SuzuKR
SuzuKR
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Comments
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@jeanperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2877806#Comment_2877806
how is that a nerf... I removed point 7 because I'm pretty sure that's the sole base of your argument.
Husk requiring interaction and player to move toward it to caunter you isn't a nerf, and the time required to destroy the husk would require in-game balance...
the Husk remaining until you re-use your power isn't a nerf it's a buff,
if you are not phased then destroying your husk won't put your power on CD, only if you are forced out of phasing...
and Phasing becoming instant cast to enter isn't a nerf either.
the main idea is that the Passive Phasing informe player that you are on CD... but the CD is based on the time that you spent in phasing...
and as I mentionned the passive phasing would be a ratio of that CD time...
so if you spend 120 seconds in phasing...
let suppose that the ratio would be by default 1/1
the your CD would be 120 sec... but you would be visible for 1.2 seconds after exiting Phasing, and then passively phase out for
10.8 seconds, then become visible for another 2,4 sec, then passively phased for 9.6 sec... etc
during the passive phasing the other players don't see you but you see them...
so the passive phasing is drastically buffed and wrapped into the CD.
Husk also become buffed as they can be used to block windows not unly during you phasing...
but each of those buff are counterbalanced by potencial counters from the survivors.
Nothing prevent BHVR from making an Iri addon that place back the cast time and standing still requirement while causign you to not be forced out of your power if you husk is destroyed.
That would bring it back to pretty much the old playstyle, still buffed.
Survivors shouldn’t be able to see when it’s on cooldown/force her out of phasing. Unlimited phasing duration is unbelievably busted and terrible design. This basically turns her into a completely different killer. She is perfectly fine as is.
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@eloise said:
https://forum.deadbydaylight.com/en/discussion/comment/2877902#Comment_2877902
Today the MMR it's too high so my team very bad
Then YOU solve the box.
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Don’t be in Chain Hunt then. It is MEANT to interrupt you. That is literally the entire point.
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Most people on the forums play both. BHVR did a survey before.
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DBD Forums stop overreacting challenge (impossible)
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@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877795#Comment_2877795
I can almost agree with that. But I still don’t think I should have to lose pips I gained. 🤷🏾♀️ It’s ok if I don’t advance! I’m not saying give me pips! I just shouldn’t have to lose them. Just my opinion.
Pips basically don’t matter in the first place.
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She’s fine as is. These are incredibly massive nerfs.
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@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877564#Comment_2877564
Bet you’re the same person who cries about DS, DH, BCH and BT
I’m not though? I think other than some map designs/other minor stuff, DBD is almost entirely balanced on both sides.
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DBD Forums stop using whataboutism challenge (impossible).
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skill issue
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Neither are a problem inherently though. Nurse is the best-designed/balanced killer in the game. The issue with SWF is the difference with solo. Give solo a pingwheel and status indicators so they have the same info SWF does, and rebalance around everyone being SWF instead of trying to juggle solo and SWF balance. Which is exactly what BHVR is testing right now (the indicators).
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Genuine question. Why does it matter what anyone on either side runs? Either you play to win, or you play casually. In the case you’re playing to win, you should expect to be disadvantaged against someone also playing to win but running a stronger loadout than you. In the case you’re playing casually, I don’t know why it would matter cause the result is irrelevant. If someone is going hyper-all-out meta and trying to win, that doesn’t affect me not caring and just playing with no/meme perks and chilling, regardless of win/loss.
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Nurse and Blight are my two favorite killers to play versus, so I’m loving it, personally.
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Both are hard to pick up and master in different ways. They’re not comparable. They’re among the hardest in the entire game.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2873899#Comment_2873899
That discussion is over. If you don't have something else to say then bye. I'm not interested in arguing.
It’s okay to be completely wrong. Think of it as a learning experience!
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Nurse is by far the best-designed and best-balanced killer in the entire game, precisely because she can go through everything.
Blight is the second best in design and balance in the entire game. Of killers that cannot go through everything, Blight is the best possible design/balance of them that can be made.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2873593#Comment_2873593
Sorry, I don't understand you. Maybe you replied to the wrong person.
Cause it’s not fake LOL
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2873279#Comment_2873279
They don't need to go to scott anymore.
https://forum.deadbydaylight.com/en/discussion/comment/2873234#Comment_2873234
The main antagonist murdered 6 children and hid their bodies in robot suits. Then got impaled by the suit he hid in making him a walking corpse. But if thats what you think of child stuff.
Scott still gets royalties from FNAF. So an FNAF license in DBD means he would get money. Screw that.
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Why not just do the gens? LOL
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For the absolute majority of players, DBD is pretty much completely balanced. Yes, that includes things like Circle of Healing and other stuff for killer. The only area in which balance issues become noticeable is literally exclusively at ultra-high levels of play or tournament play - something that almost NO ONE is at.
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FNAF fans when there's a newspaper:
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2766693#Comment_2766693
This is fake. I got so many hits while I was after a thing. Very nice.
How does it feel, being this so completely wrong?
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2789386#Comment_2789386
Quick note, parts of this explanation are now slightly dated. This was from before the animations changed, when the survivors visually leaned forward while running a little more than they do now.
That said, the rest is still relevant. The hitbox isn't the culprit, it's latency.
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Shrouds should be removed entirely.
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mald
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I try and get them killed. If I can’t because they just fly or whatever, I’ll do gens ASAP and then let killer kill me.
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@ElleGreen said:
I really like chase perks and being able to vault quicker and block off a pallet or window for a couple seconds would be super fun kinda like how Cheryl blocks gens the survivor would probably need to be a witch for the perk to make sense or whatever Cheryl Is we need more chase perks quick and quiet Is my favorite
This would be completely busted on a lot of loops that exist where that window or pallet is literally the only way to get across without taking a big detour.
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Thematically, it’s the growing excitement of the killer being exuded as a palpable killing aura. They have someone on their back they’re about to get to hook.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2868590#Comment_2868590
I want to know the official distance
There is no official distance, it’s latency based. The type of vault also affects it.
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It’s not bugged. The hitboxes are perfectly correct. Latency exists and is unavoidable.
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@Valik said:
At this point, I don't care about who the next killer is - I just want BeHavior to listen to the community for once - and the community has been hell bent on a FNAF crossover for a long, long while.
For the anniversary, I want the devs to say 'We're listening, community!' not 'We really like money, community!'
Selling out their morals on their pro-LGBT stance to make money would be the “We really like money, community!” Not sticking to their guns.
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Nurse>Blight>rest
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No thanks. Not as long as Scott gets even the tiniest bit of money from it whatsoever, which he currently does because he still gets royalties.
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Blink near them, pause and then swing.
Or blink near them, if they use DH early, then fatigue without swinging (swinging increases fatigue by 1s). Then catch them again.
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The entire reason last person self-unhook got removed was cause it was useless. You unhook, now what, you go back down and immediately back on the hook or after 60s. Or a troll waits out the full 60s to do nothing just to waste more time. It’s a useless waste of time with zero way of actually accomplishing anything if the exit gate isn’t literally right beside you AND open.
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The bonus fatigue isn't from hitting. It's from swinging, regardless, Dead Hard or not.
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“Why does BHVR not listen to the community’s ideas???”
The community’s idea:
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Sprint Burst is a lot more skill-demanding because it instantly activates on running. 99ing it means you can’t do anything except run around or it’ll immediately be used the next time you run. So killer can play around that in mind that someone running might be keeping it up 99’d. Someone not 99ing it, eg on a gen, can be pushed off so they run and use it up, then the killer comes back 10s later when they don’t have it. So on and so forth.
There is no way to bait out DH for distance, because they don’t use that in reaction to you. They use that in reaction to the distance of the next pallet/vault. Also DH for distance to a pallet or vault is 100% uncounterable for the absolute majority of killers. There is also no difficulty in activation. You are injured, which you naturally will be throughout a game, and the rest is completely on-demand. Nothing from the map is needed (no drop/pallet/vault/etc), no careful usage is needed (SB).
That’s the difference in DH and SB, and why SB is healthy while DH isn’t.
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Because latency is unavoidable.
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@Munqaxus said:
A 3 second speed burst when "e" is pushed without being locked into a straight line would be a fair trade-off for the removal of iFrames. Then Dead Hard would be exactly like all the other exhaustion perks.
I honestly don't think Dead Hard out performs other perks in chases currently anyway but changing it so it's exactly like the other exhaustion perks would be fair.
An on-demand Sprint Burst would be literally the most broken perk in this entire game by miles.
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Iridescent Blight Tag doesn’t need changes. Alchemist Ring should be changed entirely to not affect his recovery since that is his intended downtime. Eg, make it Infectious or something instead that activates on a Lethal Rush down or whatever.
The Vigo’s Journal change is neat, don’t know if it needs it though. The Summoning Stone change is way too strong. Soul Chemical change is fine but it’ll still never be more than a gimmick because it relies on a skillcheck.
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@jakubr21 said:
https://us.v-cdn.net/6030815/uploads/AVSEDD9DS6M2/ssssss.png
Can you guys stop spreading lies? Hug tech AKA looking down to slide is NOT an intended mechanic it is a BUG. I've already posted this many times here WITH ACTUAL PROOF but this same person keeps spreading this misinformation .
" Any players who are seen exploiting bugs in-order to gain an unfair advantage that normal gameplay would not provide can be seen as a bannable offense. "
Remember this.
Hug tech is not looking down to slide. Hug tech is sliding by starting pressed up against the surface (“hugging”) to remove collision. Looking down to slide/approaching a surface at an angle to slide is intentional. This is what’s referred to as a scoot slide. If you’re going to complain, you should at least double check what you’re actually talking about.
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@livecola78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855386#Comment_2855386
That sounds insane, I'll definitely pay attention to this now. It seems like not a big deal but it could be very hard to dodge him in some situations.
Made an MS paint diagram. Red arrow shows where Blight is FACING. Purple arrow shows the direction Blight is MOVING. The first uses third-party software and is bannable. The latter two are intended mechanics created by BHVR. The latter two (where the text is in green) are the only intended ways to "do" a 180 worth of turning. Even if the second is technically only a 90 flick, it's a 180 in the sense of the direction he was moving, so that's why it's included. The second is pre-turning, the third is double flick with M1 to reset turn amount (to go to next frame to flick again, since 90 max in one frame). Up to 90 flick can be just done with a regular flick without the need for any of this. Hope that helps!
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@livecola78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855372#Comment_2855372
I don't know about that one, could you explain it? If you can't I'll look it up so if I play against a Blight doing this I will report them.
I’m not going to explain how to do it, but the point is the program lets you break past the intended turn rate in a single frame (90°). The only intentional way to go past 90° is to either pre-turn facing somewhere before you flick, or to flick, M1 to reset turn amount, and flick again during the swing (double flicking). You can tell if someone is lag flicking because they will break that turn cap mid-Rush without doing either of those. For instance, turning over 90 just mid-rush without slamming or sliding off anything. If you look it up on YouTube, you’ll see what I mean.
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@livecola78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855362#Comment_2855362
I did forget about the exploits. I saw them recently, they seem very strong indeed. Playing without the exploits definitely makes him more fair.
Lag flick is a third party cheat that will and has gotten people banned, fyi
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Forums stop using whataboutism challenge (impossible).
Pinky Finger was busted. Alchemist Ring is also busted and planned to be reworked entirely, instead of a numbers change like Pinky Finger.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855093#Comment_2855093
Except that it's a purple add-on. Why's it need another downside? He still goes through his normal fatigue, which lets survivors get to the next safe loop.
Because it gets rid of his main weakness that balances him.
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Alchemist Ring nullifies his intended downtime at no downside.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2854893#Comment_2854893
Why has Haddonfield been kill switched though? Did they deem the level design as unacceptable?
They’re reworking it.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2854738#Comment_2854738
I think "teams" is a good point. If ur solo queue or even playing with one other person they will not win against a high level nurse
Because they don’t have the info SWF does, which is the issue, not Nurse. And is exactly what BHVR is looking to reduce the gap between by giving more info to solo.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2854882#Comment_2854882
I would gladly watch you, if stream on Twitch. You looks better than Otz.
My kill rate on basically every single killer (other than the few I don’t play like Hag/Huntress/etc) is 80-90% on average. Most average players are just not good, on either side.
