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Zozzy

Zozzy

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Zozzy
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  • If you understood the balance goals in this game then you wouldn't care. I feel more pity for the survivors when they don't 2-4 man escape

  • Perfect.

    Nobody knows where the hatch is until it is in play and survivors try to get the gens done instead of sitting in a corner waiting for the other to die.

  • I guess it something different......... but its still another hag player and that makes me sad. I would prefer if they deleted her from the game with how most play her.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616897#Comment_2616897

    This is not true at all, I have never in the entire 4k hours of this game seen my NOED not activate due to all totems being cleansed, and i've faced a lot of SWF, why the hell would they waste time cleansing dull totems? Sure, sometimes they cleanse it very fast once its active but most the time you at least get 1 down with it before they realize they have to cleanse it.

    https://forum.deadbydaylight.com/en/discussion/comment/2616894#Comment_2616894

    Getting 1k out of 1 perk is more than enough to justify the slot.

    God you must be low then because even as a solo survivor i have been on teams that cleanse all the totems. This has only happened during a new tome release and people are doing the cleanse totem challenges, but it has happened and we did escape because the totem timer is shared between 4 people.

    If everyone cleanses a totem on sight then there was only really 14 seconds of downtime to cleanse 4 totems.

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616320#Comment_2616320

    Those perks are for people who don't play in a swf=solo queue. They also help if you're not a full 4man and helps out the randoms, they can also help you if youre new to the game. Any game that allows people to play with each other allows voice.

    PubG, COD, LOL, etc you do callouts, would you consider that cheating?

    That is the perk of online games.

    The fact swf don't need these perks and can take full meta second chance just exacerbates the balance issues.

    It isn't cheating on paper, but my god is it boring to go against as killer since it removes all plays you can do and deletes or neuters many perks from the game.

    Playing bubba and tinkerer goes off? just ignore it and keep tunnelling the survivor you are on because the moment you leave to try make a sneaky play, the scrub you are chasing will call it out, and the unaware survivors will leave before you get there. This has happened multiple times today when nobody had any aura perks or spinechill but would leave from a fully blinded generator while i am silent.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613097#Comment_2613097

    Welcome to my play style and also the reason why I only play this game once or twice a month aka when i am in the mood.

    Try to get 8 hooks and after that only babysit. This made my MMR go down to the bottom were even a hint of pressure will let the survivor lose their heads and trying to not kill them is sometimes even hard.

    I did this day 1 (and a little before) of mmr release and it was just to much. I want a challenge but i also want survivors that are not seal team 6 telling each other every little detail during the match.

    The higher i rank up the more i would rather afk the match and watch something on youtube or twitch because it is so boring. I already know exactly what they are doing and what their plan is but there isn't anything you can do against it.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616579#Comment_2616579

    Maybe it isn't "op" but it's a great perk. I don't get why so many people think it's not good, it's top tier specially in today's meta.

    Depends on your mmr rank. A decent team or swf will clear all totems before the last gen pops, or at least find the totem after a single hook.

  • @coolmacc said:

    to this day a broken and cheap perk than turns a 1k into an easy 3/4K with no downsides that simple

    If it is an easy 4k then there is something really really wrong with you/ your team mates when 3 people can't open 1 door and leave or find the totem.

  • They don't reset rank.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614117#Comment_2614117

    Mainly meaning a 1v1 scenario. Trickster is dog water at the 1v4 but I can’t do anything meaningful when he’s right on top of me and that’s terrible design.

    Ok.. that still doesn't define what you would consider counterplay against him.

    edit Nobody ever answers this because we all know it boils down to drop pallet and tbag with nothing the killer can do.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613147#Comment_2613147

    Never said he was good, just saying how boring he is to face because he has no fun counterplay. Should've worded it better.

    Define counterplay in terms of dbd mechanics.

  • Fix the reason for the face camping and fix the problem.... oh wait.. survivors just want an invulnerability bubble around the hook and the killer to be locked in a cage for 2 minutes if they stay near the hook for 10 seconds.


    Being camped sucks and it is really boring. If they wanted to fix the issue then sbmm would have been based off the number of hooks rather than the number of kills. They would also have fixed gen speeds or map layout and pallet safety but they went the opposite direction making the situation even worse.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611875#Comment_2611875

    The minimal cost for the survivor is now they wasted their 16 seconds for the buff to get nothing out of it, it is like if you did a totem for inner strength, and then the killer kicked the dust and removed your stack.

    It isn't drowning out the issues, because boons really AREN'T that op or broken, like I said in the post. The problem with them is that they just highlight real issues with the game, that isn't on the boons fault, that is a key thing wrong with the game. Healing in general shouldn't be so insane. This reply is basically exactly what the post is about. It isn't drowning out the issue, it is trying to point attention towards actual issues that are around the base game, not just perks.

    The issues with the base game have been complained about for years. It is only now since 2 large streamers made videos showing how busted items and healing is that the "mainstream" players are complaining about them. It isn't going to change and they are adding things that just make it more painful to deal with.

    The only way to fix the healing issue is to limit the amount of times you can self heal to 3 before you must find another survivor. Map issues are never going to be fixed and are going to be made worse once they finish realm beyond (they will add more safe loops on haddon and swamp maps like they did all the others) This was basically confirmed in an interview with cote where he responded to the balance question with essentially "we tried, it got to difficult as more killers and survivors came into the game, embrace the chaos"

    That 16 seconds for potential game changing results is also time a killer loses to walk to it and snuff it usually taking his attention away from a chase or a gen about to be completed. It can even take longer to get to then the survivor takes to bless it, if it is in a building or multi story map. Survivors have downtime while killers do not.

    I beg to differ about boons not being broken. Even if you couldn't stack it with a med kit, it is and always will be in this from broken. Just doing tome challenges has gifted me many games where a single COH boon won us the game during 3 gen scenarios or someone trying to hit and run.

    Nurse and spirit get particularly shafted by shadowstep

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611752#Comment_2611752

    Because boon perks benefit survivors, making them a secondary objective instead of something the killer imposed on them to prevent them doing their main objective.

    I know the intent is to make it look horrendously survivor sided, but in order for one side to have a secondary objective, that side has to benefit from it.

    Also, obligatory "boons and hexes are not the same mechanic" reminder.

    A secondary objective does not need to benefit the side doing it at all. That just oozes main bias.

    A meaningful secondary objective is also something that must be done (preferably by multiple people) or suffer the consequences.

  • @YOURFRIEND said:

    Boons are not a secondary objective. I have no idea why people keep saying this.

    Somehow 16 seconds of time from 1/4 survivors in exchange for team wide free healing or to make an area difficult to chase in is justified.. Dealing with a boon as killer is easy, but it is also beneficial to survivors because that killer just dropped chase or lost a gen to go stomp it out just to have it be put back again at minimal cost to the survivor team.

    It's like saying "just bait it out" whenever someone complains about deadhard. If you say it enough and have enough spouting the same dribble then you can drown out the issue and hide it.

    Same with SWF complaints. You complain about the balance issues with it just to get drowned out with the "just because i have friends" remarks.

  • When survivor q times are unbearable, so never.

  • I doubt anyone mained the slinger. He was just a fun break from the monotony the other killers offer. The fun is gone so he is billy status.

  • Nothing wrong with trickster. Does he suck? yes. Thankfully he can suck at his designated sbmm level where decent survivors will never see him.

  • ask bhvr to balance them properly. Remove the 5 second penalty for a successful pounce and instead increase respawn time when kicked. teather victor to Charlotte within a 32m radius. If victor moves outside that radius he starts to die. Make switching between charlotte and vic almost instant.

    You now have an engaging killer to use where you can make plays during a chase while restricting the use of victor so they can't just snowball and camp hook/ slugs.

  • It's a feature 🤪

  • Eh.. this community has a habit of only saying GG or ggwp when they win and crickets when they lose.

  • @Regulus47 said:

    They're not that good... it takes ages to set them up and the killer can break them in literally one second and can hear exactly where they are. Leaving no scratch marks doesn't really help when you're already in a chase, and healing isn't that good when insta down killers like cannibal are so common. Although the healing one is definitely the better one and it really helps against killers like wraith and legion and trickster who get everyone injured easy.

    Depends on the map and timing. COH makes endgame a nightmare if the survivors have a brain. I had a match on red forest that went for 30 minutes because the killer had a really stupid 3 gen. Only one survivor had the boon and they set it up around the middle of the map and we just kept healing and going back to the gens.

    Shadowstep is a nightmare on indoor maps and multi layer buildings, especially playing nurse. A good survivor can lose you if there is an area with multiple gyms next to each other or at least make you waste time looking for them while they W away from the loop.

    The only counter is to kill the survivor setting them up

  • DPI flicks need to go but hug tech and abusing the dev's collision failures is fine. It is the same with Oni, that 180 you can only do on pc is a legitimate removal of counterplay.

  • "embrace the chaos" What chaos? This is a solved game at the upper ranks consisting of W into space and playing super safe while the team hold M1 so hard it busts out the other side of their mouse and through the table...

  • He is good for figuring out who is using stretched.

  • Well apparently they do ban them, but they can just get another fully unlocked account for $4.00 They need to invest in new anti cheat.

  • @[Deleted User] said:

    I forgot how miserable and boring Plague is when they don't cleanse, or when you get a map like Pale Rose. Back to never touching Plague!

    yep. She is an M1 walking killer and requires survivors to slip up or a good map and survivors to slip up.

  • @Yamaoka said:

    I agree. People that face decent survivors regularly will understand just how awful his gameplay feels at times.

    Punishment Of The Damned is so predictable and painfully slow you're better off NOT using it. That's not good design. It should always be more viable to actually use a power than not.

    If I can't use his power against good survivors then what's the point? Might as well just stick to Bubba and instadown people that take 1 step in the wrong direction.

    All Pyramid Head has going for him is scummy gameplay (tunneling off of the cage). If you play him somewhat normally you will lose to the vast majority of "ok-ish" survivors.

    I even have a clip of me shooting a survivor perfectly. I predicted the direction they would dodge to and the marker popped up RIGHT under their feet yet they still had enough time to run through the marker without getting hit. I will see if I still have the clip and upload it here. It's just painful and drops the fun factor of his gameplay to exactly 0% - for me anyways.

    https://youtu.be/tVsnaRA6-Qk

    This was on a 20 ping by the way so people that play with typical 70+ ping may get the hit in these kind of situations.

    Keep in mind Pyramid Head is a 0% mobility killer that needs 2 hits to down a survivor. It shouldn't be a miracle to get a M2 hit consistently.

    I can get more consistent M2 hits with Bubba (friendly reminder: Bubba's M2 hit is an INSTADOWN that also breaks pallets, closes the last couple meters of distance rapidly and doesn't give a damn about bodyblockers, Dead Hard or Borrowed Time).

    Pyramid Head is without a doubt not going to get any love from the devs though because the community overrates him like no other killer. Meanwhile people can just walk through his power or Dead Hard when the marker pops up and hold W afterwards while he's stuck in his 2+ seconds cooldown animation that basically makes him stand still like a useless pile of trash.

    This. The attack takes way to long to be of any real threat besides animation locks. Even then you need to be sure that the survivor will actually vault or drop the pallet or the cooldown will screw you over.

  • @Daddy_Doctor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2601427#Comment_2601427

    Tru3 doesn’t let stream choose his perks, he charges them $10 for the privilege or $50 if the build makes the killer/survivor weaker.

    The 50 is because he got sick of being given burger myers and no mither survivor.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2601064#Comment_2601064

    Killers aren't and shouldn't be entitled to survivors' builds. If something is broken 'but can be fixed with perk X', it is still broken and diminishes the game.

    Survivors already have too much of a perk tax to invest another slot into a wonky counter-tactic to one perk that the killer may or may not use.

    Interesting. So does this mean you think DS and BT and unbreakable should be removed from the game? Killers need to play around these perks even if nobody has them just like you are saying survivors shouldn't have to do. Survivors have 16 perks to play with while the killer only has 4. This is not a 1v1 game.

  • I will say this though. If they deleted NOED i wouldn't care because i only use it when i am bored. It does inflate kill stats and probably influences developers decisions since they don't seem to care about how a killer gets their kills and only looks at the end result. The game could potentially be in a healthier state if they removed it, but this requires the developers to actually care about balance and not just the "fun" of one side (Deathslinger)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2601009#Comment_2601009

    You also can't continue to ######### over Solo players because SWF exists

    I bring Small Game and I see how many totems are cleansed (or blessed) by the end of the match. What's the flaw in that, Small Game tracks every totem broken.

    The flaw is the mentality of the people you are playing with. When a new tome is released there is usually a cleanse X dull totem task. I have had many games where all totems are cleansed (survivor and killer) while they were not swf but had at least 2 going for this challenge. It is very possible but requires people to change how they think.

    Again, you are asking them to change a perk because people are being incompetent and just following the ideals of their favourite streamer.

    When this game came out the maps had more crows and they would fly away even if the survivor was sneaking. The developers put 2 perks in the game to interact with this. Spies from the shadows and Calm spirit. Killers started to run spies because they found survivors never used calm spirit and would just stick to the still current meta perks. Survivors cried and moaned and demanded the developers nerf crows or remove spies even though there was a literal counter given to them with calm spirit. The developers caved in and reduced the crow population and gave them built in calm spirit when crouching near crows.

    They changed the game because of survivors being incompetent and you are repeating history here.

    Totems have set spawn patterns that you can map out if you really need to. Take Ormond for example. If that totem spawns on the long rock then all the other totems will be in the same places on the map every time you see that totem there.

    There are 3 perks that reveal totems but survivors again refuse to drop a meta second chance for them (calm spirit)

    Noed has already been changed once from survivors crying and turned into a hex so it can be removed before the killer gets a chance to use it. It use to be a normal perk and would just activate at the end of the game for a set period of time.

  • You are literally asking the devs to balance a perk around stupidity...

    Any experiment you do as a solo player is flawed from the start because you are pretending this is a 1v1 game and the other 3 don't exist. NOED is only a "problem" because streamers and morons push the agenda that breaking dull totems is a waste of time. This gets soaked into the brains of their sheeple and they walk past dull totems and then come running to the forums demanding nerfs on one of the potentially weakest hex perks in the game.

    Taking NOED is a massive gamble on survivor incompetence. If they cleanse totems on sight and have at least one guy with a totem perk to find the "difficult" one then that killer just played the entire game with one hand tied behind their back and nothing to show for it at the end. (3 perks)

    If the killer is somehow pressuring all 4 survivors at the same time with 3 perks then they deserve NOED during end game.

    you can't pretend SWF doesn't exist and keep balancing this game around uncoordinated survivors. Any changes made with that mindset is magnified ten fold when coms are introduced.

  • If i can get hit validated at 30 ping vs someone at 190 ping.. no

  • @SadLegion said:

    https://forum.deadbydaylight.com/en/discussion/290937/deathslinger-isnt-dead

    "It was unfair gameplay for the survivor side since all you could do was guess. You could only rely on the Deathslinger being bad at the game to not die."

    Blah blah there was nothing we can do, no counterplay to quick scope. A statement used by bad survivors, who refused to learn how a killer works and how to counter him. They prefer the killer to be nerfed into the ground, destroying his uniqueness and power, than to improve their movement and raise their skill a bit. And now they pretend like nothing changed and hE iS sTiLL gOoD.

    If you'd try to play deathslinger yourself, you'd realise that precision is not the only thing you need. In order to hit shots deathslinger need to predict survivor movement. So, a survivor moving sporadically left and right, covering behind objects in the way, heading into direction of a time-wasteful tile, can force deathslinger to make a risky shot. If shot wasnt lucky, killer was heavily punished by CD+reload, and before he could try the next shot he needed a lot of time to catch up.

    But of course you can be running in a straight line guy, who pretends like there is no counterplay, and BHVR will cater to your whinings.

    Also i'd like to remind everyone that unlike Huntress, Deathslinger has super tiny hitboxes on his shots, thats why he needs his quickshot in order to be viable. Lets compare hitboxes, and see how "easy" it was to shoot with slinger:

    https://www.youtube.com/watch?v=or0bBxDyx-s

    He requires surgical precision, movement prediction, a bit of luck, is heavily punished for missed shots, is slow in 1v4 in general. And despite all of this he was still gutted by devs OMEGALUL.

    Exactly.

  • I'm sorry but no... Survivors have so many perks to counter NOED and if they don't want to drop one of their 4 second chances then they get what they deserve. Hell, you don't even need a totem perk since totems have set spawns and all you need to do is learn them.

  • @C3Tooth said:

    The mmr to put you into Zubat level squad.

    Sadly nothing but kills matters so camping someone out of the game is encouraged.

  • That is called mmr hell.

    To survive, you need your team. If your team sucks then you won't get gens done since nobody at low ranks does gens. Hatch doesn't increase mmr and getting out the exit is almost impossible creating a never ending spiral down.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598817#Comment_2598817

    Of course it made it easier for survivors but only out in the open, how ever a skilled Slinger just like a skilled Huntress can still down a survivor with ease. And at the majority of loops, especially high wall loops, their perspective remains unchanged. Since he doesn't have an obvious sound when he starts aiming like Huntress or Trickster.

    There was no skill involved with guessing right, and it was no fun essentially watching a cutscene.

    I will say tho, his TR change was a bit unnecessary.

    So you think fighting games are just random and take no skill? They are all about guessing and getting in the other persons head. DBD just has such a low level of skill that people equate dropping a god pallet with skill and call that counterplay.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598792#Comment_2598792

    It does change how you play these killers, because now Survivors actually have a chance and now theres an interaction between both sides, instead of it being the "Spirit/Slinger cutscene".

    Don't get me wrong, i hate spirit and don't care about her nerf, but Deathslinger had plenty of counterplay and required actual skill and prediction or mindgames to make the slinger do what you want them to do.

    This update made it easier for survivors, nothing more.

  • Nope.

    Using a macro to rapidly click the flashlight is toxic, but using it like a normal person isn't.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598749#Comment_2598749

    Because the moment something requires a higher skill ceiling, no matter how slight, people will just give up and refuse to adapt

    Just as the spirit nerf did nothing to increase the killers skill or change how they are played, this also doesn't increase Deathslingers skill.

    These changes just made the survivor side take LESS skill and allow them to play more braindead and just enter auto pilot at loops.

  • Everyone is entitled to their opinion. It may be wrong but they can have it.

  • Just another tick to survivor favouritism. The killer should have a choice to snuff or break the totem giving them an actual counter. But we all know CouNtErpLaY is for survivors only.

  • @idc said:

    https://forum.deadbydaylight.com/en/discussion/290348/when-will-bhvr-side-with-the-killers

    The servers don't favor one side over the other. Instead it favors the player with the better connection rather then the person with 160 ping who hits people through fully dropped pallets.

    Tell that to anyone with 20 ping and they will call you a liar. I am always the lowest ping and get validated against people with worse ping all the time. The worse so far was a console user at 100 ping.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597186#Comment_2597186

    It's a spider, but its cute, but its a spider.

    My brain can't handle this.

    Even better when you know how intelligent they are. They are capable of planning and will often observe their prey to see how it acts before deciding the best way to approach it and attack.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597101#Comment_2597101

    He doesn't mention how hit validation punishes better internet connections. A survivors 100ms ping should not beat my 30ms ping.

    Bingo. The survivors trash is the killers problem for some reason.

  • He isn't bad, he is just difficult to use. No point learning something that is 100% guaranteed to be nerfed after all the moaning about addons and perk synergy along with the kill rate shown by the devs.


  • With this games net code yeah it is. You can't even delay your hit to swing through dead hard and hit them when it ends any more because it forces you into a cooldown.

  • Now play killer with 20 ping vs survivors with 60+ ping and watch as you get validated. I know humans are all about me myself and i while pretending others don't exist, but why is your trash tier wifi ping my problem when playing killer?

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