SuzuKR
SuzuKR
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@Heartbound said:
I'll never understand why killers are routinely close enough to the hook to trigger BT. It's a waste of time to circle the hook unless you're chasing a survivor. If you catch a survivor running in on the approach you injure them as they get to the hooked survivor and then down them after they rescue.
The real prize is being off and doing your own thing, seeing that the hooked survivor has been rescued and returning to the hook before they can fully heal. That can be devastating.
BT isn't distance-based anymore.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2837221#Comment_2837221
I disagree, speed addons are a problem. How do you expect survivors to learn how to play against something that's constantly changing its speeds? You can claim 'it's only about mindgaming' then that's not well designed or balanced. IMO.
You can actually react to regular blight because he always moves at the same speed but the speed addons keep changing his speeds constantly.
They shouldn't stack at the very least.
Example: LT tile
You predict:
A. The Blight will use bump-logic
B. The Blight will slide
And so you:
A.1-(#). Knowing how bump logic works, and having observed the tile and its surrounding objects as you originally approached the tile, can see what various paths he can take. It gives him certain options and takes away others.
B.1-#. Knowing how sliding works, and having observed the tile and its walls/connected objects are laid out, can see what various paths he can take. It gives him certain options and takes away others.
And so you:
A.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot approach you from the route you expect him to take. Eg, actually taking the vault. Now you are completely out of his range and on the complete other side of the wall.
B.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot reach you from the route you expect him to take. Eg, faking the vault and heading towards the other letter (T if L, vice-versa). Then the Blight cannot physically reach you, as he must start the attack when he turns the corner, which sharply slows his speed, and thus his range.
Conversely, the Blight is doing the same in reverse at this time.
Now:
Y: You successfully made the read and have probably avoided the hit (unless some extra factor is in, eg, sandbagged).
N: You incorrectly made the read and have probably been hit (unless some extra factor is in, eg, someone stuns him/a perk of yours helps/etc).
None of this is reaction-based, speed add-ons or no. Both sides predict what the other will do, and play accordingly based off those mindgames. Now, you add in complications like this:
- You have seen the Blight randomly alternates between sliding and bump-logic, and picks a variety of different paths for bump logic/sliding.
- The Blight sees you understand LOS denial and how bump logic/sliding works, and how to fake and commit to be random as well. For instance, you know, and he knows you, that Yamaoka's shack prevents sliding, and usually is messy collision overall and creates problems for bumping cleanly as well.
- Now, the question for both is. Will the Blight bump or slide? From and to where? Will the survivor fake or commit? From and to where?
- It is anyone's ball at this point. Who succeeds the trade will come down to whoever made the better mindgame or consequent read.
Furthermore, speed add-ons are its own counterplay. If the Blight uses up rushes to speed up the later ones, you know you only have to dodge maybe 1 or 2 Rushes instead of 1-4 depending on the tile. It also provides the time to make any additional plays or movements, in the time it takes for him to prep the last Rushes while he does the first few slams. Especially in chase where he is essentially always at close distance, you can always count and keep track of the number of used Rushes.
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@Brokenbones said:
Don't nerf Blight.
Nerf a few of his addons. Namely the movement speed addons and alchemist ring.
The UR should stay as is since it's an Ultra-Rare, they are meant to be strong.
Basekit Blight is fine, but nobody plays Basekit Blight because his addons increase his strength exponentially to the point where it's night/day. The movement speed addons make reacting to him a nightmare and the ring typically removes any window you have to make plays once you've been slapped by a rush
You're not generally meant to react to him anyways. The Blight and the survivor are intended to out-predict/mindgame the other. The survivor avoids the Blight by not being in their path in the first place, and the Blight tries to put themselves into the survivor's direction. Speed add-ons are a non-issue. Alchemist Ring is beyond busted though.
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It means you dropped late.
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Fun is irrelevant to balance.
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A crutch implies it’s a bad thing. It’s a tool for learning, like training wheels on a bike. You take them off after because it becomes inhibiting instead.
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“low skill ceiling”
At least try to sound convincing.
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A 3-gen is a losing war for the killer. The only thing it takes to crush that strategy is to have people on the different gens simultaneously.
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If wiggling was even remotely reliable in getting the survivor to escape, it would be beyond busted. That is the entire reason hook-sabotaging and taking hits/bodyblocking exists. Also perks like Boil Over.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2836771#Comment_2836771
I showed the paint what this scene is about. She does not stand in the front, she stands beside him and killer is looking away from her. And this is apparently only a hit because his hitbox is meant to hit people that are standing beside him instead of in front like the hitboxes on normal attacks and chainsaws work
Because you are not meant to dodge a Lethal Rush head-on. You are meant to avoid it in the first place by mind-gaming it/putting things between you and the Blight. Different attacks... work differently.
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Do gens.
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@Munqaxus said:
Clicky-clicky is the survivors version of face-camping and tunneling-off-hook-till-dead.
Imagine unironically comparing something with literally zero gameplay impact or reason that can cause health issues for photosensitive players to dev-accepted gameplay strategies that causes zero health issues.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2833135#Comment_2833135
People say that clicky-clicky is bad for those who are photosensitive, however would people with photosensitivity actually play this game. Video games are bad for people with photosensitivity in general. This game is actually horrible for people with photosensitivity because of flashlight blinds, heck even Sadako is basically a epileptic seizure waiting to happen It seems like playing this game with photosensitivity would be about the same as placing your hand in a blender and expecting to not get hurt.
Not to mention The Doctor. I find it really hard to believe people are having seizures off of clicky-clicky and not going against The Doctor.
Nice victim-blaming.
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It's not against the rules, and reckless facecamping is easy to punish through the survivors playing smart.
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The Meg could have ran to the pallet. Then she wouldn’t have been in that situation. Or literally anywhere else and not the tree.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2835759#Comment_2835759
I would say he turned the camera AFTER the hit which is normal because you have free camera movement after the hit again. And if at all, server latency should have told the killer that Meg is still behind the tree and approaching the point that you see from survivor POV, so server issues would kinda deny that hit rather than allow it. Or other way round, if latency was an issue, the Blight would be in front of Meg rather than beneath, from server POV
https://forum.deadbydaylight.com/en/discussion/comment/2835821#Comment_2835821
you saw my image right? They hadparallel paths and this screenshot shows they are basically looking into the same direction. But AS satated above, this makes sense when the Blight doesn't have a cone but an ellipse to hit people besides him. So I think it is just bullshit, this killer has already so many unintended "techs" to grind and gets assisted by a "hit what u don't see" hintbox as well
Yes, it's called mindgame the rush. That example was one of the worst possible given the Meg picked the worst possible option how to play that. She picked the half-foot wide tree over running further away to put more environmental debris between him and her, or towards the other side of the tower structure, or pre-emptively running to the pallet, or anything else that would've been smarter. The Meg literally ran into the Blight, who predicted what she'd do and 90-flicked to the way she ran herself into. That's called getting outplayed.
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@fernandosilveirasc said:
how is most of that not dooable in 15 seconds...or whatever, add more time?
#1-3 can be anywhere from a few seconds to a few minutes, and so can other examples not listed there. The entire point is survivors cannot push killers.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/2835835#Comment_2835835
When I dc it’s usually cause something comes up and I have to stop playing, but mine just keeps stacking I would like to keep playing the game but the times just stacking over the days are ridiculous
Then quit playing when you don’t have the time set aside for a full game.
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@fernandosilveirasc said:
How is staying in the same place for an indefinate ammount of time, strategic?
There’s a lot of possible examples, these are the ones that come to mind immediately:
- It’s endgame collapse and they will die in a few minutes.
- Pig player sees someone with a quick-beeping Reverse Bear Trap (indicating the timer is almost up), making it likely the box they’re heading to is the last one they have left to try. So the Pig bodyblocks it for the remainder of the time to prevent them from getting the head trap off so they guaranteed die.
- Someone is on a hook, and so you are bodyblocking the person coming to rescue them so they can’t get the save/the unhook prompt is canceled/isn’t shown.
- You are waiting for your power to charge up.
- You know that their Borrowed Time will be over soon, letting you down them.
- You block someone off of the Exit Gate switch so they cannot open the gate that is 99’d.
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Well no, because there are bodyblocking situations that are strategic.
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@TheCursedTitan said:
The least they could do is make it so it doesn’t stack
Maybe stop being selfish and DCing.
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If they're being reset, they're being removed. So claim them.
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Meg literally ran into the Blight.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2835815#Comment_2835815
Did they change it at all? I swear for the longest time only 1 chain was supposed to spawn. Did they update the basekit effect?
No. This was always the effect.
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It’s a part of her skill ceiling to place traps specifically to make survivors run off course and thus lose distance cause they ran a few steps sideways instead of away.
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Map offerings shouldn’t even exist until every map is balanced. Either remove them, or invert them so it reduces the chance of that map instead.
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That would be insanely busted. That’s literally having a permanent +100% healing speed to yourself and the person you heal both. Instead of 16x2 it becomes 16x1 which might as well be 8x2. Being able to be healed while doing other things is why Syringe is so beyond insanely strong and badly designed right now, with how fast it already is, and being able to be even faster.
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This is an incredibly loaded question. People that complain about survivors and people that complain about killers are not a unanimous monolith. There are morons in both.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833745#Comment_2833745
Fair enough.
I always enjoy hearing other viewpoints!
Hope your day has been a good one!
Same to you as well.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833735#Comment_2833735
Well, I appreciate your point and the discussion.
I would counter that it is still tunneling, however, I see it is now my decision to risk the forfeiture of my perk for the thrill of successfully healing midchase.
But tunneling is tunneling. The killer had no idea I would do this when they began tunneling me. And I understood the parameters of the perk I ran.
Thanks for the discussion!
I can concede that it could be considered as tunneling. But even if it was, it would be justified tunneling in that case, which DS does not exist to protect against as that would be unfair.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833722#Comment_2833722
But, isn't it the same thing? After 5 years I like to add some spice to the game, and healing midchase is one of the best feelings in DBD.
I guess your point is, don't heal while being tunneled?
If so, it's no longer tunneling? Even tho I'm being tunneled? Because I'm removing the pressure from a tunneling killer that chooses to apply pressure to a recently unhooked survivor?
Am I correct in understanding?
The moment you try and progress any objective, it ceases to be tunneling. Correct. Repairing progresses an objective. Healing injuries/downed survivors progresses an objective. Unhooking progresses an objective. Cleansing/blessing totems progresses an objective. Sabotaging progresses an objective. It either advances something for survivors, or undoes something for killers, hence, progresses the game. It would be unfair to still retain the DS protection which is effectively a full 60 seconds of invincibility against being hooked, while you are actively advancing something for survivors/undoing something for the killer. The reason it doesn't deactivate at the end of a heal is because if it didn't, it punishes the killer because if they down faster and the heal didn't finish, they are denied a hook. But if they wait for the heal, they have to do twice the chase all over again. So it forces them into a lose-lose where no matter what they do, their own skill is irrelevant.
You are free to heal mid-chase, and it can definitely be fun, but that situation is not tunneling, and if you go down, that is the risk you voluntarily choose to take.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833711#Comment_2833711
You are not hearing me, and now you are insulting?
I'm saying killer returns as my feet hit the ground and I begin chase. As the silly killer tries to mindgame a safe pallet and the such, I spare a few seconds to heal.
How is this not being tunneled. So your point is if I don't heal, I'm being tunneled, but if I tap heal a few seconds as the killer plays ring around the rosie, hoping I jump the pallet, I'm not being tunneled?
Notice I continue the discussion without insults.
It’s not tunneling because you are now trying to progress an objective by undoing the killer’s pressure by healing your injury. So it has stopped being tunneling the second you attempted to heal. Try not getting hit if you’re going to heal mid-chase. You’re literally asking for free invincibility while actively undoing their efforts. If you go down while trying to heal, that’s a skill issue. Get better.
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Does the ST in STT stand for Sluzzy Two?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833702#Comment_2833702
If they return to the hook and chase me, they are tunneling.
Because I choose to try and heal midchase doesn't erase the fact that thet returned to the hook and are attempting to put me right back on it
Perhaps we misunderstood each other. Do you think I mean killer finds me healing somewhere? Because that is not what I mean.
I mean my feet hit the ground and killer starts to chase me. In between pallet stuns, I try to heal. Why should I lose my DS if not successful?
That’s not tunneling. That’s the killer happening to find a moron healing mid-chase. The second you try and heal yourself, you are progressing the game by undoing their pressure. Thus, it is not tunneling anymore. It was tunneling at first. The second you try and heal yourself, it stopped being tunneling. Get good and don’t get hit while trying to heal mid-chase if you’re going to make a dumb play like that. Why do you think you deserve DS if you’re so bad you get hit mid chase while trying to heal?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833691#Comment_2833691
But I'm still being tunneled. You are ignoring that fact. Because I slowly heal myself while being tunneled I should lose a perk. If you can't down me and prevent me from healing while tunneling, do you deserve the pressure?
That isn’t tunneling. Pressuring someone trying to undo your pressure is called normal gameplay. You don’t get to complain it’s tunneling when you’re actively trying to undo the other side’s work. Try being better and just not getting hit till you finish the heal. If you can’t avoid a hit while trying to heal mid-chase, why would you deserve the DS? LMAO.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833663#Comment_2833663
Why is it stupid.? Because I like to heal midchase when some silly killer is trying to mind game me, and they suck at it.
Game respects game. If you're gonna tunnel me, least you can do is be good at it and get me down quickly, so I don't get bored and have to try and heal, and can keep my DS.
You’re literally asking for 60s of effective invincibility while you actively undo their pressure. That is stupid. You don’t get to have DS if you are progressing the game/undoing killer pressure.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2833099#Comment_2833099
Because I run a fast medkit and heal mid chase. Doesn't mean I'm not being tunneled if a steal a few seconds here and there in chase.
Then that’s on you for taking that risk to progress the game. Healing undoes killer pressure. That progresses the game. So you are not being tunneled. They are just reclaiming pressure back over someone actively trying to undo their pressure. Having DS still up in that situation would be stupid.
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i keep noticing a funny trend where the people that complain about nurse never actually have any proof
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Hug tech is completely and evenly counterable and adds skill-intensive mindgame depth to the chase for both sides. It should be kept regardless.
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She doesn’t need buffs, she’s in a state of complete perfect balance.
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I find solo queue survivor, SWF, and killer all equally and highly fun for me.
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@Clevite said:
It just returns it to an abusable mechanic again.
I believe you should be able to self heal until fully healed tho.
If you're healing, you're not being tunneled. If you are being tunneled, why are you healing knowing they're pursuing you? If you're healing and then they came back and chased you, that's not tunneling. That's them finding a person to chase again because you decided to stay right where they ended up finding you.
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Something being meta isn't inherently problematic. Nurse/Blight/Spirit are all well-designed and well-balanced (outside of specific add-ons like Alchemist Ring or whatever). It makes no sense to kick them down just for being meta when they are the three best designed and balanced killers in the game.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2832891#Comment_2832891
The only reason why nurse is still like this is because the devs don't know how to balance this game. Even someone with 500 hours can tell that deathslinger is weak and nurse is really strong. The devs however don't see this, that's why nurse got her 3 blinks again and deathslinger got a horrible (undeserved) nerf. I also didn't say that ALL nurse mains don't know how to play other killers>: ''Nurse is so OP that some people don't know how to play any other killer anymore.'' If you believe nurse is balanced just because she didn't get a nerf so far then you are mistaken my friend. BHVR only looks at statistics and beacuse she has a low killrate she doesn't get nerfed. I almost never see a bad nurse so i guess because i don't play at low MMR i have to deal with this broken killer over and over. You don't have to agree with me but trust me, BHVR doesn't listen to their experienced playerbase, they just look at numbers...😅
Nurse averages out to a 2K at the absolute highest levels of play in this entire game when on an even-sided map against equally skilled survivors, and this is WITH the survivors being heavily restricted in what they can bring, moreso than the Nurse. When all restrictions are completely removed, on those same even map/even-skill matchup conditions, she drops to negative average (below 2.0). She's the best-designed and balanced killer in the game precisely because chase is 100% reliant on mindgames (aka, your skill versus theirs), and not stuff like map setups out of either side's control (tile RNG, etc) that have no relevance to skill.
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Unfortunately. The sooner she's back, the better.
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lol no
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There is nothing to call out. That implies they did something wrong. They didn’t.
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Look up LilithOmen’s guide to Blight. Blight is a very difficult killer with an insanely high skill ceiling. Don’t bother listening to people that just repeat random buzzwords.
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@NoOneKnowsNova said:
Blight is already the second best killer in the game without it, and the original creator of Blight has said it's unintended.
He's the second best in part BECAUSE he has it. It gives much more complex back-and-forth in chase in a skillful way for both the survivor and the killer, and allows for more well-designed chase on more tiles instead of having certain areas that are hard counters out of one's control and makes skill irrelevant.
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There are objects that block directly seeing switches until you get close. 24% the switch like C3 said, wait for them to leave, then do the rest.
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Hug tech was unintended originally, but that doesn't mean it cannot become accepted. Looping was unintended originally, but became accepted. Other such things (such as CJ tech) also takes advantage of there only being one button for pallet break as well as pick up, but it is accepted (to my knowledge). Legion has the tech where they can get blinded mid-vault to be able to exit Frenzy to swing normally which takes advantage of not being able to be stunned mid-vault, but being blinded ending Frenzy. So on and so forth.
Also, hug tech adds depth to what the Blight and survivor in chase can do, because it gives more possibilities from either side. Hug tech is fully counterable via mindgaming (anyone curious can ping/ask me and I can give them explanations), and it means mindgaming as/against Blight is "Are they going to use bump logic? Will they hug?" Rather than just "Where will they bump logic from?" which gives a lot more skill expression because there is more possible complexity in chase.
Without hug tech, some map locations can be hard counters, which is not healthy design. Neither side should have a hard counter to the other in chase. Chases should be won and lost off of player skill, not off mechanical restrictions like the setup of the map location which is out of their control. The closest a chase is to a permanent 50/50 based off mindgames, the healthier it is. You make the right mindgame, you win the trade. You make the wrong mindgame, you lose the trade. So on and so forth. Every tile and location should be an equal back-and-forth chance based off who is more skilled at making the correct mindgame or read in an instance.
