SuzuKR
SuzuKR
About
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- SuzuKR
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Comments
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“This game is dying.”
Also people citing the useless kill rate images BHVR posts as if it means anything meaningful.
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Then take a break.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806630#Comment_2806630
Ok the 2nd to last one is true for a lot of us heck I even made several posts complaining about the mmr expecting me to carry with pictures provided
People that constantly complain about their teammates are not as good as they think they are.
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“Huntress hatchets have huge hitboxes.”
”A good (killer, usually Nurse) is uncounterable.”
”There’s only 3 (or similarly low number) viable killers.”
“I’m high MMR.”
”I go against (death squad SWF)/(god killer) constantly.”
”I get (tunneled/camped/teabagged/etc) every game.”
”I keep getting garbage teammates.”
”A good SWF is unbeatable.”
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2806336#Comment_2806336
So what you're saying is they should rework Huntress to be a melee killer because BHVR isn't good enough. Agreed. #RemoveHatchets.
@landromat Huntress is my 26th favorite killer to go up against because of this garbage.
This is why people think forums is a joke, lol.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2806441#Comment_2806441
"SWF's revolves around good communication and splitting up pressure, that's literally as skillful as you could possibly get."
See the issue?
SWF isn't an issue though. The gap between solo and SWF is. I agree with the faux statement unironically.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2806370#Comment_2806370
Blight I can see.
Nurse is a horribly designed Killer. Nurse is to most players what a god squad is to every other Killer. She's not balanced in the slightest.
Her chase revolves around mindgames. That's literally as skillful as you could possibly get.
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I think it's fine. They're entirely optional and unneeded and have zero effect on gameplay.
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I'm serious though? Nurse is the best-designed and best-balanced killer in the game. Blight is the second. The only exceptions at the moment are certain problematic add-ons, like Torn Bookmark's design or Alchemist Ring. (Or the third-party software lag flick cheat) Other than that, they're fine.
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Can you post a video example? It's always worked for me when I waited out the initial chains, so I'm not sure what you're getting.
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The sooner the best-designed and balanced killer is enabled/bugfixed again, the better.
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When will people stop making me have to post this explanation from Peanits over these stupid complaints?
One, flat hatchet hitboxes DO NOT WORK.
Two, survivor hitboxes are not individualized to every single part of each survivor's body because that takes an enormous amount of computing power, and BHVR does not have the power that companies like EA do.
Three, survivor hitboxes are not individualized to every single part of each survivor's body because that would give a competitive advantage to smaller characters which is stupid.
Four, latency is literally unavoidable.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2805374#Comment_2805374
Again, you're putting words in my mouth when you suggest I want "every killer to work in the same way" and I'm not sure where I'm crying (as you say) about how there's no counter-play? I never said that.
All I suggest is that there is more counter-play, not that some counter-play doesn't already exist. And I'm talking from a perspective of counter-play at the highest levels where Nurses are insanely good.
https://forum.deadbydaylight.com/en/discussion/comment/2805400#Comment_2805400
Thanks for your comment although I disagree somewhat about how survivors can overcommit to a doubleback. Survivors can double back to a point where she is a few meters away (not in the danger zone) but she can still blink on top of them anyway with a fully charged blink. Now although there's more travel time with that blink, she can quickly secure the hit with her second blink when the survivor starts running off again.
This nerf would aim to remove that possibility when a Nurse has a well charged blink. Post-nerf, if the Nurse expects the doubleback, she would commit to a short range blink. Currently Nurses don't really have to commit and can instead re-adjust their blink distance depending on what the survivor does.
Anyway thanks for your comments everyone. It's clear no one agrees with this nerf. I know that Nurse has a special place in terms of balance in this game (understandably!), so this post would always be controversial. I've never seen anyone suggest this kind of nerf before so it's interesting to see everyone's replies. Feel free to comment more but I'm done with this post now.
If you’re curious, feel free to watch tournament VODs. While competitive DBD is drastically different from regular DBD, they still have chases in comp too and you can watch how the survivors mindgame back.
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Because the i frame mechanic is intentional but they don’t want DH being used for unconditional distance. They said as much themselves in the most recent Q&A stream.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2803943#Comment_2803943
Ah yes, the "no true survivor" argument. If he wins, the survivors are bad. If he loses, Blight is totes balanced and if anything needs buffs. In other words, thank you for proving that no amount of evidence would actually convince you.
It couldn't possibly be that having the best mobility in the game on demand with, at most, a 4 second cooldown, can carry even a below-average Blight to an easy win.
Not sure where you're getting 4. Default is 10 seconds, 2 per Rush for 5 Rushes. With Adrenaline Vial, it's 7, 1 per Rush for 7 Rushes.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2804677#Comment_2804677
This post is about adding a bit more counterplay by having Nurses commit to the distance of their held blink. If you think about it, the current mechanic doesn't really make sense. It didn't always work the way it does now. I believe the mechanic is actually a byproduct of the buff nurse received that allowed her to blink up and down floors.
This nerf would not suddenly allow survivors to start looping the nurse as you suggest. That's a gross overreaction.
Um. This is literally part of the mindgaming involved in playing as and against a Nurse. Learn to mindgame. Why would it be removed? She doesn't even need a nerf in the first place, other than to Torn Bookmark.
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There's nothing wrong with anti-loop. It's just a lot of them have fairly uninteractive design. M2 = guaranteed hit if survivor vaults or drops a pallet. If they don't, they get hit ~5 seconds later. Compare that to someone like Nurse or Blight. Actually making the right read is a significant result, and not doing so is also a significant result. There's way more interactivity possible, because it becomes intensely mind-game and skill-based.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2804318#Comment_2804318
most direct skill to reward relation? bro blight takes more skill than her, all u gotta do is learn the nurse blink range and you're golden 😂. with blight there are many things to learn to disable a loop. i dont even want to play nurse since i got good with her, its too easy.
Then you have never played against that good of survivors who know how to play against her.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2804233#Comment_2804233
Yikes. You mean the Design Failure which will never be changed because BHVR is too scared for it?
@Topic:
Usually there are only two Hotfixes after a Patch. The second went live two days ago. So if BHVR cannot fix her without a Patch, she would be disabled for around 4 weeks until the Chapter drops, if i am not mistaken.
Dunno what you mean, Nurse is the most well designed killer in the game, and the one with the most direct skill to reward relation for both the killer and survivor.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2804244#Comment_2804244
You are insane bro, I am already cracking from the 4 slowdown Blights sweating while I run no mither, if even more start playing I might have a mental breakdown.
Nurse and Blight are the 1st and 2nd most fun killers to play against in my opinion.
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Sadge, the most fun killer to play against killswitched. At least the second most fun to play against (Blight) is still a relatively popular pick.
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Hopefully it gets fixed soon. I miss playing the best designed and balanced killer in the game :(
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@DivergentRunner12345 said:
Literally Zombies can face camp, down, and help Nemesis essentially get 4ks all the time with no skill. Except camping and just being rude the entire time. I am sick and tired of having to deal with how horrible these Nemesis players are. The zombies should be nerfed at least or taken away. Like it's not cool at all.
gg outplayed skill difference
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Flag charms are simple enough they could just continuously release them to be honest. Or just auto add them to all accounts old and new from now on. That also has a bonus of pissing off bigots.
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Hag traps and stealth killers give me stress. Not cause I think they’re broken or badly designed or whatever. But I’m super super weak and easily stressed out by jumpscares.
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There is no good reason to allow this.
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It should be removed. Not affecting the Obsession is actually bad design. It incentivizes tunneling them out ASAP. That is not healthy design.
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It doesn’t, because that would be horribly abusable and stupid if it did.
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based devs
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@RDQ_TheRedFox said:
To counteract my Iridescent Wood (which should be iridescent oak, sorry about that), here's something for Killers.
Decayed Oak] Iridescent Rarity, Killers
SECRET
Calls upon the Entity to form 2 random hooks that ignore hook distance rules if there are no viable places to put them.
This was basically the old killer’s version. It was +3 for Killer and -1 for Survivors.
@RDQ_TheRedFox said:
I did not, but I don't fully see how it would be OP as long as they don't be stupid and make it so the 3 hooks nearest to the first removed hook have a reduced chance of being removed as well.
The reason it was busted was cause it completely screws the balance and makes areas that are literally impossible to hook in. Also on top of that already massive problem, 4 survivors could all burn them. Most maps have 6-13 or so hooks. Getting rid of even 1 permanently was a major issue, let alone 4.
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It does not block power auras because that would be busted.
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@ZombieDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2801855#Comment_2801855
Well I hope you're happy playing against Spirit and Nurse every match if every other killer that tries to be even remotely competent at killing is gonna be "badly designed".
I think Nurse and Blight are the first and second best designed and balanced killers in the game and greatly enjoy facing good killers playing them. I still think killers should be good designed regardless of strength. I also enjoy facing Spirit.
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Nerfing badly designed things does not make the devs (insert)-sided.
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You need to learn how to loop with windows better.
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"Bubba should lose his sole advantage over Billy."
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@Prex91 said:
Resolve the box while in chain Hunt is literally impossible. I hope is a bug, please fix it. Also on controller vs Him and crow Lady is a pain, please give us another button for special iterations (on PlayStation square and triangle are not used by your game, and left and right cross too) , or give us the possibility to remap. Dont be lazy devs please, Now this is a Priority for us console players. Thanks.
The Chain Hunt spawns 3 hooks 3 times with a small delay between each. Break them manually, not with the environment. Then solve during the 12 second break it gives you.
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@Azshhh said:
Because the box is cancerously oppressive for most solo-queuers
Not to mention alot of pinheads like to run hoarder/franklins just to make you miserable
You can criticize things without having to call it a real-life condition that genuinely affects people in a horrible way. It probably wasn't your intention, but it can be really insensitive to people who've dealt with it or had someone they know about deal with it.
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Rescue isn't impossible. It's extremely difficult and not in your favor on purpose. That is exactly how it is supposed to be.
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Not sure what that has to do with anything, but feel free to respond with an actual point with evidence.
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@landromat said:
Blight exploits should go, Huntress hitboxes too
The only exploit Blight has is lag flicking. Huntress hitboxes are fine and work as intended. Latency is unavoidable.
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That is literally the point. A down is supposed to almost always be a hook unless people sabotage, bodyblock, use related perks, or similar things like that to try and reduce the chance.
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Every attempted or proposed solution so far from people in general has been extremely abusable or bad design. It is extremely difficult to punish only reckless camping without punishing strategic camping, which should not be punished.
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By the rules, survivors are expected to go and try to repair regardless, even if it will get them killed. It is literally their fault they are in that situation, and only hiding while refusing to attempt to repair is breaking two game rules: Keeping the game hostage, and refusal to participate in normal gameplay. This has been explicitly stated by BHVR before. The killer is not keeping the game hostage. Defending the gens is part of their job. If the survivors do not attempt to repair even if it would get them killed, they can be reported with video evidence.
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@RDQ_TheRedFox said:
Oi, fresh minds. Let's come up with some iridescent offerings that either side of the fight can use. Survivors don't have one anymore, so c'mon Survivors and Killers. Let's see what can make each other cry. I'll go first for the Survivors. Nothing too OP to start us off.
Iridescent Wood] Iridescent Rarity, Survivors
SECRET
Calls upon the Entity to remove 1 sacrificial hook from the trial. The Basement Hooks are unaffected.
That's all. That's my offering. What are some of your ideas?
Just in case you didn't know, those used to be what the Oak offerings for Survivor were. They got removed for being OP.
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He has the same lunge as others. It only looks longer because he has a very small weapon attached to his hand, so he has to lunge visually further to reach the same distance other killers do with a longer or bigger weapon (eg, giant machete). Before you ask, the reason lunge sizes are not based on character/weapon size is cause that'd be horrible for balancing.
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US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794307#Comment_2794307
I saw the links you posted about him, either on this post or another one, but it didn't sound like he explicitly said that looking down to slide off of objects was an intended feature, but I am guessing there was another video where he did say exactly that?
If so, that's fair I guess, but I personally still believe Blight would be fairer without it. Though I don't have a particularly strong opinion on that.
Sliding happens because of reducing the collision by using the raycast and camera components, and looking down reduces the size of the camera collider component, which makes it more likely to slide (since less collision to slam with). And sliding was an intentionally created mechanic. Finding more verbatim stuff would take looking back through a bunch of different VODs starting from back in 2020 (Blight's release year) to find the exact parts which I can't be bothered to spend that much time on for an online forum. Hope you understand.
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Judging people for what they run when the game literally provides them that option, is pretty cringe.
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DBD players when people have friends.
@GoodBoyKaru Stealing this one from you :^)
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@auilix said:
Hi all and hello BHVR!
I have been playing DBD for a little over a year now, have gotten so many of my friends into the game and as someone who moved away from a lot of my friends it's such an amazing way to stay in contact, I love it. Maybe half a year ago I started playing killer (thank you shadowborn - I have motion sickness from first person views and it's helped me not get ill or dizzy!!) and recently I've been running into a big problem with the volume.
Basically I think some of the Killer sounds are just too loud. I picked up Demogorgon just before he went extinct and I love his gameplay, it's so much fun. But I feel like I am killing my hearing every time I land a shred or down a survivor. I have to put the volume way up on my headphones to hear footsteps and boons, as anyone who plays killer probably does. BUT when I do a shred attack or down a survivor it makes me want to cry for my ears. My suggestion is - could there be any way we could turn down the killer sounds while playing killer?
I love this game but my mom has tinnitus and it seems painful and annoying. I feel i'm headed that way if I keep up with playing killer. According to this article, anything over 85 decibels for 30 mins or more can begin to cause scarring in your ears and though these stats are old and probably higher now, this article says "the use of personal listening devices [led to] a 70 percent increase to hearing loss in children" (https://dotesports.com/sponsored/news/tips-to-protect-your-hearing-in-and-out-of-game)
Does anyone else feel like they might be heading for hearing loss thanks to playing certain killers? I haven't played them but I imagine Hillbilly and Bubba players might also be struggling with the noise. My only solution so far has been to manually turn down the volume on my headset if i think I'm going to land a hit but this is obviously not very conducive to good gameplay. Please help my ears 😭
An issue is the relative loudness of sounds to each other is intentional. For instance, chase music is intentionally made loud to make other sounds harder to hear. So being able to lower only specific sound-types would give a gameplay advantage.


