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Survivor is in a horrible state for sure. It is a crap shoot.
It is horrendous and too hard for those that know their way around, I can't imagine playing as new. It has to be a bad feeling to feel like road kill to another player in a video game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2995474#Comment_2995474
To make it even worse, the game puts this icon on screen just to torment you. No other reason why it would be there.
Unfortunately, that icon shows up after you been insta-downed on the floor. No prior warning.
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995474#Comment_2995474
I say this as a survivor main: I don't think the killer 'feels good' when they've been looped and finally catch up to the survivor but their hit gets completely mitigated by DH.
The insta-down is part of many killers' powers (Oni, Ghostface, Myers, Hillbilly, etc), without it, pretty much all killers would be M1 which would render most of them useless. The only insta-down mechanic I don't agree with is NOED, but that's a whole other conversation.
It occurs more frequently and more easily for health states to be bypassed. As in the case for the Dredge, he put the game in his pocket because he had a single perk: Devour Hope.
Survivor perks have never and will never have that kind of impact, especially a perk that has a small dash that requires perfect timing to pull off.
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@xEmoGirlxAlexisx said:
Than Survivor also abuse The Game Map offerings and Dead Hard vor unfair Advantage
And Dead Hard is Really unfair
Dead Hard is no comparison to 1-shot perks. It doesn't feel good to get instantly downed, especially with no warning.
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@KurnDisciple said:
Interesting you would complain about a killer who can't even protect the totem.
https://us.v-cdn.net/6030815/uploads/OPARV77O9WS6/demo-png.png
I raise you this. Legit wallhacks, map-wide teleports, solid anti-loop, and a notification anytime someone is too close to the devour
1-shot perks shouldn't exist. He is oppressive enough without that.
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The imbalance occurs when the killer has unlimited uses of these perks when survivors have no way to counterplay them. Distortion is the closest thing but it is extremely limited to a tiny amount of finite uses.
Killers are way too overpowered to have so many aura perks in a hide and seek game with virtually no activation requirements. Hooking survivors are inevitable. These benefits need to be toned down to reasonable levels.
Survivors are not massively rewarded for completing a gen.
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It is not healthy because it is winning the game by not doing anything.
Bubba is a major problem because can end chases extremely quick with 1-shot and then prevent hook saves.
Why is Bubba and Hag able to secure killers when other killers can't use their power around the hook?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2994194#Comment_2994194
A killer hard camping his 3-gen is not holding the game hostage, as was clarified multple times by the mods. You still can get out of the game by just giving up and let yourself being killed. In a true hostage situation, you cannot leave the game (besided DC) until the another player allows it. And that's way more prevalent with survivors doing nothing to make the killer DC, than the killer somehow body blocking the last survivor into a corner so they cannot leave.
Why should that be acceptable that the only option is for the survivor to walk up and asked to be killed (suicide)?
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I feel the pain in this post very much.
The devs need to hard stop ignoring survivors and giving them poo poo every DLC when killer is a monster with tremendous map pressure, anti-loop and a "third" power that completely darkens the screen so you can't even see.
The Dredge would fine if survivors had something in this DLC that would help counter him.
Locking a locker is even meaningless.
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@Holkapolka said:
https://forum.deadbydaylight.com/en/discussion/comment/2992369#Comment_2992369
How about running information perks, instead of the ds, dh, bt, iw cookie cutter build. The information you get out of blood pact, kindred and aftercare is amazing. It almost seems the game is balanced around that and not bully squads on discord.
If survivors had 5 perk slots, there might be room for an info perk.
Removing a very critical perk for a much worse perk is like going in the match on a wheelchair.
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@Rogue11 said:
I'd be ok with old moris and hatch coming back. The "reworks" basically just killed both mechanics for the sake of competitive balance in an unbalanced rng mess of a game.
A reasonable compromise would be having hatch spawn when the gens are done. So keys aren't permanently relegated to being the worst survivor item. And killer doesn't lose while holding a 3 gen.
The problem there is killers can hold the game hostage, and they sometimes do.
The hatch needs to return to make the game more fair.
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The trend has been to make playing survivor less fun with constantly nerfing fun perks and release overpowered killer perks at the same time.
I do agree perks like CoH and Dead Hard, and yes Object of Obsession we're used because they are fun, not because they gave a significant advantage. Killer mains complain because they were used and blame their losses on them instead of their mistakes.
Object of Obsession was fun to use but you literally are playing with more disadvantage than No Mither. Now, how many use the perk? It is Not Fun.
Dead Hard is the same way. Sprint Burst is better by a mile but it is not as fun.
The story here is devs should stop nerfing things because killers cry about it and if their statistics show it used a lot. High pick rates might indicate something else than what first comes to mind.
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That's funny. The last match I played was over 4 mins and only one gen completed.
This is more of a problem of killer not applying pressure and not utilizing the vast number of perks and strategies available.
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Solo Q is definitely bad. You are basically asking to lose in the game right now. The survivor objective is too difficult compared to that of killer. I lose 9 out of 10 matches as well and still get Blights loaded with the killer meta that basically mop the entire team with 4+ gens remaining.
It is very imbalanced right now due to so many survivor nerfs. We need alternate ways to escape. Finishing 5 gens is too much, especially for solos.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992085#Comment_2992085
Tell me you don’t play killer without telling me you don’t play killer.
I played killer last night!!
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2992085#Comment_2992085
That would nerf solo Q without aura perks.
Only the perks like BBQ. Survivor aura perks are OK.
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I would rather see slowdown and aura perks disabled.
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Whomever makes the challenges does not play survivor at all. It is equivalent to a killer challenge of having to hook everyone 4 times each and kill them all.
To be honest, the later is still much easier.
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Not as a survivor. No. Perks are worthless.
As far as killer, he is so overpowered and interesting it will be hard not to. It should sell off the shelves.
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/2984236#Comment_2984236
That's game balance for you. Dodging a hit by the press of a button is not skillfull, especially when you know the killer has to swing or lose their only chance. Then again it's not even like you straight up dodge the hit in the first place. You just get a little dash and i frames. Dodging would be more like a 360 and i respect people who can spin me way more than people who press E to outplay me.
Let's do some simple math: The killer has found you and chases after you for 8 seconds to get in range. But because you are a god tier looper you made your way to the nearest jungle gym and can vault the window. After a bit of mindgaming and the use of the killers power they get a hit on you after 10 seconds. You instantly use the speed boost to gain distance and make your way to the next strong loop while the killer tries to catch up to you, wasting another 12 seconds. Here you can run the killer another 10 seconds before dropping the pallet. The killer breaks the pallet because it is strong and you make your way to the next structure gaining 6 more seconds. Again you are looping them for 8 more seconds before realizing: The killer did the unthinkable! Mindgaming and outmaneuvering you so they can now hit you. But of course your very fair and counterable perk Dead Hard is here to save the day. Like the absolute god you are you rush forward by the push of a button and get to the pallet, dropping it on the killer. What does that tell you: The killer just wasted 54 seconds of their time and you could easily "outplay" them by pressing E, extending the chase even further. Would have been better if the killer just waited it out so maybe you would reach the pallet and wouldn't have had to use Dead Hard in the first place, right?
Just because the killer pressed a button doesn't mean you are entitled to a down. I think you forgot both sides should be having "fair chances". Why is it fair for the killer to press M2 for a guaranteed downs but survivor can't press E for a chance to dodge a hit? I could name so many scenarios where survivors are in lose lose situations because of how a killer power is. I'll go ahead and name a few:
Huntress holding her hatchet until survivor is always in a lose lose situation
Pyramid Head hitting during survivor animations
Leatherface bodyblocking vaults and in the basement (inability to rescue a hook)
Nurse blinking in area where it can't be mindgamed and DH is already used
Myers wallhacking with addons and then smacking survivor
Ghostface with no TR, marking, and insta-downing with very little warning
Blight having 4 quick sprints with virtually no cooldown
Tinkerer usually gives a guaranteed hit or down as well all the time
And so many more. You can do a really good job mindgaming a killer, but their power makes up for their inefficient play all the time
Killers are performing way above average.
Edit: Artist - her entire power is all about lose lose for survivor at every loop.