Zozzy
Zozzy
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- Zozzy
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Comments
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DS is fine, It's the horrific map balance and tile design that make it unplayable.
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@OhAnotherKai said:
Or better yet we shouldn't get punished for letting survivors heal period. I know the points lost are minimal but that's stuff has cost me a couple pips as well which sucks when you're going for adept.
This.. it's stupid that the killer is punished.
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@dallasmedicbag said:
better to not say anything, even a ggs<3 like one of the posters above can be perceived as rubbing the W in your face
The day people start saying gg when i win beyond a rare outlier, i will change my view.
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@Bwsted said:
No, it's still random. I just rewatched a couple of trials of mine from yesterday. First game, the first survivor had Plaything spawn across the map. The second hex was next to the hook. The others where about average distance and that's just where the remaining totems were available. Second game on Grim Pantry I got the first two hooks by the totem spawns at the rocks near shack and Plaything still spawned at corner totems instead.
Also, having a close spawn is not necessarily a bad thing. Survivors will be baited into cleansing the totem immediately, which will disable DS the moment they touch it and they're still oblivious while you're going back to the hook for the big fat tunnel.
5head tunneler brain pro move, honestly.
I guess it is just a string of bad luck then.
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@Killing_Time said:
This is a flat DBD totem issue my brother lol
Hmm :( Kinda bs when the totem next to the hook lights up in full view of you and the survivor.
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@RoaderFrost said:
Sorry, but are you sure other totems wasn't cleansed/blessed/occupied by hex?
For example 2 dull totems left, one near your hook. Chance is 50/50.
it does it on the first hook and when i remember to check later in the match. With boon totems and no hexes in play, survivors tend to avoid cleansing totems and i see them still standing around the map.
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GG is usually only typed by the winning side. In (not so) extreme cases it is usually followed by an EZ associating "GG" with Get good or some other way to rub it in the killers face after Crouch spamming at the exit gate until the counter ticks down to 0 or the killer forces them out.
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People are dropping the game. OTZ made a video about it.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2655220#Comment_2655220
I think it's really silly that disconnecting counts as a kill for the sake of kill rates.
Also I could understand people DCing against a mother-daughter ring + purple duration addon spirit or old iri head huntress, but pinhead? pffft the worst he has is Fang + Aura addon or Double solve time + hoarder, neither of which are problematic. When you and your teammates have half a brain...
And therein lies the problem... A brain is required. 🤔
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Or we could i don't know..... balance maps and perks so going for 12 hooks is actually viable?
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interesting.. I breathe a sigh of relief if it is a trickster. He is the one killer i can confidently loop. I actually made one DC because i looped him so hard around the shack and adjoining LT wall.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2655147#Comment_2655147
How do you explain me then?
You know I main Killer lmao
I understand why people want it nerfed. Im just tired of anything that offers a mild threat being butchered even if it has clear counters. (whataboutism time) Meanwhile.. BOONS, Dead hard, SWF, STRETCHED RES... MAP AND TILE BALANCE!. are all just waved off like its nothing.
If the developers actually wanted to balance the game then i would be all for it, but we have concrete proof they can't be bothered any more. I think it was the king interview? He asked about balance and the response was that there are to many killers and perks in the game and to "embrace the chaos" ...
If the new killer is super nerfed on release then i know what side this chaos is being considered for.
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@Malkhrim said:
Yeah, the nerf hurt him way too much and was completely unnecessary. He had one of the highest kill rates, but the DEVS THEMSELVES said we shoud't judge based on the statistics alone. If stats were the only information needed for balance, than Deathslinger nerf would make no sense, since his killrate was the 8th lowest.
And then they also nerf pinhead who also had a high kill rate thanks to survivors disconnecting.
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@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2653504#Comment_2653504
Its not the same. You are depicting a winning game being turned into a lose one. Circle of healing turns games you are losing into games that you are losing even harder.
Nice fantasy world you live in.
Lets see if we can open the narrow corridor and enlighten you a little. When you hit a survivor they have 1 of 3 choices.
- stay injured and work on a gen. This allows a killer a quick down if they find you again.
- use a med kit to heal up, this can be countered with franklins and has limited charges.
- find another survivor and force them off the gen to heal you, reducing efficiency.
In all these scenarios the killer gains something from leaving you at the strong loop and going for someone else. When the boon is in play, the survivor has one option. Run to the edge of the gigantic radius and heal up EZ. The killer gets no gen slowdown, or snowball potential thanks to one stupid perk.
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A killer playing the entire game with only 3 perks for a chance to trigger noed isn't fair to you? A perk that can be removed from the game before and after it activates.
Man, survivors really do want their cake served on a silver platter and to eat it too.
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@Midori_21 said:
McLean said on stream something along the lines of "Proximity chat was something we discussed in the early days of development, and decided it wasn't the direction we wanted to go."
Insert addition of SWF and continued balance like it never happened.
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The only people that associate that with racism are the actual racist people because they can't get colour and gender off their brain.
Its the same train of thought that made disney only allow x race to voice the same race character or it is "racist" Or the people that petitioned to get uncle bens face off the rice packet because all they saw was rice + black man = racist. instead of someone proud to have built a business empire
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I was running it before it was cool. It is a strong perk and will net you some extra kills if you did well enough in the match or if you pair it certain killers or perks.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653777#Comment_2653777
the killer is unfun =/= the killer is op and needs a nerf. Forever Freddy was also unfun but still wasn't overpowered, just as an example.
I think going against huntress is unfun, doesn't mean I think she needs a nerf.
What streamers say isn't a general thing. I rarely watch any streamers and I don't think they should be seen as the voice of the community in general.
The only thing deathslinger needed was a sound cue when he aims, the same thing huntress has when she gets her hatchet up. Everything that was nerfed about him was not asked for. Same goes for the billy nerf and for the POP nerf.
I don't disagree. The problem is the developers clearly do.
They are nerfing killers based on "FUN" because survivors keep disconnecting against them and raising the kill stats. This is exactly why pinhead has high kill rates. If i get a chain hunt going, on a map that i know the box spawns on, survivors will generally Dc by the third wave. It isn't rare. I won't be shocked if hoarder is nerfed within a year.
Deathslinger was nerfed specifically because of "FUN". His kill stats were not that high and he had clear counterplay and was easy to beat thanks to having zero map pressure.
I have seen more dev interaction in streamers chats then i ever have here. I don't know if developers actually read anything here, or are just told things by the mods.
I also hate huntress since most of them seem to have 100 ping, but there are plenty of people who love playing against her and she is usually the comparison for what the haters want for ranged killers (slow, wind up, noise notifications, large terror radius)
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653277#Comment_2653277
Clearly, again, you only see what you wanna see, because a rare thread asking for a silly nerf isn't a general conclusion.
There were plenty of wraith threads and a bunch of stuff on other forums and streamers complaining.
Pinhead has not had many complaints here specifically, but most streamers are complaining about how "unfun" he is and they always cry about engi fang when it is used. No idea about steam or twitter posts though.
Deathslinger has always had random posts made about him here and plenty of comments in other topics. Streamers and youtubers made videos about him spreading the "no counterplay" mantra even though anyone that plays him beyond sentient rock level sees the counterplay in action.
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They did it on purpose for the rank 50/1900 survivors. The same people think a head height branch on the macmilan trees should stop chainsaws too. 🤪
Feel free to stop by the store and purchase some survivor cosmetics though.
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Because the devs "knew he was over performing but didn't know why" as almo said on stream. They then followed up by nerfing everything and calling it a day just to appease the rank 20 survivors.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653256#Comment_2653256
Who asked for a deathslinger, wraith and pinhead nerf? I'm on these forums a lot and I don't remember seeing more than maybe 1 or 2 threads on the issue.
Please provide something that isn't anecdotal evidence.
Clearly i am on this forum more than you because i saw and responded to them.
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@esn23 said:
Playing both sides over 2000 hours I really REALLY feel that SWF should be removed from the game.. Usually SWF consists of very toxic groups of survivors or streamers that do their best to gen rush and be toixc to killers. All the info they have as well if they have coms is very unrealistic.. TBH there is no need for swf when there is KYF... TBH if they want to keep SWF in the game they should make 2 people no more but even that is sorta lame as well. This is supposed to be a horror game that emulates a horror movie.. Unless this movie is stay alive then people don't have coms lol. I will just ask this to people that do full SWF groups what would change if you just did KYF besides not getting bp..? Maybe they should give KYF half the blood points you could earn in normal games... Any who that is what I have to say about everything.. I feel for the most part killers are pretty balanced and if swf didn't exist you would still get good survivors that can loop but it wouldnt be 4 of them on coms that ruin your strategies.. Seriously if you watch DOWSEY hardcore survivors you can see the power that coms and swf have.. This is the true reason I think a lot of killers give up or do not play anymore.. The MMR has made this a lot worse as you don't even know what your getting till it's too late.. So that is why I think the queue is sooo long..
They can't bully and degrade their 5th friend who is stuck playing killer in KYF.
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@Myla said:
There's a lot of beginners playing him. Only found out because SBMM doesn't work at night. Queues are so long so the game just gives you baby killers.
That would be because any sane person would avoid killer during prime time full of swf squads.
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@CouldntBeThatGuy said:
stretched res is embarrassing, and the mental gymnastics people use to defend it are disgusting
The worse one is "i need it to run the game" You are rendering MORE pixels by using stretched res compared to the equivalent 16:9 resolution and it fully invalidates that argument.
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The same as always, the only difference is survivors know exactly where she is now so can just zone out at pallets.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2650984#Comment_2650984
Downy is not censored, I was called that a couple of hours ago.
wow...
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Yes. anyone that says otherwise is just pub stomping baby seals.
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Against solo players that give a good fight.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2651096#Comment_2651096
Many perks themselves aren't broken in concept, but more in terms of abusing game mechanics. Killers have also gotten some really nice changes. Plague, Trapper, Demo, Pig, Wraith and probably some others I haven't mentioned got some pretty significant buffs in the past few months. Killers do need to be balanced. Just because survivors have a few iffy things doesn't mean that killers can just get guaranteed downs now, which is what a lot of the nerfs have been based around. I'm talking more about Deathslinger and Spirit which is what I would assume you're talking about because they're the only ones who have received significant nerfs recently. Correct me if I'm wrong.
Before someone says it though, Spirit and Deathslinger were never trash and are still good while having the same mechanics they had before. Bad 1v4 doesn't matter if you can down survivors in 20 seconds consistently. Especially if you know how to spread pressure and punish survivors. All that changed was giving survivors information that they can realistically react to.
zero of the changes to these killers made a shred of difference. Some of them feel better to lose with but they all bow to the mighty shift W and playing safe. Extra screwed when survivors are sweating their ass off and playing "with friends" that they totally know irl and are not just randoms they match with in giant dbd groups to win easily.
Wraith got heavily nerfed so i don't know what you are smoking with that idea.
Spirit is destroyed at any decent rank that doesn't consist of barely sentient rocks (about 70% of the player base) and is heavily addon reliant that will soon be nerfed because people still complain about them. i do hate spirit so i don't care and agree that she did need changes, but get out of your fantasy world please
Deathslinger feels disgusting to play and was already weak before they made him weaker with zero compensation worth mentioning (they also nerfed that compensation out of the ptb) He is objectively worse in every single possible way with zero argument against it. But hey, stop by the store and buy a cosmetic survivors to reward BHVR for answering your cries.
Nobody gets downed in 20 seconds unless they are exceptionally out of position against a 1 hit killer. It takes 20 seconds just to catch up after a basic hit.
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Devs release stronger and stronger perks for survivors while being careful or nerfing anything that looks like a threat on the killers side. what do you expect?
People figured out that playing safe and holding W will win you the game if people do gens, and since escaping is all that matters to the mmr ranking there is no reason to interact with the killer or try to advance emblems.
They have ruined it and are doing nothing to fix the issue because trash tier survivors inflate the numbers and it is all the devs care about.
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I would guess the AI is associating it with "downey" for down syndrome. That's my best guess.
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@Marigoria said:
Playing with friends? Absolutely disgusting
Strawman. Playing with friends is fine when a game is balanced for it. The issue is with the devs and their silence on the issue, not people wanting to have fun/ be sweat lords.
Buff solo and then buff killers and there would be no issues.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2649459#Comment_2649459
A survivor following you about means there's a max of 2 survivors on a gen. When you go to pick someone up, face a wall and if you can't, face a direction a survivor is unlikely to be. If you really think someone is there, fake the pickup. If there is a survivor trying to get the flash save, they'll run to try and get in position and at that point you hit them and repeat the steps until you can get a safe pickup.
And in that time they crawl under a pallet and you are screwed if it is a SWF
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Just 180 cheat like every other oni and you will discover why he hasn't been buffed.
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There isn't a point. This is how the devs want the game to be, so camp and tunnel away.
Extra points if you can make someone so salty they wait till the end of the game to wish you bad times.
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Im not top mmr because the moment i get a whiff of the no fun zone i will play extra casually.
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Its shocking how much time plaything buys you as killer. I took it off and games went 10X faster and i didn't get any sneaky shots in. Put it back on and i get closer to survivors before they run away or just straight up grab them off a gen or totem.
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I love MMR for the simple fact that people who said the game is fine and that they get 4k's in 99.9% of their games are now seeing the real balance of the game.
This isn't specifically directed at the op and just in general.
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Another one that likes their broken toys.
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Nah, It's a great way to spot cheaters before a match.
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@Trickstaaaaa said:
Pinhead as whole seems to be underrated. I seen people claim he is "weak".
He can be on large maps or indoor maps where it is easy to insta break chains. If you understand the box spawns he can be agony to go against and i have made many survivors DC or point at the hook while playing him which is why his kill rate is so high (LOOK AT THE CONTEXT INSTEAD OF THE NUMBERS DEVS FFS!)
His kill rate should go down a little after they destroy time addons.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2645258#Comment_2645258
You're still not understanding it. It doesn't matter what their ping is, it could be 10, or could be 310, your 20 ping is the factor that allows for your attacks to be validated by the server.
The fact that their Dead Hard hit the servers before your attack, despite them having bad ping, just indicates that they used Dead Hard early, probably because they have bad ping.
They are not gaining an advantage by having bad ping, they just got lucky on the timing, or they compensated for their bad ping by playing safe and reading your actions far enough in advance, which is not easy to do.
I understand it perfectly. They clicked 20 minutes ago and the server already decided i will miss even though what i am seeing on my screen doesn't reflect reality.
That's the problem. This update was made because survivors were crying that they were being hit after using dead hard or dropping a pallet because what they see isn't correct. This has inherently flipped the problem to the killers side. Survivors always have the choice to drop the pallet early or dead hard early. the killer does NOT have this choice and is forced to react based on what they see
These updates may be more fair on paper and in some mystical fantasy world. In reality they are not due to the gameplay mechanics.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2645258#Comment_2645258
You're still not understanding it. It doesn't matter what their ping is, it could be 10, or could be 310, your 20 ping is the factor that allows for your attacks to be validated by the server.
The fact that their Dead Hard hit the servers before your attack, despite them having bad ping, just indicates that they used Dead Hard early, probably because they have bad ping.
They are not gaining an advantage by having bad ping, they just got lucky on the timing, or they compensated for their bad ping by playing safe and reading your actions far enough in advance, which is not easy to do.
This means i can't read their actions and the info i am being fed is wrong. This perk offers instant information and that delay can be the difference between me clicking to attack and not.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2644989#Comment_2644989
Because it's not purely dependent on ping.
A survivor could have 100 ping, the killer could have 20 ping...but if the survivor did the action first and early enough then it would count first - it's what information the server receives first...in those circumstances if the survivor did the action the same time as the killer, then the killers action would count first due to lower ping.
How is that fair to me? They are the ones with the trash tier wifi connection causing me to get incorrect information. I didn't chose to play against "Brad" from mars dragged into my lobby by their SWF buddies.
I have been in so many situations where i am bumping against a survivor as they run towards a window or pallet and they just refuse to use Dead hard but are magically able to react to an instant swing. I have even had moments where i will just swing through them and their character will pause.... and then jolt forward.
I guess auto dead hard cheat is way more prevalent then i thought if it isn't the server allowing some wriggle room.
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@Seraphor said:
They didn't use Dead Hard after the hit, they used Dead Hard before the hit.
Server latency meant you didn't see Dead Hard until after the hit.
That's what server validation does, those split second differences between players apparent realities get judged by the server in the middle of them.
Explain why survivors with 100 ping are able to deadhard my 20 ping. It is decided by the server, but there is also a HUGE margin of error granted towards the survivor while screwing over the killer.
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lack of what survivor mains call dead zones. Instead what we get is shack window into long wall gym window into a low wall safe loop into a normal gym into a LT wall into main building............
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The final vet visit.
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@GoodBoyKaru said:
Honestly this feels like the product of years of anti-loop killers biting back. When they first started releasing the anti-loop no mobility killers, survivors complained and were told to just adapt. Then when more were released, survivors complained and were told to just adapt, again.
So they finally adapted and everyone can see how boring it is to play this way, but it's the most effective style of playing so a lot of people will do it, especially because a lot of powers right now seem to follow the philosophy that looping = bad and is then counterbalanced by an inability to actually pressure generators without stacking slowdown on top of slowdown.
It's incredibly frustrating but I can't say I'm shocked. Survivors just finally adapted.
Nah, its always been here as the depip squad showed years ago. It's just survivors never had a need to push gens so hard because the game was way more broken and they could waste more of the killers time and play more relaxed.