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Zozzy

Zozzy

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  • Mods might not like it.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859014#Comment_2859014

    Not really. It’s not as easy to react to her as you think because her movement speed. Stand still mind game was the only basekit thing that needed to go so directional audio wasn’t necessary but it still didn’t kill her anyway.

    She is quite slow tbh.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859004#Comment_2859004

    And that's the sad part because Spirits learned the easy way.

    And the devs from literally easy, they made it minus easy.

    Spirits: Nope Im not playing her.

    I didn't like the way spirit was myself, but the nerf has killed her. She gives more info to the survivors in her power then what they give her and she is actually easier to deal with in her phase then out of it because the directional audio is so strong.

  • Nothing. Low mmr isn't good either because it's boring. You want to be in the middle where survivors still make mistakes and every lobby isn't a 4 man ttv squad.

  • They won't change it sadly. The idea was to gut and impale her into irrelevancy. How often do you see a spirit now when you are on survivor?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858646#Comment_2858646

    Tbf they did mention using clump of hair, which decreases the visibility range by 6m

    oh.

  • they updated it so she doesn't double fatigue from pallets.

  • On a team scale? yes

    On a you yourself and you vs a killer that wants you out? no

  • @Seanzu said:

    This is a hard conversation to have, for a while (on this forum at least) there were several posts about looping and how un-fun it is, some people also likened it to being an 'exploit' as the developers had never intended you to run around objects, but now we have the issue of killers wanting people to loop (and for good reason because pre-dropping is super boring from a gameplay standpoint and mind-game standpoint) and not drop pallets early.

    The problem was that they made loops safe with gaps and holes to look through to remove mind games. Tell me why some of the normal jungle gyms have a lattice like structure on the L part near the pallet allowing you to just stand there and be perfectly safe? Why are some of the walls on normal loops low enough to look over on autohaven maps but not see over as killer?

    The killer shack! Huge window in the back and sometimes even a double opening on the window side to see every single thing the killer is doing.

    Its all just massive hand holding making looping miserable for killer but fun and exciting for survivor because they "outplayed" the killer thanks to bhrvs balance strategy.

    Now they just increased pallets to the point you don't need to bother and can just do one of 2 safe loops before pre dropping to waste time.

  • She is invisible at 24m not 18.

  • @Wendygo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858587#Comment_2858587

    How is it my internet with no other game has an issue of crashing except this one? Tested many other games. Zero issues. It's DBD. Period.

    You try using a vpn to connect to a different server?

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858547#Comment_2858547

    What opposite way? They don't know if your TV is behind them or to one of their sides, the sound isn't directional unless you are within 16 meters. For all they know you went across the map, you have to come from different angles. Also approach demanifested so you aren't caught out early

    You look at it and make an animation...

  • Then it is their internet, and they should contact their isp to see what is going on. I am not shy to bash on bhvr for doing things wrong, and the servers are... iffy gameplay wise. But they are not the reason op is being kicked from the game.

  • It's your own negligence. I have played this on a pc built with a 1st gen i7 860, a gtx 760 and an old dying hard drive and not had any issues with crashing that were not my own fault from an unstable overclock on the cpu.

    Figure out what is wrong with your pc.

  • @PeaceNGrease said:

    Tbh it's kind of hard to tell right now, and I don't blame people for considering her weak because she is kind of strange.... But I think she is absolutely a good killer, not amazing, but she has some spice. I've been mixing things up with demanifesting and it really is a good tool to ######### people over big time.

    I can almost always force a bad reaction out of a survivor in situations that would otherwise never happen, like at L T walls, she can get consistent hits that other killers have to pray their mindgame will work at.

    Her TV's are pretty RNG, and thus can make you gun shy in using them, but in my opinion it is never a bad idea to use them in chase, especially at loops, as even if you don't get the exact angle you hope for on them, you have to remember, they do not know where your tv is in relation to them without being in 16 meters of it. They can't possibly know what angle you will approach from, and I have litterally trapped people into my body by predicting their long range pathing (with the use of BBQ and other notifications). It is honestly nuts what I pull of some games with her, she is definitely not that weak.

    If they are watching you they can see what direction you teleported and just run the opposite way. Her tv makes a loud sound then you teleport so you can't use it in chase without them knowing either.

  • @danielmaster87 said:

    Midwich, swamp maps, Crotus Prenn maps, Dead Dawg, Suffocation Pit, and so many more.

    They shouldn't be making the killers objective harder or even impossible for no reason... I know survivors constantly complain about wiggling doing nothing, but why should they be able to escape the killers grasp for hitting space a couple of times without a team effort?

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858303#Comment_2858303

    No she’s still very fun. Have you even played her since her nerf?

    Every time i attempt to play her i get 4x iron will -.-

    she is dead to me until they revert iron will buff or delete both iw and stridor.

  • Wraith died out because they gutted his kit again.

  • @Bob9 said:

    https://forum.deadbydaylight.com/en/discussion/314324/dead-hard-for-distance

    If you think dead hard distance is trash then you're either trash with the perk or you're a new player. Dead hard is fine as it is, just use it better. I'm a killer main and survivors still manage to get me with it even when I bait it out.

    Did you read two words and make the rest of the post up in your head or what?

  • @Nameless said:

    The I frames erase mistakes when the killer outplays you.

    The distance erases mistakes/overestimation of your own looping capability, but also allows for greedy looping when DH is used by good survivors who don't overestimate their own looping capability but simply take the extra distance of Dead Hard into account.

    Both are problems.

    They are. The question is what one is the lesser of two evils?

  • @Chocolate_Cosmos said:

    For Solo Q issues I quess people don't like him. But I personaly find him very fun to VS and play (speaking as Solo Q).

    Same XD i play him so i am usually the one going for the box all the time because i know how much it hurts him to hold it and hide.

  • @Tr1nity said:

    I take it dead hard is annoying you?

    It's annoying everyone. Watch any streamer that dares to play killer amongst the absolute sea of survivor main streamers and look at their reaction every time someone dead hards. They may not say anything, but their body language says it all.

  • Blame sony for purposely making it impossible for a normal person to change the stick. There is nothing stopping them from making it hot swappable.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853777#Comment_2853777

    Outside of no COH the bottom ss and bottom left of the first pic look fairly standard. Chuck in COH and you have the usual (so I am absolutely feeling #blessed there wasn't one tonight)

    Mine are mostly just bog standard meta. so boring that i am playing survivor to make it interesting.

    Side note.. 25 saves takes so long to get because everyone is so damn greedy!!!!

  • Just get use to letting go of the gen before the killer hooks and you have just countered two of the killers perks.

  • @GoodBoyKaru said:

    Like idk if this is just me but I've been getting really consistent 32k points as Sadako- and sometimes not 32k but just a couple hundred out. Like is anyone else finding this is the case or am I just getting lucky?

    https://us.v-cdn.net/6030815/uploads/N2ZK8C56T7A3/image.png

    https://us.v-cdn.net/6030815/uploads/4B586TI0EO4M/image.png

    (and yes, there has been a decisive lack of COH gamers and it has brought me so much joy)

    Your survivors have odd perk selections.

  • @AnneBonny said:

    all my friends hate dbd 😭

    op means join a random dbd group and play with the people in it on discord. Many survive with "friends" groups are just people that want to win and not people that know each other irl.

    You might become friends if you play enough together though.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852837#Comment_2852837

    The thing is, when you take the other exhaustion perks' boosts, they either:

    1: require something that's not everywhere (drops, windows, pallets)

    2: are only relevant near or at the start of a chase, which can then be reassessed by the killer whether it's worth taking at all

    Dead Hard becomes relevant the moment the killer will get the pay-off for investing the time into the chase. That's what sets DH apart from the other exhaustion perks. A sprint burst can be baited, and said chase can be abandoned immediately without much time loss. Lithe, BL and Smash Hit require a specific tile/structure and once seen, can be anticipated. Chases involving the survivors using those perks are then played differently.

    Unless the killer has an instadown, DH must be eaten through to achieve the same result. Whether it's a plain dodge of a hit, or a pre-emptive burst of speed, it happens just before the killer would land the hit. To get to that point, the killer has spent a long time chasing the survivor, which is instantly reduced to the inevitable press of a single button. When pressing the "funny button", the killer just wasted all that time they could better have spent defending pressuring gens. Chases require 3 "hit distance" moments when DH is in play. No other perk does that.

    Exactly.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852713#Comment_2852713

    If there is sound logic to your arguments, I am willing to change my opinion and even more so if there was data (which I think would be easy enough to gather).

    I want you to understand where I'm coming from. I play both sides but tend to play survivor slightly more than killer because my friends generally want to play, otherwise I would play more killer. When I play survivor, I don't use Dead Hard because I think Sprint Burst and Overcome are superior because they give more speed burst time and you can control the direction of your speed burst, unlike Dead Hard.

    When I make these counter statements to your arguments, I'm not making them to be mean or because I care about Dead Hard being nerfed. I am making them because I don't understand the logic behind these arguments. I also doubt anything I say on these forums will do anything to what the developers are planning. I doubt they even read these forums, judging by how bad the game design is right now.

    -it grants a free Health State, which no other Exhaustion Perk grants

    Dead Hard is different from a free health state. When you are hit and lose a health state, you get a 2 or 3 second speed boost and have maneuverability during that speed boost. When you exaggerate, the people on the other-side of the argument see this as an exaggeration and tend to ignore the argument because they feel as if you really don't have anything backing your statements since you resorted to exaggerating.

    -it can be activated whenever, unlike any other Exhaustion Perk

    Sort of. Lithe, Balanced Landing and Sprint Burst can also be activated by specific player input. Sprint Burst is exactly like Dead Hard in this aspect because it requires you to press a button (The shift button) just like Dead Hard (The active button). However, I don't see how this is a problem in the first place, different perks are activated differently. Just because 2 of the exhaustion perks require an activation key doesn't make them better or worse than other perks. It only makes them different.

    -Dead Hard Validation straight up denies Killer Powers (confirmed to be a bug)

    So this is a bug that will be hopefully be fixed at some point. I don't understand how this matters in an argument for buffing or nerfing anything.

    -it probably has the lowest risk-highest reward among Exhaustion Perks

    This is an opinion, there's really no way to measure this. For me, Sprint Burst and Overcome and much less risky and much higher rewards because they cannot be baited out or missed. They always work.

    -renders mindgames useless, unlike any other Exhaustion Perk

    I believe you are saying that if a survivor makes a mistake during a chase, they have the option to use Dead Hard. I agree. Yes a survivor would have 1 chance to correct a mistake made in a chase. It doesn't render mind-games useless, because the survivor still needs to use Dead Hard, so your mind-game draws out a Dead Hard.

    If you refine this argument more to show why this means Dead Hard needs to be nerfed maybe gather data.

    -using Dead Hard for distance is uncounterable

    I just don't understood this argument. No exhaustion perk use for distance is able to be countered.

    --

    Again, I'm trying to understand why Dead Hard out of the other exhaustion perks is in need of a nerf. None of the arguments I've seen against Dead Hard hold much weight as an argument.

    To me personally, it seems like there are some killer-players that are bothered by Dead Hard because it is such an in-your-face perk. I think killer-players are noticing Dead Hard because it's similar to a big-flashing-sign; you "see" it because it's used in close chases. If these killer-players took a step back and analyzed it compared to other exhaustion perks, I think they would be surprised at home much more chase times are extended with the other exhaustion perks.

    This is only my opinion from what I'm seeing on the forums because I'm not seeing compelling evidence or arguments that suggest otherwise.

    --

    I presented an argument that close-proximity-camping is rewarded in game. A lot of people disagreed, so I did 40 games close-proximity-camping and presented the evidence on the boards. It feels as if this is something that people are so polarized on, that it would be worthwhile to do testing on.

    Instead of the daily "Dead Hard" forum post with arguments that don't really hold any weight, why not actually do something that someone will pay attention to.

    What's the downside of deadhard?

    Sprintburst limits your mobility around the map or risk being caught without it. The killer can also force you to use it and come back later when they assume you are back at the gen and you won't have it any more. Sprintburst can also be hit through with killer powers.

    Lithe, More freedom than sb but you need to think ahead and set it up. There is a chance you are caught in a dead zone with no pallets or windows nearby making it risky. it can also be hit though with killer powers.

    Overcome, not much a killer can do about it but follow the survivor and it is quite punishing to slow killers. I hate it, but it is what it is. Probably not complained about because everyone runs dead hard instead and still has weaknesses to killer powers if they get lucky.

    Balanced landing... obvious downsides

    smash hit, requires skill and a killer that doesn't respect every single pallet.

    What's dead hard's weakness? You can have zero awareness and be caught out in the open while injured for some reason with nowhere to E button to?

  • Survivors have learned to dc or hook out to get killers nerfed. It inflates the kill stats and bhvr see people are not having "fun"

  • @Mandy said:

    I remember when healing was nerfed - it gave birth to the Resiliance, Spine Chill, Iron Will, Adrenaline meta and I believe it most definitely gave rise to what we now refer to as "gen rushing". Prior to that, Survivors would spend more time healing but this change showed survivors that they were wasting time healing and focus the generators instead. Survivors adapted to the changes and developed a new meta basically, which is something that will always happen.

    I don't mind survivors healing, as I know that's less time they're spending on gens. Speed of healing could possibly be an issue - super fast medkits etc, but I do not think healing itself is the biggest issue.

    Team heling is fine. You drag multiple survivors off generators to buy time for yourself or even have a chance to interrupt it and get a down and injure. Self healing is not when it is just as fast as two people, and downright broken when it is team wide at the cost of 1/16 perks allowing them to bring toolboxes or flashlights and even med kits to make it even faster.

    At least after the med kit buff you could still wear them down or use franklins.

  • @Bwsted said:

    I remember when the no healing meta was gonna kill dbd because it encouraged genrushing. Oh well, I guess there's no pleasing everyone.

    There was less gen defence.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852340#Comment_2852340

    How do you ‘bait’ a DH for distance? Or how do you play ‘around’ it?

    With magic and bias.

  • I feel like i am going against cheaters when i see posts like this.

    I have tried to use the tv's offensively in a chase and the survivors always hear it and run the opposite direction.

    Nobody gets caught out by manifestation now that they know what the lullaby sounds like. The only gen grabs i have managed to get are from plaything or tinkerer.

    Tv cooldown is to long and survivors turn the tv's off if they are smart since the condemned offers no threat.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2851157#Comment_2851157

    When I play Killer, I don't have issues with Dead Hard. I don't know why you do but if you want me to watch your game play, I can probably help you figure it out.

    Since the developers have said that the kills to escape ratio for killers is hovering around 50%, I assume that you are getting much lower than a 50% kill ratio because of your inexperience with Dead Hard, which could definitely cause frustration. There's a lot of good videos that inexperienced killer players can watch to help them learn more of the simplistic aspects of the game.

    Depends what killer you play and the survivors you face. I agree that bad survivors make dead hard look useless. Its always fun watching them face plant a wall or E out into open space for no reason.

  • @Plu said:

    Distance is the issue yes, Iframes can be annoying but not as much as the distance.

    Another issue is also how the perk still bricks the game and causes freezes/stutters on some systems and maps.

    Still doing this on last gen? I gave the game a go on my launch day xbox one and ps4 just for fun when they launched nemesis... it was awful.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2851005#Comment_2851005

    Rework it completely in to something that is not unhealthy for the game. There should be no perk that is a literal bail out and cost a killer a well deserved hit. It wouldn't be so bad if maps were more balanced. But that bail out can be a huge deciding factor in games

    They won't do this. They are only choosing between they greater of two evils. Distance or i frames.

    if they remove the i frames then deadhard will remain the same for probably 80-90% of interactions and still be complained about because there is no counter for distance.

    If they remove the distance the the killer is rewarded for pulling off a mind game or zoning a survivor and then it becomes a game of reactions. Can the killer bait out the i frames or can the survivor guess correctly. If the survivor succeeds then they get the swing cooldown to make it to the pallet or window and it doesn't feel as bad for the killer because you actually had a chance.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850965#Comment_2850965

    The point is that a perk effect which is already strong (i.e. lunging for distance) doesn’t need a secondary effect that’s also pretty good. So yeah, Dead Hard for distance but without invulnerability would still be useful and popular but it objectively wouldn’t be as good as the current version simply because those instances where the attack evasion was useful can’t happen.

    If they remove the invincibility and it turns out the perk is still overpowered, then all they need to do is reduce the distance a bit as well.

    They will not do this.

  • @tesla said:

    I think they said they don't like how it can be used both for distance or to correct a mistake, so it's not exactly clear if they are looking the remove the distance part.

    Now it feels even worse that people are trying to convince them that the i frames are the problem...

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850937#Comment_2850937

    I think I'd almost rather the I frames gone. I get robbed of a hit because of damage immunity. Far more then dead hards for distance (not that it doesn't happen a LOT) Realistically. They just need to get rid of the perk, period. No part of it is healthy for the game.

    I don't play billy or blight so i guess that's why i get more distance users compared to i frame users.

    Huntress sees I frame use, but the bad survivors that can't time it use it to get behind cover quickly before i get a chance to use my hatchets. The distance version could still be used to just dodge it at range like nothing has changed.

    Oni occasionally gets an i frame user, but most survivors use it to get to a window or pallet and e for distance would still out pace oni's bash like nothing has changed.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850517#Comment_2850517

    We did not. In fact, we've said the exact opposite: We do not consider it a fix to the grind in the slightest, it's an improvement to grade rewards, nothing else.

    https://forum.deadbydaylight.com/en/discussion/comment/2850459#Comment_2850459

    I can also confirm that we don't see it as something that encourages people to play more. A certain amount of grinding, sure, it can give you a goal to work towards and keep you interested. But if it becomes too much, then the goal feels unattainable and you lose interest in trying to achieve it.

    To the original topic: It's too early to share details now, but we have a massive grind reduction in the works. I'm looking forward to the day we're finally able to share it with everyone.

    I don't understand why you can't just tell us what the idea is when it would garner so much good will.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/314324/dead-hard-for-distance

    Both things ARE a problem. As someone who loves killers like blight or billy. Too many times in coming around the corner at a loop (let's say shack) and I called what they're doing correctly. Here I come for a hit...Only to be "outplayed" I frames are every bit as big of a problem as the distance.

    I agree they are, but i also know bhvr will not change the perk to something else. They are only going to change the i frames or the distance.

  • Lullaby and directional teleport ned to go. The teleport should be global at base.

  • Like legacy it will never be released again. Also like legacy it screams cheater and avoid me in the pre game lobby if their profile is private.

  • Object or blood pact still isn't kills witched so i guess that answers your question.

  • @PeaceNGrease said:

    I have played against soooo many Sadoka's who just do not know what to do, So I am not surprised she is being slandered lol, but I also wouldn't mind seeing a specific buff or two come her way so I will choose to say less..

    Want to elaborate on what to do? Even Dowsey gets his backside handed to him the moment survivors know what they are doing and he is one of the biggest supporters of ringu chapter...

  • They said they would do that but i guess they like it the way it is, I mean.. you got a hit didn't you? that's enough of a reward riiiight?

  • @MilManson said:

    They won't ever nerf it because the devs mainly play survivor.

    It's two perks in one but even if all the killers left the game and there was just one killer left they'd still never nerf it.

    Just look at all the streamers they endorse on Twitter they are basically all survivor players.

    That's just a byproduct of the game. They only endorse people with good things to say and a positive attitude. Kinda leaves anyone that plays killer and refuses to ignore the issues out.

    @dictep said:

    After rivers of tears they would probably nerf it. But it won’t matter, killers will come here anyway crying 24/7 for another thing

    They probably will nerf it since their own stats are showing how overused it is plus all the complaints, even from FW streamers about how game changing it is.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848917#Comment_2848917

    Nurse bug fixes though?

    (yes, it introduced new bugs, but it was still completely rewriting the code base of Nurse..)

    Is that the base mechanics of the game?

    Nurse was more playable before the changes to me. Whatever they did has made her feel off and blinks favour going short more now than ever. I even equipped plaid flannel and had multiple instances per game where my blink just suddenly swapped sides the moment i let go of the charge.

  • They do and they don't. it just depends how much work is involved.

    If it requires changing a 1 to a 2 on a perk then they might do it. If it requires actually coding something with thought like fixing the base mechanics of the game and maps then... good luck.

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