SuzuKR
SuzuKR
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- SuzuKR
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Comments
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3177851#Comment_3177851
Well, it should be at least 3 matches in different maps and two matches in the same one.
Then you repeat that with different Survivors for n>30 matches then you have something meaningful.
An issue with that is that good/great/amazing players are unlikely to get people of their skill level. Which is why good players end up being able to do things like winstreaks regardless of side or build or character, because they’re outright better than most of the people matchmaking will put them against.
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178037#Comment_3178037
Listen...I'm gonna be honest here. I looked up the definition of based because I really don't understand slang anymore, and I still don't understand what it means exactly lol.
I was just saying you had an awesome take for not criticizing people for playing like that.
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@K139K05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178032#Comment_3178032
And what do you think it should sound like? Some people think it should sound like a vinyl record tracks (these "discs" that were used in gramophones), but what do you think?
Nurse’s outfit and hints in her lore suggest she’s from around the early 1900s, as that uniform went out of fashion afterwards for the most part. So stuff like scratchy/grainy record player/gramophone sounds + things like maybe hospital emergency/alarm sounds and the sounds of old giant bells that were used to tell time could all be super neat aspects IMO.
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/3177993#Comment_3177993
There is absolutely nothing wrong with that, and despite what I'm saying I don't want everyone to play a certain way to accommodate others. I just wish there was a more methodical way for the matchmaking. Say if I die 10 games in a row I obviously shouldn't be in the group of MMR.
Based take
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Nurse theme please and ily BHVR
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Latency is literally unavoidable.
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What’s wrong with people playing seriously? What if that’s their source of enjoyment?
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If you want other killers to be played more, then ask for buffs for those weaker killers.
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I don’t understand how this topic is still going on. Worried about slowdown? Use Autodidact to essentially nullify it. Worried about the check/Sloppy combo? Use Bite the Bullet and completely nullify that part of it.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3175005#Comment_3175005
There is a reason for him to have a 40m terror radius. With his bound and addons, he can cover that 40m in no time and get someone. So with the 32 meter radius, he can get on gen and grab someone with no warning.
Using both Bounds will only take him barely half his TR by default. Please don’t spread misinformation.
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@Maxi605 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176577#Comment_3176577
Not sure about the sliding thing. Didn't they say that it was going to be addressed?
I agree that basekit blight is balanced, although it really needs an adjustment on the add-ons.
Mandy was talking about hug tech (starting a rush hugging an object to reduce collision) which is one specific form of sliding which was unintentional. Sliding as a whole is an intentional mechanic. For example, by approaching things at an angle/looking down. Does that help explain it?
Where McLean explains the Rush collision detector mechanic: https://clips.twitch.tv/SaltyBeautifulFoxTriHard-d5EklvyTscZluOLe
Where McLean acknowledges sliding is an intentionally created mechanic: https://www.twitch.tv/mclean_yep/clip/SullenProductiveAlmondPastaThat-3gIl_qyQ2UAmaqun
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@Sonzaishinai said:
Seems kinda like a waste of time to me
No matter on which side of the argument you are one match barelly proves anything.
If the survivors outplay the nurse people are just going to say it was a bad nurse and vica versa
I don’t really understand the point of the match either. The original person that wanted the match was accusing people of saying Nurse was super easy to beat and counter, which I don’t think a single person who said they’d participate has ever actually said. So in the first place, the people playing survivor aren’t even representing the claim the person made. /shrug I even said I was up for it, but then OP got banned before we could even get the last two survivors together which was sorta ??? He’s in a Discord at least, but he’s EU, GoshJosh is NA West, I’m NA East, and dunno about the other two survivor players.
And whether it’s 1 match or 1,000, not like it proves anything anyways in either direction other than how good those specific survivors are at playing against that specific killer player. There’s some weirdos that seem to have a misconception it’d prove anything about Nurse on a general scale for some reason.
That's way too few players to make any claims on any general scale. 4 specific players against 1 specific player and no one else proves literally nothing about the game as a whole. And whether someone is good or bad at their own claims is irrelevant to the claim anyways. A cigarette addict trying to tell others to avoid smoking because it’s awful for health doesn't make it wrong just because they can't do it themselves. Pre-nerf DS + UB combo + pre-nerf DH were all insanely disgustingly overpowered. If a survivor still can’t consistently escape despite running that sort of build, that doesn't mean it’s not overpowered, it just means that survivor sucks at survivor. If someone plays Alch Ring Blight with quad slowdown and can’t consistently win, does that mean the build isn't OP? No, it means the killer player just isn’t that good. If a group of 4 specific survivors consistently lose to a zero gen regression/non-Tombstone Myers, does that mean non-regression/Tombstone Myers is OP? No, it means those 4 specific survivors kind of suck. So on and so forth.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3177302#Comment_3177302
I’m here and ready to go
I'm doing school work. Oh, also all three of us so far are different time zones.
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Well unfortunately the host got permanently(?) banned, and getting in contact with the other two people who said they'd play survivor hasn't been working out yet. No clue what's going to happen.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176718#Comment_3176718
All I can do is dodge lobbies with Prestige 0 survivors
Please don't tell me you seriously think Prestige is related to skill.
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@RavenzZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3176675#Comment_3176675
Not even really his lunge, it just seems like his basic attack reaches very far sometimes, past where the animation shows it to be. I'd guess latency.
Short weapons will make an attack look longer because they have to go further to compensate for the shorter weapon.
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Do you mean the lunge or the power?
Lunge looks longer because small weapon.
Power is latency + the way survivor hitboxes work.
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Sliding is literally an intentionally created mechanic. Blight’s basekit is perfectly balanced.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3176530#Comment_3176530
And right now there is an active thread trying to buff him even more...
He is OK now. Please don't touch him now.
I don’t think any buffs or nerfs should happen till people get more experience as and against him first, now that his grab hitbox isn’t practically useless.
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Leaving aside the notion you think you’re high MMR, this is still an incredibly new killer who only recently got a buff to make his hitbox not almost useless. Give it some time.
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"My teammates are bad at staying up against a brand-new killer people are still learning to play against who was recently buffed to not have a practically useless hitbox. Please make gens take shorter at their level of play."
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@Dogma_loki said:
https://forum.deadbydaylight.com/en/discussion/comment/3176488#Comment_3176488
You're splitting hairs. You're telling me not to be bothered by scummy tactics used by killer just to ensure their precious 4k just because BHVR said its ok. I don't care how many times BHVR or Killer mains say it is. It isn't.
Okay, tough then. That’s a you problem, get over it. But you are part of the problem in this community, not them. Being upset about it is fine. Taking it out on players is not fine. Grow up.
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@MikaelaWantsYourBoon said:
- Ban people for being toxic. I am not talking about perma-bans. But give them 24 hours ban for example. (I am talking about end game toxicity btw, game mechanics are not toxic even they used for this way).
- Solo survivors needs love, we all know that. Hope we can get good buffs soon.
- Honestly the last maps were not that bad. Garden of Joy has strong main building but rest of map is good. Haddonfield is fair map. I also loved new RPD, it feels fair both sides. But we have a lot problematic maps and they needs to be balanced tho.
I pretty much completely agree with all of this. In regards to the first point, repeat offenses should eventually lead to permanent bans, and unacceptably severe content should skip tiers. For instance, slurs/bigotry/encouraging suicide/threats of harm/etc should be a non-negotiable permanent ban on first offense.
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@Dogma_loki said:
https://forum.deadbydaylight.com/en/discussion/comment/3176456#Comment_3176456
I will ask you the same thing I ask BHVR in their Player satisfaction surveys. Do you think that players play this game just to get tunneled and face camped all the time? The fact that BHVR chooses to not only ignore it but to then encourage it by calling it " A legit strategy " is counterproductive to the health of the game. The game needs to be fair and balanced for all players, not just killers.
I don’t think you understand my point. Being toxic to people because they tunneled/camped/etc is unacceptable. It is a strategy accepted and balanced around by devs, whether you like it or not. Take it up with devs if you have an issue, not players. The in-game built in counter to camping and tunneling is pressuring gens and splitting up.
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@Shaped said:
Kinda agree. But that goes for almost every post I read from you these days.
Aw thanks, that’s sweet of you <3
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@EvilSerje said:
Everything is true except putting "camping" and "tunneling" in "just playing the game" category. Camper/tunneler DENY picked survivor to play the game. Same as, for example, cheater does. That's the main issue. It's nearly an exploit, that is frustrating. And, opposite to cheating, it's not a killer-player fault (people tend to use the most cheap and easy ways and always will), it's responsiblity of devs, that provide "playground" and set rules.
It is just playing the game. It’s an accepted part of the game and a strategy the devs balance this game around. Being toxic cause people use strategies is utterly stupid and indefensible.
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Completely overwhelmingly gamebreakingly overpowered.
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By your logic, if the killer got dominated and didn’t get a single survivor dead or death hook when gates are powered, all survivors should become death hook so the killer is incentivized to still play and can make a comeback.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3176418#Comment_3176418
or, you didn't get dominated, but you're a Solo Q player and this is routine experience.
Listen to yourself. Your post sucks.
"Oh well, give up and try again"
That's ######### game design, we should aim towards making game more fun and interactive and exciting.
don't post anymore pelase.
You are asking for it to become more favorable to the side that has essentially lost. Of course it’s extremely tough and not in your favor when the killer stomped you guys. If you don’t want replies, don’t post on a public forum. :)
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3176404#Comment_3176404
You're not completing a gen when there's only 2 survivors left, unless it was already almost finished, or if the other survivor is really good at looping and there's a bunch of pallets to use.
The killer will patrol the few remaining gens and will know if you touched it. No time.
If there’s only two of you left when there’s still gens to do, the killer utterly dominated you all.
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Sorry to burst your bubble, but Lethal Blink is the score event that happens when you hit someone after a blink before fatigue happens.
Not that she even needs changes in the first place outside of range and 3 blink add-ons.
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I am of the mindset that generator slowdown and second chance perks are both bandaids for map and tile design. If maps were more evenly-sized and tile spawn logic was a lot more balanced, it would take less time to traverse the map and chases would likely end quicker. Which in turn means pressuring gens become easier, which in turn means generator slowdown perks are less incentivized and that strategies such as camping/tunneling are less incentivized, which in turn means second chance perks are less incentivized.
I am of the mindset that if all maps were genuinely well-designed and balanced, generator slowdown perks could be pretty much entirely removed, and most second chance perks could be removed while some anti-camp/tunnel measures become basekit. People who don’t care about strategic value will camp/tunnel/etc no matter what, but those who do will have less incentive, because they can do just fine without relying on those strategies at all. And by handling it this way, trying to tunnel or camp through built-in features against that will be less incentivizing than just playing normally in a game and map that doesn't even need it to play fine on.
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DBD has been getting better every single patch (minus a few hiccups), and I genuinely enjoy every game regardless of side, build, or result.
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These excuses for ragequitting are sad.
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Blight can’t break his turn limit. His maximum turn per frame is 90°. He can pre-turn, or attack to move to the next frame in a double flick. These are both intentionally created mechanics. Hug tech is unintended but the sliding mechanic as a whole is an intentionally created mechanic.
Hug tech is easier to counter than bump logic in return for being able to use less Rushes and looking cooler. I’d rather BHVR balance around it instead of bugging every single collision interaction under the sun trying to remove a gimmick.
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3175306#Comment_3175306
Did you miss where I said killer sometimes spawns close or it is a blight with lethal pursuer. How is that fair that I spawn miles from any cover, vaults, or pallets? Having the killer need to wait until 10 seconds into the match is about the same time as an unhook.
"Killer came over here but I am in completely zero threat because I am completely invincible for 10-15s." That is not good design. An aggressive mobile killer with Lethal deals early pressure. The blame here is on bad luck + bad tile logic spawn design where it can end up with nonsense like giant dead zones or 3 jungle gyms into shack, which needs a revamp.
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@allMadhere said:
@SuzuKR no worries, just getting a bit frustrated that no one is responding about my very simple, clear and concise little idea lol. I'm not here to argue about SWF.
Anyone know who I can tag to request a thread be closed? Can't seem to find that info on my own at first glance, thanks :)
As for your idea, I’m not personally sure if I’m a fan. Gives more ways for people to make excuses about why they lost, and I don’t think SWF is bad enough a killer needs bonus BP for it. But all around more BP income for everyone would be nice.
To close your own thread, changing title + reporting own post will work for reference!
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3175293#Comment_3175293
- The point is to be unfair to survivors and killers?? Or what is the point you are trying to make?
- It doesn't always do that. I've seen this from both killer and survivor side where killer/survivor spawn within about 2 or 3 blocks of each other (2 terrain squares apart).
- Perhaps. Feels like smaller maps is mostly just a killer buff that isn't needed given current balance, but it would help weaker killers with mobility issues.
??? If you spawned not near the killer and the killer got there and hit you that quickly, that is on you. Giving free invulnerability for an extended period to completely nullify initial arrival pressure is disgustingly overpowered.
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@allMadhere said:
https://forum.deadbydaylight.com/en/discussion/comment/3175288#Comment_3175288
Which is why the post says "on the end game leaderboard..."
MB, meant to respond to vulture.
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3175274#Comment_3175274
Spawn distance isn't a reliable fix for two reasons compared to invulnerability. 1. Some killers can travel across the map far faster. 2. If you make killer always spawn far from survivors they basically know exactly where you spawned (and that hurts slow killers a lot being so far everytime).
- That’s… the point. Being invincible for an extended period against a killer who’s there is horrendously busted.
- Are you aware the general rule is survivors always spawn diagonal opposite corner of the killer’s corner?
- Big maps need size reductions regardless.
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Letting people avoid SWF is a terrible idea. This is like letting survivors dodge lobby by seeing what killer it is. It’s a part of the game. Face it, or don’t queue up.
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3174858#Comment_3174858
I've been downed in the first 10s of multiple matches lately. Killer nearly spawns on top of me. I barely start moving after the opening spin and killer is dashing into me. Wesker grabs, throws me into empty corner, then slashes just as I get to start moving again. Of course billy and bubba do to it too and if you spawned in a wide open spot, tough.
An opening invulnerability of 10-15 seconds would help deal with unfair random spawning that goes away if they touch a gen.
Or that just means survivors shouldn’t be able to spawn that close, not that they should be immune for an absurdly long time, which would affect cases even if they didn’t spawn near the killer.
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The video is private, but if he slammed you against the gate, that's likely a feature, like how Pinhead and Twins can do the same.
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Frame the moment before you got hit when you essentially pivoted around your current location:
The green is the rough survivor hitbox. The purple is the rough environmental hitbox. The red is the rough survivor collision hitbox. The light blue line is the latency variance. It's going to look a bit weirder because you are in third person and thus you are kind of looking from a angular angle downwards rather than parallel to the ground. (The hitboxes are technically pills, but I can't be bothered to draw that in MSPaint since the default shapes aren't close enough. Just imagine a half circle on the top and bottom.) The reason the survivor hitbox is visually far out of the likely actual hitbox is because rather than moving an actual distance away, you essentially swiveled around the edge of that entrance, meaning the hitbox also follows that turn with you. Add in latency, and it hasn't completely made it past the doorway.
The green lines at the bottom are for showing the "axis" of turning and how the hitbox would have rotated around that axis.
The next picture is a top-down view. The black is the section of that wall, the green is showing the top-down "swivel" of the pill hitbox (which is a circle from top-down) around said edge of the wall. The purple is the environmental, the red is the survivor grab box. Orange is where you were on your end. Light blue is latency discrepancy.
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Yes, you actually would.
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3175091#Comment_3175091
Maybe then it shouldn't be behind the survivor model then? ;)
Please tell me what happens when you have a pill hitbox that is not identical to the survivor visual model and its various animations where the character leans or faces all sorts of ways? Because it means there is bits of "empty space" visually that is part of that pill 'padding' the visual model. So if something contacts that, then it is a hit. Refer to Peanits' explanation of how hatchet hitboxes work in regards to survivor hitboxes here for a better understanding:
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The survivor hitbox is a pill shape located partially behind the visual model. Add in some latency and this is working as expected. If the environmental hitbox was larger, he would hit the wall while going parallel to it which would make zero sense.
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Because survivors are not supposed to be incentivized to divebomb the hook and unhook in front of the killer's face. Which comes with the side effect that it also works out for camping.
If hook grabbing is removed, unhooking should become uncancellable and all unhook speed modifiers should be removed. Then, at best will be a trade. That seems fair IMO.
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Too abusable.
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@Shroompy said:
yknow the nurse isnt gonna kiss on the lips because youre defending her this much right?
shes a fictional character
Cute projection, but this post isn't about Nurse. It's about all of the posts people make where they say something should be changed just because they find it unfun.
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The way you know your random teammates’ pings, you don’t.




