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Sluzzy

Sluzzy

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Sluzzy
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  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984184#Comment_2984184

    You do realize that the killer is chasing the survivor and not the other way around, don't you? That's why as a survivor you often wait around corners because you can react better that way. It's not the game's intention that you can lose the killer easily. You have those loops to delay the killer not to completely stop them. If a killer had no chance of mindgaming you that would mean they had to break every pallet on the map and then MAYBE they might get a hit. But how do you mindgame shack or other strong structures where survivors can see you most of the time? By using your killer's power if possible.

    Because this is a 4vs1 the killer needs to have a significant advantage over the survivors or they have no chance at all. Just look at Sadako. She has nothing in chase. Her stealth won't help with super safe tiles like jungle gyms, shack and whatever else you can find on the map.

    The survivor is trying to escape the killer and should have abilities to do so. It seems natural for a survivor to attempt to dodge a hit from a ruthless killer. Otherwise, the character is lifeless.

  • @Hilidaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984184#Comment_2984184

    so we got to explain again that in a 4v1 game the one as to be stronger than the 4 by essence ?

    That doesn't mean the killer should have all the advantages and survivor has nothing.

  • @Hilidaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983601#Comment_2983601

    Mind game that get totally nullified when won by the killer if the survivor have DH

    Killers have those nullifying abilities in their powers without needing a perk slot. Survivors require perks to make up for dire weaknesses.

    Ghostface can hide his red light on demand and then every loop is a 50/50 guess. Lets pretend killers have no advantages without needing perks while complaining about dead hard.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982951#Comment_2982951

    Boil Over and CoH beg to differ.

    But we can't expect honest debate from you, sadly.

    Boil Over: An old perk that had a small buff. Killers complained and it got nerfed back to the trash bin.

    CoH: A slightly above average perk that has had not one but 3 undeserved nerfs. Now it is useless. I haven't used it in over 2 months.

    No other perk comes to mind, except for Windows of Opportunity getting buffed that is worth using.

    If you do look at every DLC, killers get meta changing perks all the time. No matter how busted, they somehow have remained completely untouched.

  • @katoptris said:

    You're progressing the game so yes it getting disabled. The perk isn't supposed to be some invulnerability tht protect you. If you are healing someone then you aren't getting tunnel sorry.

    A player shouldn't lose a perk or be penalized for playing the game.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983358#Comment_2983358

    Would survivors actually run something new unless it's even stronger than what they already have? Many wouldn't. Creating even stronger perks for survivors might just break the game entirely. We all saw what happened with Boil Over. I don't want to relive that.

    They've done that with killers. There's been massive power creep with new slowdown perks stacked. We see how broken Dead Man and Pain Resonance is, especially on Artist. It is only fair game for both sides to get good perks.

    Boil Over was fine, except on the Police Station but they fixed the map and nerfed the perk regardless.

  • @The_best_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982951#Comment_2982951

    That is NOT true , SURVIVORS have the best perks in the game.its killers that get the short end of the stick when it comes to perks .

    That's a big one! Nobody touches Yoichi perks, but I've seen several killers using Floods of Rage and Call of Brine. Every DLC is all about killer with great perks.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982826#Comment_2982826

    Yeah but see there's your problem, you're acting like blight is the only killer anyone ever plays, I main doc and I can tell you rn that get dead harded for doc is quite detrimental, and I can't get my shock therapy off in time because they already made it to the pallet and dropped it

    But why is the survivor supposed to go down? If it takes catching them at the next loop, I don't see anything wrong. The perk helps said survivor live a few more seconds?

    Doctor power is actually anti-loop so when timed properly there is no counterplay.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982652#Comment_2982652

    https://us.v-cdn.net/6030815/uploads/P52TXG46DH0X/screenshot-20220604-104301-gallery.jpg

    People could just say "it's pickrate is to high" thats why some perks get nerfed. Same will be happening with dh. They wanna get rid of some of the staleness. And a pickrate of 75% is a big culprit.

    That graph is because survivors haven't gotten any good perks in a very long time. When killers get meta changing perks, survivors get filler perks.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982319#Comment_2982319

    Sluzzy, if you're using dead hard to dodge an attack, you're doing it all wrong, you use it to gain distance and get to a pallete and prolong a chase

    I see nothing wrong with that. Killers have abilities to close the gap literally in their power without having to use a perk at all.

    Not only can Blight "shorten" a chase naturally making it unfair for survivor, they still have 4 perk slots to prevent survivors from doing objectives.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982357#Comment_2982357

    I play both killer and Solo Survivor. From my experience playing as killer I got to Iridescent as Doctor, or Clown often when I had the time to play consistently enough before the reset. The survivors often have their wits about them. They often have an idea on where to take me, what they’re doing, and they often coordinate with their teams fairly well. They typically use their DHs for increased distance as they should. Never to avoid an attack. Only when I’m the survivor am I stuck with sacks of potatoes and lemmings that will DH into a tree, or a garbage can.

    You must not play killer consistently enough to face competent players, if not play killer whatsoever. 🤭 🤭 🤭

    If you play solo, you should know how difficult survivor is. You have to hope the killer is blind as a bat. But most knows their way around too.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982319#Comment_2982319

    No one uses DH to “dodge”. Anyone with a brain 🧠 uses DH to gain insane amounts of distance when they otherwise could not. Mind you this will happen every single chase after a survivor becomes injured 🙂🙃🙂. Waiting out a DH doesn’t work unless a survivor is chased to a wide open area (Smart survivors will never be). Heaven forbid it’s an indoor map like Lery’s.

    When combined with WoO the insight you get on loops can make you uncatchable in many cases. Since whenever you become injured you’ll use the adrenaline to run to those exact spots while keeping DH.

    You jest. You jest. Hehehe. 🤭

    Lets not pretend killers are not able to move insane distances that catch survivors off-guard easily. I don't think it is fair to expect survivors to "always" move at precisely the same movement speed all the time when almost every killer has different speeds, along with perks like NOED that increases the speed. When Blight, Nurse, Spirit, Oni exists, DH is really nothing.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/325803/noed-rewards-failure

    Yes, let's make gens 30 seconds, just end the game in under 3 minutes

    And Sluzzy, the survivors do have a similar perk, it's called Dead Hard

    Dead hard requires some skill to pull off a successful dodge. The timing has to be perfect. You can't compare that to NOED which bypasses a health state and a huge boost in speed.

  • @Zeon_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979629#Comment_2979629

    If you got insta downed with NOED that's what the perk is supposed to do.

    See how that works?

    While that is true, you have to compare the power between the two and how that power is gained.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979638#Comment_2979638

    "Survivors don't really have any second chance perks. Not like NOED."

    I cannot believe that this isn't a parody account, there is no way that anyone could seriously say this with a straight face.

    Seriously.

    Can you name a survivor perk that forces killer to do twice as much objective or otherwise lose?

  • @Veinslay said:

    I run NOED pretty frequently and the only time it's ever turned a 1k into a 3 or 4k for me is when the remaining survivors rush the last gen right in my face making it easy for me to slug all of them and win. Usually it gives me one additional quick down after gens are done and then the survivors leave immediately or they find the totem. NOED is nice because it procs every single game (no one does totems) and it allows me to secure 1 kill and maybe 2 if I've had like 7 or 8 hooks to that point with no kills because I didn't camp or tunnel. The perk is absolutely fine. It's okay for the killer to have one 2nd chance perk to secure a kill while survivors have 40,000,000 of them

    It procs every time because it is impossible to do 10 objectives plus everything else survivors have to do.

    Survivors don't really have any second chance perks. Not like NOED.

    NOED and exposed perks are not fair. Is it fair to turn a 1K into a 4K because of only one perk?

  • @Zeon_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975672#Comment_2975672

    You HAVE to be trolling. There's absolutely no way people still unironically go with the "bait it out".

    It is true. All you have to do is wait a couple of seconds if you are scared of dead hard. If they dodged a hit that is what the perk is supposed to do.

    With NOED, you are instantly downed with no warning. A huge benefit for the killer after losing when the game is already killer sided.

  • Dead On Arrival. Survivors are not able to win in the current state of the game. Survivors have had one nerf too many.

    There is no hope in the match unless the killer makes a lot of mistakes.

  • Horrendous.

    Game is horribly balanced for solo play. You have zero chance to win unless the killer is a potato.

    Even if the gens are miraculously completed, killers have second chance perks like NOED, No Way Out, or Blood Warden to seal the deal.

  • Bad manners.

    Most commonly happens when killers stomp a team with 5 gens still remaining.

    Sorry but It is not a "ggwp".

  • @VonCrow said:

    You realize that the only way killers can play "fair" (according to survivor's rulebook) is basically stacking slowdown perks right? If you don't run them, you are forced to tunnel and even camp (just watch Otzdarva's challenge).

    The funny thing about all of this is seeing that Deadhard which is basically the perk that defines the meta right now.

    What happens if they don't play fair and still use slowdown?

    I would argue the killer meta defines the meta. It basically forces you to have to play in the best SWF or you definitely lose. Every match should be fair play but it is not currently.

    Otz practically never loses as killer.

  • @Tsulan said:

    I don´t see whats the issue with this match. You died and got more points than most people that survive after a gen rush.

    You said yourself, killer played fair, didn´t camp or tunnel. Yet you complain.

    My complaint is that regardless of how well the survivors played in trying to do the objective, it was impossible due to slowdown perks. A high mobility killer shouldn't be able to use slowdown perks.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/325803/noed-rewards-failure

    Survivors don't have a similar perk. They have a vastly superior perk with Dead Hard.

    If Killers had a gap closer that they could use every minute, or every 90 seconds, to shorten chases kill rates would increase far more than what NOED does. What about if the Killers could do it every 15 to 30 seconds since each survivor should be about one quarter as strong as a killer in doing their objectives and there's only one Killer?

    Imagine if, on demand during a chase, a Killer could just lunge forward the same distance as Dead Hard. How many chases would become so much shorter?

    And if, with the press of a button, a Killer could ignore a pallet stun, a blind or a flashlight save?

    That would be far more of a buff than a perk that gives Exposed and a speed buff that can also be cleansed and is only active during end game.

    Not that I'm arguing NOED is fine. I think it does need a rework. But saying that Survivors don't have a perk similar to NOED is only technically correct; there's a perk Survivors have that's better.

    There is so much wrong with what you said. The survivor is supposed to have a way to try to survive. Don't you think it is practical for a survivor to attempt to dodge a hit when a killer is about to hit you. Dead Hard should have been a built-in feature but it was added later as a perk. Do you not think it seems silly for a survivor to just "let the killer hit me" without even trying to dodge the hit?

    The other thing you are missing is that you forget the killer has many innate abilities that are simply unavoidable or uncounterable. Legion's feral frenzy. You outplayed a Nemesis? He pulls out his tentacle and hits you anyway -- right through the window. This is on demand and can use it as many times as you want during a chase. Why couldn't Dead Hard be used more than once per chase?

    There is many other killers that have tremendous advantage in chase. Pyramid head hit directly through walls, he can wait until you are in animation and there is no counterplay. If you think dead hard needs a nerf, shouldn't all these uncounterable powers be nerfed as well?

    Survivor need way more ways to help in chase, not less.

    NOED bypasses a full health state and gives a boost in speed. Dead hard is way weaker. In fact, you can't even use dead hard against a NOED killer.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975669#Comment_2975669

    So what you're saying is you don't like this perk that lets someone just pull the rug out from underneath you at the last minute making a would be earned victory harder to actually achieve.

    Not harder but impossible most of the time. It all depends on the scenario of course.

  • Dead hard is nowhere close to NOED. Dead hard can be baited out. NOED can't be baited.

  • @Brokenbones said:

    if killer is so easy like you claim it is sluzzy then survs won't do 5 gens anyway.

    🙂

    Under the miraculous chances that they do get done, NOED just takes it all away.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/325583/slowdown-perks-carries-killers

    TLDR: It feels bad getting beat by perks

    My reaction: Hahahaha no ######### sluzzy. You think it's fun to get outplayed by body blocking BT, unbreakable, DS, etc etc etc

    I get your thing is trolling. But it's beyond stale, my friend

    If you would actually play survivor you would know that is not true. Killers have it very easy now.

  • @Endrwf said:

    "Slowdown perks stacked are not fair"

    Cause you can't rush gens?

    Is preventing the other side from doing the objective using perks really winning?

  • With all the non-stop slowdown perks, exposed perks, tracking perks, I genuinely feel bad for survivors.

    Not to mention hitting through vaults, pallets, 1-shot abilities.

  • I do hope you are joking.

    He shouldn't have an insane power with insane add-ons too.

    Hug tech is broken. At least they are fixing that one.

  • MMR doesn't work in an asymmetrical game when the killer has a massive inherent advantage. What you have is a tiny pool of really good SWF and then the majority of killers all at high MMR. MMR can't always match you with 3 perfect teammates because not enough exists.

    Matchmaking will never work until survivors are buffed tremendously so 2E is always a possibility regardless of everyone's skill.

  • Please don't compare dead hard to a massive slowdown build. It doesn't open the gates against a massive slowdown build, especially when the killer has incredible map pressure.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973127#Comment_2973127

    He BARELY had any upvotes. 4 people and who knows how many of those are ironic upvotes. Chances are great that all four are ironic upvotes to be completely honest. But even if they weren't, and 4 people genuinely agreed... That would almost prove the assertion that this forum is killer sided.

    And good. This place SHOULD be killer sided. It is a sign that the community skews a bit more on the logical side. Huge positive.

    I don't post for upvotes. I know this forum is extremely killer sided as well as the game. Doesn't mean it should be.

    Survivors are desensitized with losing whereas killers are actually the opposite. Imagine a killer losing 10 matches in a row and accepting that as balanced?

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/325583/slowdown-perks-carries-killers

    Part of the reason why it's so hard at times to tell if you're trolling or being serious is you run Dead Hard and then complain about gen slowdowns.

    Ruin doesn't really synergize with Pop as you can't pop an already regressing gen and Tinkerer is a good information perk but it doesn't slow anything down.

    Scourge Hook with Pop can be a lot but, if you or your teammates are bringing decent toolboxes, that just seems like a counter to Scourge. To get that much use out of both you first need to hook a survivor, and if there are multiple hooks, the killer is probably winning anyway.

    Looks more like it's just a game that didn't turn out how you expected to me.

    Scourge prevented the gen twice from finishing and with Ruin it regresses a lot.

    Dead hard don't win games. A very small dash can't be comparable to perks that constantly remove or prevent objective progress.

  • @ad19970 said:

    Nope not really. I think these slowdown perks giving killers a fair chance to win is a better argument here. That's more accurate.

    Gens can be repaired very fast, if the survivor team is good and coordinated. As simple as that. Slowdown perks give the killer more time to have a chance to complete their objective and win. It surely doesn't carry the killer, with maybe Blight and Nurse being the exception.

    Gens going very fast is one of the reasons why some killers camp and tunnel, it's the easiest way to deal with the problem, it doesn't take nearly as much effort.

    I am hopeful that we will see some real changes to the meta with the perk update. But I definitely hope very much that we'll see some form of slowdown added to the basekit. Killers need this because of how fast gens go. So I wouldn't expect that killers will have less slowdown when the patch drops, at least I hope so. Killers need time to have a chance to win as well. I hope it gets more consistent, so killers will always have a fair amount of time without games potentially going by at snails pace.

    I also hope that we get baseline nerfs and counters to camping and tunneling, because those are the killer strategies that need to be discouraged far more, not the fair and skillful strategies. Incentivising the killers to play fairer and more skillful, and decentivising the killer to play with these unfun strategies is the way to go with DBD.

    If the killer is hooking survivors very quickly, survivors do not have a way to come back from that. There is no second chance perks for survivor that help them win when they are losing. The only second chance perks helps only if the killer plays a certain way, in which case tunneling.

    The base slowdown would have to be extremely weak, otherwise the killer is playing with more than 4 perks.

  • @[Deleted User] said:

    It's a game design flaw. When map design is unfair and boring, and dead hard is a thing camping becomes appealing and more viable for some killers.

    Survivors shouldn't berate killers for playing like that because that's likely to make killers do it even more. I don't think there are many killer players that start out with an attitude to ruin players experience but when survivors are extremely toxic to killers for just playing the game it makes sense why people would want to start playing basement bubba.

    Blame the game, not the player.

    Justifying camping because you are a bad killer does not make it ok. Camping and tunneling is exploiting a major game flaw where it rewards doing nothing.

    Killers are just fortunate they have a heavy crutch to lean on. Survivors do not have anything that can "guarantee" wins such as basement bubba.

    We can blame the game for being killer sided but nothing else.

  • The only thing that concerns me is it will be an overall killer buff. If history is anything to go by, survivors will get nerfed from the meta changes.

    Killers shouldn't have built-in gen regression.

  • @Leguś said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970659#Comment_2970659

    Tbf, Survivors can now also work with it which is good.

    It's overall a buff to her but it also fixes the most edge-case RNG like every Survivor searching 4 RBTs. Which is a good change for Survivor as well.

    But overall it is a buff. Survivors will consistently have to search more boxes.

  • Thank you for fixing the Pig exploit but she didn't need a buff to along with it. Always buffing killers is making your game unplayable.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969987#Comment_2969987

    I play survivor.

    Survivor is fine.

    I don't camp, I don't tunnel, I don't slug.

    This is how more than half my games have looked today, Sluzzy.

    Why do you think this is?

    But most do. It is why every time I see Leatherface I automatically assume the match is lost because he will camp.

  • @TMNoThumbs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969967#Comment_2969967

    I think we both know better than that. Dont ever change sluzzy, you are my favorite bad faith troll on these boards.

    Unless you are playing with 3 perfect friends, you know I am right. In public matches, the killer wins.

  • Survivor is in a horrible state currently.

  • It already is. BHVR doesn't disclose killrates for higher MMR killers. The killrates are probably almost 90% if I was to guess.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969275#Comment_2969275

    Maybe survivors shouldnt be so try harding themselves then, sluzzy

    Well, there is too much to do and very little time.

  • I don't intend to play very much survivor during bloodhunts. Tunneling, camping, and extreme tryharding occurs in every match and while that gives killer a lot of points, survivors leave with almost no points. The game requires the killer to actually cooperate and that never happens during bloodhunts.

  • @Nathan13 said:

    Sluzzy, killers need an anti boon mechanic just like survivors have anti totem perks.

    I would agree with that only if boon perks were equally as strong as killer perks and if boon perks were silent. Even the weakest killer hex perk is stronger than boons.

  • @Cleverotter said:

    when was the last time in a horror movie (which this whole game is a celebration of), in which you saw someone just shooting the killers brains out?

    In every movie the survivor has a means of defense, even if it is a baseball bat. I'm not saying the killer should be able to be killed, but if we keep release stronger and stronger killers while also nerfing survivors (less and less pallets such as Haddonfield), survivors need a way to slow the killers down a reasonable amount. The gens won't repair on their own.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965789#Comment_2965789

    Bro shattered hope destroys the totem the boon is attached to, not the perk itself

    there's still 4 other totems on the map by default

    The perks are too weak for those kind of odds. You have to consider the killer using powerful hex perks as well reducing the amount of dull totems available. This doesn't even consider the amount of time looking for a new totem.

  • @Ketrab2703 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965773#Comment_2965773

    By not being hooked by the killer, then it nevers activates. But you said there was a counter play and now you fail to provide example of one.

    Survivors being hooked is inevitable. You know this because of bloodlust and anti-loop killers. The game makes certain a survivor goes down regardless of survivor choice.

    I did provide a counter, stepping on the boon. But we are not fair and balanced. We are ensuring killers can permanently disable a perk while killer perks like BBQ, POP, Scourge can't be permanently disabled. I know some of these perks might be getting nerfed but I'm sure there are others too. I am naming the popular ones.

  • @Ketrab2703 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965754#Comment_2965754

    I did not disable the perk permantly nor destroyed the totem. Where the counter was?

    How is POP disabled permanently?

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