Zozzy
Zozzy
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- Zozzy
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Killers will get a couple more hooks per game but ultimately it won't change anything since holding m1x3 for 80 seconds isn't hard.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2812151#Comment_2812151
I know quite a few players who want to quit because of the stretched res black bars.
People who think they have a right to a higher fov because they purchased an ultra wide?
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Why not? Its a perk in the game just like Boil over was and Dead hard still is.
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Afaik, The chain thing was a point of contention on the dev team and the higher ups demanded that he breaks his own chains for some stupid reason.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2808399#Comment_2808399
That is fair, but zoning killers are only going to lead to prethrown pallets and an eventual down. Very little actual interaction other than kicking pallets. Maybe for you all you want is to down survivors no matter the cost, but for other people who genuinely enjoy the chasing it ruins the game.
If they enjoyed the chase then they would play a basic killer instead of a ranged one. There is nothing stopping people from playing legion.
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Normal wiggle was like old boil over for console. You can't hold forward while strafing to deal with the sway like you can with pc. The changes to this perk were a disaster and none of them should have made it past the first QA tester (lol as if they pay to test anything)
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807419#Comment_2807419
I believe the last thing they said about it was something to the effect of "we don't like that it's such an attractive option for a lot of players".
Also, that's kind of splitting hairs? The point of them wanting to make it a weaker tactic by giving survivors more ways to deal with it is functionally identical to them not liking it at all for the purposes of my argument.
And once again instead of asking WHY it is an attractive option they instead look for ways to "fix" the issue that cause even more problems.
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Its getting rare to see ruin now. I stopped using ruin or any totems a while a go. I tried Blood favour for one game and it was gone after a single hit on a survivor.
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@Pepsidot said:
Not quite the same issue but I've noticed recently that the prompt to drop pallets has become a tiny bit inconsistent. Happens very rarely, but sometimes the prompt just won't appear (despite being in the pallet range) and you'll stand there like a numpty spamming space whilst the killer lunges at you.
Bruh.. i get this and it is frustrating. The last time it happened was when i was going for a pallet save and i just stood there until the killer walked through the pallet, hit me (still spamming space) and walked out of range, before it let me drop it.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806993#Comment_2806993
Wait.
So the devs are okay using disconnects as a gauge to tell which killers need nerfs, but won't let them count towards challenges and achievements??
That's fogged up
Knew i was right.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806363#Comment_2806363
Disconnects are not kills.
Otheriwse, I would have way more Tome challenges and Adept achievemnets completed by now.
Killing yourself on hook asap to move onto the next game isn't a dc.
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Random bullshit go!
I think that sums him up.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2806509#Comment_2806509
The box is a great concept and I don't know how it works on the coding side of things but it'd get more people to pick up the box if they didn't drop the item (i.e. carrying your item and box at the same time.) I'd just prefer his power be more active so Pinhead has to participate to get value. Though I'd buff his M2 to be a homing chain rather than the aiming system you have now, mainly to keep Pinhead moving instead of stop, activate chain, aim chain, launch chain.
Just M2, summon chain, chain does its thing on its own while you pursue. Survivors that let chains idle on them start chases with 3 chains but if Pinhead is say, camping someone a mile away it's not an issue. Right now Pinhead can afk until a survivor summons him with the box, down the survivor and tab out til the next summon. Not a lot Pinheads do that, but they could.
Then pick up the box and complete it before he downs the next survivor. you are typing as though someone with 5 hours playtime should be considered when it comes to balancing killers.
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@Heartbound said:
I think it's a mix of survivors not wanting to drop their item and not wanting to get into a chase. Sure it's the point of Cenobite's power and I get it, but also that's why it's happening.
I've been guilty of working on my unhook achievement when Vs. Pinhead. Only once though. I was running to get the box and it was the very start of the match and Pinhead spawned on top of me basically. Now I'm looping around the box and getting chain hunted while Pinhead bloodlusts me. I was mad. Saw teammates were on the other side of the map when I finally went down and was 500% done.
You're right, Pinhead isn't bad to go against, he's just annoying. I think it would be better if the chains just stayed in you and snared you instead of interrupting healing and repairing, so there's still a risk to not breaking the chains but it doesn't completely stop the chains. Plus that'd be better for Pinhead since survivors would start the chase snared.
How is that better? the point of the box is to give him some 4v1 pressure. If you can just ignore it then there is zero point to the box and they should delete it and buff the hell out of chains to be super oppressive.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2806418#Comment_2806418
Not a bad idea, ngl.
I have a feeling they can't do it because they can't figure out a (cheap) way of doing it without MLGA working again.
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@GeneralV said:
There is nothing that can be done. Huntress hitboxes will either work like that or they won't work at all, as it has been already proven.
Let people see the killers and survivors ping. That will fix it.
I just played against a huntress and they were so lagy that i had time to look around and hop on a gen for 200 points before corrupt kicked in.
Why should i play against this?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2806362#Comment_2806362
Yeah, I know about the strength of a good, coordinated SWF. I also know that a lot don't play like that. I also know that the person I was responding to was suggesting the flat out removal of SWF because how dare people want to play with their friends- or have friends in the first place (and yes, that's exaggeration for effect).
Removing SWF as a gamemode would solve nothing. Buffing solos and rebalancing killers simultaniously is the way to go.
I agree. The problem is this dev team moves at a glacial pace so it won't happen for another 6 years. They either need to hire more people or work a solid 9-5,5 days a week.
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I played him once in 3 years and was told that it was a cringe and playing scratched mirror is sad and pathetic.
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Why do you think his kill rates were so high?
using kills to balance the game is stupid without context.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2806169#Comment_2806169
dbd players when people dare to have friends
Come on man.. don't be the strawman guy.
You know the power order in this game is swf over everything else. It isn't because you "dare to have friends", it's because bhvr pretend it doesn't exist and balance around solo players.
Why else would they nerf pinhead?
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It was getting better, but they took 20 steps back with the release of boons and recent killer nerfs. All they had to do was.. not, do any of the recent perk buffs or boons and just nerf deadhard and it would have been the most balanced dbd has ever been.
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@Tsulan said:
I mean, with Nurse gone. High mmr survivors are finally able to enjoy 50 shades of Blight.
Nah, they just get dodged more and thrown to baby killers on their first day.
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Early game is weak and takes a while to get use to his power.
also COH killed him.
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Because they want to force a 2k 2e average no matter a players skill.
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Make a post explaining how the legion, Twins and clown are op and needs to be nerfed some more.
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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.
Counterplay for me but not for thee sums up survivor mains moaning about killers.
You essentially want survivor to have zero counterplay for the killer and just want killers to be robots.
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@Majin151 said:
Speaking of bugs my friend got grabbed and unhooked someone at the same time like no joke we was confused how it happened like the person was running free so that means the killer's grab should've been a hit
I was damaging a survivor with Tricksters blades as they dragged me to the hook instead of running away from the hook?.. anyway, They started the grab and took a damage state. They let go then tapped the survivor, let go again, and ran away. The survivor on the hook proceeded to go through the unhook animation with nobody there while i chased and downed the other guy.
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@Kurri said:
At least until they nerf him into the ground because Killers adapting to playing him when they made the game unplayable.
Instead of just fixing WHY more players are playing Cannibal.
That would be admitting they are wrong. Can't have that, it must be the killer and not the developers decisions.
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Best part is that the more you die the worse it gets :)
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This was in the game using a 3rd party program back in 2017-2018. It caused problems and was ultimately removed when one of the best nurse players couldn't even get a game because everyone had them blocked,.
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@Azshhh said:
The funny thing is, since they've nerfed boil over, you don't even actually need hooks up there anyway now lol
Yes you do.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2800809#Comment_2800809
2nd blink feels great. It will take time to confirm for sure the M1 bug but haven't had it happen so far.
I had to stop playing her because i was actually getting violent mad thanks to the bugs. Nothing worse then outplaying a cocky survivor and then just standing there like an idiot mashing the m1 button without hitting.
Just went back to trickster. The only killer that can always catch someone and do something at end game if you have the right perks. Shame he has zero 4v1 and loses on travel time alone.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2799972#Comment_2799972
Groaning Storehouse has a window near a breakable wall... that happens to be useless if the loop is running clockwise. You actually lose more distance for going for the door than just vaulting the window, so it's your only option.
The first lower floor of Mother's Dwelling can spawn some windows with no other way to go around, as the doors are really far away from it and the path you have to walk around the house is huge.
And then... well, there are many windows at haddonfield. Myers' house has two on the second floor and can also spawn one right beside the basement entrance. It seems the map will receive a rework soon, however.
I would say the small window at the back of groaning storehouse is worse. and both of them are problematic.
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@Mr_K said:
Thanks for the Nurse fixes! 🤗
so the second blink feels normal now and the m1 bug is gone?
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Its as "legit" as SWF on coms is legit. They deserve each other, especially when playing bubba. A shame solo players can get caught up in it though.
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@DyingWish92 said:
So much less fun playing killer when survivors all have dead hard. I realize this has been posted like a million times so I apologize but holy SHIIIIIIIT is this perk annoying as hell to go against.
I played lots of killer games last night and then some tonight. Last night very few dead hards and the games were very fun even the ones where I got 0-1k because I felt as though I wasn't being robbed and just legit outplayed.
Tonight the dead hard teams are out in full force and it's literally infuriating. When you do a good mindgame or the survivor messes up and they just dead hard to extend the chase it literally feels like you are being robbed. And these aren't even just bait it out situations. I'm talking distance for pallets and windows every time where they would have went down.
Imagine playing a football game and every single time you score a TD it's just negated by a penalty, that's what losing a down because of dead hard feels like. Except when playing killer in DBD you didnt do anything wrong to lose the down. Feels like you just lose because there isn't enough time left to deal with it and get your points or hooks in this case.
I play killer more probably a 70/30 split. I'd absolutley sacrifice NOED or some other strong killer perk to get Dead Hard out of the game. I HATE IT!!!
COH also needs to go. That one perk has made the game hell, and the sad part is their DatA 🤪Is going to lie to them and show them it isn't used much.
They calculate perk usage like dead hard as per survivor instead of per game like killers is by default. The problem is that you only need a single COH to mess the game up for killer and swf will never bring more than one unless they want to ne particularly annoying with a red forest offering or something.
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The old system would have been better if they didn't dumb down pip requirements the lower rank you were.
I did a test to see how far i could derank as killer if i just 2 hooked everyone or slugged them all out of the game and i could not go past rank 9 without going full afk and earning no bp.
There would have been less bad players mixed in at red ranks and a better spread if they kept getting pips as hard as it was to hold rank 1 across the board, and the game would have been healthier as the old system promoted interacting with the killer and saving team mates.
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I spawned in on autohaven staring at someone. They turned around and disconnected when they saw me.
Does that count?
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Funny, its always console survivors that quit against me.
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Made worse.
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Just sacrifice gen defence for the ability to hook the 2 survivors you manage to catch by the time the gens are done... because you took off gen defence to take agi and star struck....
The killer only has 4 perk slots people! Not 16 like survivors.
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Its more boring than toxic. Some of the more fun games i have had are the ones where SWF are bored of winning and just want to mess with the killer. If you know how to deal with it then you will win with plenty of points.
The boring and toxic ones are the groups who are just out to depip the killer and do gens asap while giving as little hooks as possible. The body blocking and synergised perks just make it awful. You can call everything that will happen before it does from the incoming body block to the next gen that will be done. And depending on who you play, there is nothing you can do about it.
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@Aven_Fallen said:
It is not like cleansing Dull Totems was a smart thing to do anyway. Most of the time it is just wasting time instead of being productive aka doing Gens.
And yet people find plenty of time to put boons down without any issues. I guess its only stupid and a waste of time if it doesn't give you a massive boost to survival right?
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Doesn't matter if they are depip squads or not. You can feel the difference and it is like playing a different game.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2795932#Comment_2795932
The four masks were low effort retextures of his default mask.
A standard low effort retexture of a cosmetic in the shop costs 900 Iridescent Shards. You can get six new equivalent cosmetics in exchange for losing four.
Let's not pretend that the survivor masks were anything special.
No, but it would have been nice :)
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2795829#Comment_2795829
Then you would have complaints that people dislike the new Leatherface cosmetic and feel its inferior to the old ones.
At least this way, you're completely free to spend your compensation however you want instead of having something you may not even want forced on you.
Thing is, it wasn't even enough for a "good" cosmetic. It should have at least been 7500 shards.
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The same guy who passed the pallet spam on the game, or the same person who passed the free epic deal during a cheating epidemic.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2795792#Comment_2795792
Really?
Then I have no freaking idea what mine is.
IF you were constantly winning while they were gathering data then probably on the 2000 cap.
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mmr treats this game as a 1v1v1v1v1. This means if you kill 2 survivors and they have 3000mmr, then the game will see them as being worth more then the 2 survivors with 200 mmr and will rank the killer up.
They need to make mmr based on the team effort 3+ escape = increase rank. 2e 2k = no movement and less = negative mmr.
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@GeneralV said:
I don't really know about that.
I mean, I haven't played this game since...I don't even remember, tbh. My MMR levels should be the absolute lowest of the low.
I doubt that will give me "fun" trials if I were to boot up the game right now.
mmr doesn't decay.