SuzuKR
SuzuKR
About
- Username
- SuzuKR
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Comments
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L4D license was paired into the game from the very start.
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It is licensed. It literally cannot be on the free track.
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Get good.
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@brokedownpalace said:
It will never be fixed because then so many Huntress mains' illusion of skill would be shattered
BHVR has literally tested making it exact to the hatchet. It made it unusably garbage. That’s why they scrapped it. I’m sorry you are this salty about getting outplayed hard.
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There’s already a thread for this.
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@Sonzaishinai said:
How much wiggle progression does a survivor get from dropping them again?
If it's less i might start chucking survivors off high places before jumping down myself
25%. Exact same.
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@CluelessWanderer said:
Her spherical hitbox is the size of a bloody meteor.
Last night I was hit from across the map, through a thatchet of trees, through a window, and I was crouched. It's BS lol
Sorry, but you’re objectively wrong. You got outplayed. They threaded the needle.
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Old DS was horribly designed, and people having to dribble to play around a horribly designed thing is not good justification for dealing with something else. That said, Boil Over is a non-issue and people are blowing it way out of proportion.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2763526#Comment_2763526
I mean they’ve 850 employees
Yeah just literally remake the entire game for no guaranteed financial benefit after spending an insane amount of time and money. The 850 employees all totally don't have other things they're already working on.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2770574#Comment_2770574
You clearly have not been on the receiving end end of her hatchets, I’ve heard it hit debris and I’ve still gone down… her hatchets are not fine they are trucks…. Healthy and injured they definitely hit when they shouldn’t countless times I’ve seen a hatchet so far from me it couldn’t of possibly hit me and it has. I’ve seen countless of clips of people being hit by a fridge
Sorry, but you're objectively wrong. It literally explains why that's the case in the picture. It's latency and running animations not perfectly matching the hitbox. The hatchets are completely fine.
@eleventbh said:
I'm fine with it but I don't understand how her hatchets go through debris sometimes if they have such a round hitbox.
Because map objects have weird hitboxes.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2771683#Comment_2771683
Yeah and it’s never been unbalanced since then and it’s not like we’ve an insane grind now aswell
/s
You have no clue what 2016 DBD is like if you think 2022 DBD is even REMOTELY comparable.
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Sorry, but no. You are forgetting DBD was hellishly unbalanced back then and the BP earn rate was even worse than it is nowadays. So that is not a fair equivalent. It was a reward for people that put up with the insanely unbalanced garbage and the horribly low BP rate of earning.
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G*mers when tools used for racism are removed: "This is literally 1984" (has never read the book)
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Have also noticed these bugs.
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Is this a joke?
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2770553#Comment_2770553
Well there's nothing to laugh, because if you get that as a solo, other than the face that you'll die 100% if you're the one who gets facecamped, probably you won't win that match because of coordination issues. Even with kindred likely
lmao
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@ad19970 said:
First of all, the new wiggle mechanic. The new beta tab allows you to hit skill checks to wiggle out. Is it possible to wiggle out faster with this new mechanic? Because there seem to be great skill checks within the skill checks, and whenever someone hits one of those, the wiggle bar turns yellow, which normally indicates an increase in action speed.
But that would be quite bad, balancing wise, or not? So I kind of hope that's not the case.
Yes, you can wiggle out up to one second faster.
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You're forgetting WGLF has the +100% pickup speed now, it's not just BP perk anymore. Also Pop base is kinda a weird choice.
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Needs great skill check zones to be removed.
@BenSanderson55 said:
Don't remove great skill checks, you can counter it with iron grasp or agitation just like survivors are expected to run bt, ds, unbreakable to counter killer bs.
Ah yes run a perk to counter a buff to a base mechanic, which is equal to survivors running perks to counter strategies this game is literally balanced around which is why they exist as perks and not basekit.
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No, the creator is a transphobe/homophobe.
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@anxorey_ said:
Once again, I have seen more brainless stuff like "they are playing the game, they are using strats" like on this comms
https://forum.deadbydaylight.com/en/discussion/comment/2765770#Comment_2765770
https://forum.deadbydaylight.com/en/discussion/comment/2765806#Comment_2765806
And I'm not gonna answer you back, if you say 2+2=5 it is your problem, not mine xd, it is a strategy to go to the killers house, break his screen and win aswell.
On the other side, there keep baing comments like "sometimes you call camping and tunneling things they are not". As an experienced player, as I said before, i obviously understand when I get camped with all gens repaired, I dont like it but I can understand, also other more situations that I wont complain because ot is logical to try to get at least one kill, or chek gens or something like that, I still dont liking it but Im not gonna complain. Also you should understand that I DONT NEED ADVICE OR TIPS TO IMPROVE, you wont tell me how the game works because it is probably that I have played this game more than most of the people saying "you are a new player" I AM NOT, I DONT NEED TO LEARN HOW TO LOOP, and that keeps being an stupid argument because knowing how to loop just make your chases longer, not prevents camping or tunneling. Also, if I were a new player, lots and lots of experienced and skilled survs gets tunneled and camped, would you say the same to them?
I also would like to say, for those who where arguing about the "block button" It wont work because of that trolls/salty that would vote to block everyone and those guys could be:
Toxic, in that situation the button works well, players wont be matched up with them
Skiller and good players that beated the guy who blocked them: in this situation the button dont work because those skilled guys wont be playing against anyone and it is not their fault to be so good.
if they create a system where you can see the matches of the reported guys to see why were they reported and vote to validate the report or not, it could work, but still people would report skilled guys and toxic guys aswell
Skill issue.
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it is literally normal to cycle
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Seriously? This myth again? The hitboxes are FINE. When are people going to stop repeating this disproven myth?
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lmao
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edit: nvm
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Might be a sound bug.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2770467#Comment_2770467
Blight has to use 2 charges in order to use Lethal Rush. So his base CD is effectively 4 seconds (compared to nurse who is 3 seconds if you blink once). So I'm not seeing how he needs to have a longer CD.
Also Blight isn't a nurse who can ignore pallets and vaults. So him not having a massively punishing cooldown upon missing is fine.
I swear some people want every killer to feel awful to play as.
Not disputing you, but just wanted to let you know Nurse blink recharge is 2 seconds per token base. 3 is with Bookmark. Also using only one blink makes it super easy to dodge. So either way, both killers regularly take 4+ seconds of intermission.
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The function of the perk is literally to dodge. The design is the busted and badly designed aspect that devs have correctly identified and don’t want the perk to do.
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@Lametart said:
https://forum.deadbydaylight.com/en/discussion/comment/2770115#Comment_2770115
And Im saying his recharge rate is still too forgiving. you miss 1-2 rushes and you only have to wait 2-4 seconds to use the power again. His missing cooldown is also very fast. It should be longer. I have played him, I know how his power works, and it needs to be more punishing for missed rushes.
His recharge rate is good. Other killers are punished way too drastically in comparison. You have it backwards. Blight statistically does well against players of even high level skill. Other killers do way worse.
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??
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2769417#Comment_2769417
1 nerf per year? Count all the survivor nerfs since 2016 and compare it to the amount of killer nerfs since 2016.
??? Yes, removing busted things like literal infinites were good. When 2016 survivor was beyond absurdly overpowered, they needed way more things nerfed or removed. That is not an argument.
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Devs: Makes event for Lunar New Year's to spice things up a bit
You: BUT I NEED TO MAKE IT ABOUT US VS THEM
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???? The thread was removed because content creator vs devs drama posts devolve quickly into just lots of heat and anger all around.
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For the same reason people get fashionable haircuts/clothes/shoes/facial hair styling/tattoos/glasses/accessories/etc that they don’t look at constantly. You don’t need to look at yourself constantly to know what you look like. It’s about knowing you look like that/knowing others see you look like that.
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@GreenDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2768702#Comment_2768702
I mean the skill checks to wiggle off are literally to make the game a bit more accesible, so for people that have a problem with spamming 2 buttons or wiggling around the joystick the change will be fun.
But I'm pretty sure they will make wiggle skillchecks an option, because it doesn't actually make you wiggle off faster
The problem is that great skillchecks DO make you wiggle off faster. That’s why they need to be removed.
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Lacks mobility. So no.
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@Mandy said:
Right now it's going to be a feature for testing - nothing more than that at this stage. We got feedback on it from the PTB Players and when the patch goes Live we can the get the feedback on it from the whole playerbase before any decision is made.
Great skillchecks should not exist on it. Good skillchecks being an option for accessibility is perfectly fine and I'm in support of that. But the great skillcheck zones create an unnecessary buff. Even up to 1 second can be significant.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2767241#Comment_2767241
How to beat Blight. Genrush. Or play a bad blight. If you're playing a Blight who is having trouble pointing and clicking then going 230% your speed into a super generous lunge. You may be playing a bad Blight.
"mind game" a killer who can essentially make any turn possible and tag you with a hit. Has the biggest lunge in the game. Gets 4 chances to correct their movement. Is also moving about 2 and a half times as quickly as the survivor. If Blight handled the way he does on PC on a console he would be nerfed into oblivion. Just like Nurse it is console players dragging his stats down.
Play console Blight. Watch person accidentally rush into the same wall 3 times in a row.
Play PC Blight. Watch guy bounce off of the outside of the killer shack do a huge circle around it enter the door and tag you with a huge lunge just as you're about to exit the other side.
Sounds like skill issue. Watch better players play against Blight.
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@Lametart said:
https://forum.deadbydaylight.com/en/discussion/comment/2767714#Comment_2767714
Im fine with his movement speed. If I were to nerf his charges I'd nerf them to 4 (1st is the slam, and then you have three chances to injure a survivor, instead of the 4 that he has now.) If it were 3, his power would be less reliable. Cuz you'd only get 2 chances to land a hit, and with how much map rng can affect him, he could essentially become useless.
My problem with him is his cooldown/recharge speeds. His charges should work like nurse's. Each token should take a set amount of time to recover. Like 3 seconds. If you use up all your tokens to land a hit, you gotta wait 12 seconds. If you use all your tokens and miss, then you should have to wait longer as a penalty (Like, 15-16 seconds total).
And again, if you whiff, you should be stunned for longer. Like, .3 - .5 seconds longer. I'd have a boat if I had a nickel for every time i still get m1'd at a window/pallet after perfectly dodging his lethal rush.
And nerf alchemist ring for the love of-
He doesn’t have an extra penalty for missing because he has to wait for all 5 tokens back to use even 1. Nurse can technically blink the second she has 1 back even if that makes it super easy to dodge. Nurse also goes through walls. So no, giving Blight extra penalty on his power makes zero sense. He is where a killer should be. He is one of the ideal standards of balance along with Nurse.
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You have the understanding of things backwards. The three S-tier killers are the well-designed ones because they are capable of the potential to handle any situation. Other killers are inherently not. Other killers should be brought up to better potentials (after the solo survivor experience is also buffed). Them ignoring those rules are precisely why they are well-designed. Being hard-capped by certain limits is the barrier between a killer with eh potential and a killer with amazing potential. Removing Nurse's ability to go through walls would make her literally garbage. Also, even these S-tier killers you mentioned still remain balanced, because their chases are not auto-wins even if the killer player is a god at that killer. Their chases are heavily mindgame-oriented, which is precisely why they are so high-skill. It comes down to who makes or fakes the better mindgame read, not whether you auto-win or auto-lose cause of things like what tile setup it is. THAT is skill.
Changing meta is good and all, but you need to have an understanding of why the meta exists for both sides in the first place, and that nerfing the result will just further harm the game. For instance, instead of nerfing slowdown perks or second chance perks, figure out WHY they exist and are ran. Such as tunneling being necessary to gain or regain pressure against very good survivors, while perks like Borrowed Time help minimize reckless tunneling beyond its strategic value. It is a give-and-take. To "nerf" or "solve" things like tunneling, you would have to address the need for that strategy for pressure. For instance, giving mechanical buffs to killers to replace that pressure. Thus, the need to rely on tunneling for pressure would be lessened.
Making perks basekit is not necessarily a good way to go about it. It may patch up the end result, but like I said above, it does not do anything to address the source, which is the only healthy way to "reduce" these sorts of things.
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The Internet is a world of knowledge at your fingertips. Maybe use it to look up some guides on how to play against him. His chases, similar to Nurse, are mindgame-oriented. Practice making and faking mindgame reads. If Blight wants to go for a hug around an object, peel off of it and watch them hug into nowhere. If they use bump logic, then you also use bump logic to figure out what creates difficult-to-access pathways. In the same way the Blight uses their knowledge against you, you are also equally capable of doing it back to them. The only balance issue with Blight is Alchemist Ring, but nothing else is an issue. Feel free to look up some high-level competitive tournament VODs. While granted, the absolute majority of the playerbase will never play at competitive level, just cause it's competitive doesn't mean chases cease to exist. Watch how the survivors there play against Blights, where all players involved are incredibly skilled. It's very helpful.
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No
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It doesn’t matter what it is. If it’s within rules (aka, not cheating/chat toxicity), nothing is toxic unless the person doing it is doing it specifically for the purpose of trying to make people upset. Camping/tunneling/slugging/teabagging/flashlight clicking/etc are not toxic inherently.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2767249#Comment_2767249
Well thats how devs like perks too niche or bad.
We know the first perk gonna be niche at most
What do you propose?
I don't have the first clue about what Wishmaster is.
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The game is relatively even-sided in the absolute majority of levels of play. At the extreme upper end, it becomes survivor-sided, but almost no one ever plays with or against people of that level anyways so it doesn't even matter.
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First one is too niche/not good.
Second one is outright harmful to the killer.
Third one is kind of bad design (punishing survivors for getting off a rescue that you could have avoided).
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Nothing in this game is toxic besides cheating, chat toxicity, and doing things for the specific purpose of trying to upset others.
Tunneling because you are using that strategy to build or regain pressure? Completely fine.
Tunneling just because you want to try and make one person's game miserable? Toxic.
Teabagging because you're trying to pull the killer's attention away from a weaker teammate? Completely fine.
Teabagging because you're trying to piss off the killer for the sake of pissing them off? Toxic.
So on and so forth.
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You should take a break. It's what I did in the past when I felt the game and state of balance was getting too stressful, and it genuinely helped me out a lot. Coming back after a break helps feel a lot less bothered by things like that. I'm sorry to hear you've been having such a stressful time. I've taken breaks for months at a time, and would definitely recommend the same to anyone else in this kind of boat.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2767145#Comment_2767145
You mean genrush and bring Deadhard into every SINGLE match?
Blights turning is the most broken OP thing in this game dang near.
Learn to mindgame and peel away from loops. Skill issue.
