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Zozzy

Zozzy

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Zozzy
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  • Thanks to the dead hard buff every survivor is a 3 hit to down now so i think it is fine.

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592210#Comment_2592210

    They nerfed him because he got free zoning by not committing to using his power. The moment I see his gun go up I had to start trying to juke, so he could just tap ADS and get me to lose speed for no cost to him.

    Plus, quickscoping removes agency from the survivor; if the Slinger missed a quickscope, it was solely because the Slinger missed.

    Thanks for proving my point. Survivor Waa Waa, bhvr bend over, cosmetic store this way.

    There are countless examples from streams and youtubers showing survivor and killer players countering Deathslinger in chase.

  • What made you want to link them in the first place?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593949#Comment_2593949

    Yeah, that is not going to happen anymore. It's just killer thing now, for both pallets and DH.

    I play with 25 ms, so it's not really my fault you have high ping and see something different than I do, so why should I be punished?

    I am already wasting time waiting for DH, this will get it even worse and way more frustrating than pallets.

    Exactly this. The survivors ping is the killers problem in this game and it will catch up to them in a nasty way if they keep going. I am waiting for basic hits to become validated with a little note at the end of the game asking to stop by the store.

  • Well it wasn't because he was overperforming so what is left?

  • @Sonzaishinai said:

    Like how you never hear from this for how long the patch is out.

    Otz uploads a video and then people talk about it.

    That said i do want those addons reworked. Even if it isn't a "shoot yourself in the foot" addon combination anymore. It's still bad.

    Both effectiveness and gameplay wise

    You need to actually play killer and also play legion to figure it out. most people on here do neither so were blissfully unaware until OTZ told them.

  • Depends if you are stuck in mmr hell or not. To survive you need your team. If your mmr is low enough then you essentially have no team as they don't do gens and don't last long in a chase. Now you are stuck in a perpetual downward spiral of doom if you can't camp the exit gate since hatch is meaningless for mmr.

  • No point bringing this up. Survivors hate him and would rather they deleted the character. The devs nerfed him on request by the survivors and will never change it back because cosmetic sales.

  • It would actually help if they would show us what they are seeing to influence these balance decisions instead of just saying "because fun" All that does is lead you to the conclusion that x main went to twitter and cried while wearing out the leave game button every time unfun thing was used.

    Balance---> window

  • The developers actively removed exhaustion or severely lowered the time during the addon passes for killer. Why would they add this? they clearly don't like survivors having disadvantages.

    Now if killers got a hindered penalty when the survivor is exhausted i could see that being implemented.

  • Most killers don't say anything unless the game really really screwed them over. If they do complain it is usually about the game or developers and not the survivor player themselves.

  • Ping is to low to play survivor. If it is a ranged killer i may as well point at a hook since i will get hit at every pallet after turning a corner.

  • The only counter to boons is to remove the player so it makes sense.

  • Play killer and find out.

  • @jesterkind said:

    It might help to realise that, especially with Shadow Step specifically, you really don't have to break it immediately. It's a good action to take in the downtime after downing or hooking a survivor- which is probably going to happen pretty close to the totem since they're running to it to make use out of it.

    The killer's time is valuable, so you shouldn't waste it snuffing a totem when doing that doesn't really help you very much.

    This is still detrimental to the killer. Instead of hooking a survivor and heading directly to the gen with 2 survivors on it to stop it and use pop, You waste time to walk to the totem and stomp it.

  • @vacaman said:

    I don't know if you have found a solution yet but now that DC penalties are off keep in mind. DC = 0 MMR lost. So if you know what to do you will only win MMR...

    So this is why the first person i down disconnects.

  • @Clowning said:

    We're getting our own "elo hell" posts now. Never thought I'd see the day.

    Since surviving is all that matters and the hatch doesn't count, ELO hell is a real thing in this game.

  • You are not allowed to stop survivors using Exhaustion perks. Every addon rework either removed exhaustion or made it so short that it doesn't matter.

  • Who is this Deathslinger character? I heard they deleted something but wasn't paying attention.

  • Make it thicker so there is at least one slight downside to them.

  • @[Deleted User] said:

    Don't.

    Play, let your MMR fall to where it may.

    When high MMR survivors can't get matches, and new survivors aren't having fun, they'll address it.

    Sadly there is a soft cap that the devs can adjust to keep survivors happy.

  • Yep.. you can get stuck in mmr hell as survivor since the hatch doesn't count.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583328#Comment_2583328

    Not really considering they gave him engravings buff


    A buff would be removing the time penalty. This was just QOL that changes nothing about how he feels to play

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574556#Comment_2574556

    I think it's the principle of it.

    Nobody should be harassed over a game, much less in such a terrible way.

    I guess I'm just in denial that the community has gone so far downhill since I started playing. I never used to get hatemail, maybe once in every 20 games. Infrequent, but still unpleasant.

    Now, it's legitimately every other game and I guess I'm just hoping that it'll return to how it used to be. I suppose I need to stop that and take steps to protect myself, but it really scares me that these people are still out there likely doing this to other people too.

    Toxicity on the survivor side is glorified while toxicity on the killer side is shunned and looked down on.

  • PP head has way to many counters and is the most telegraphed killer in the game. He can do better than a basic m1 killer, but there are better options that won't be frustrating to play.

  • @SoylentPixie said:

    I mean, the devs could nerf exhaustion perks into the ground but we all know what will happen. There will be a new meta, survivors will adapt to use it well, and then it will be called OP too.

    At the end of the day, I'm not a fan of exhaustion perks (admittedly because I use them so little I tend to forget I have them) so I'm good either way, but people need to come up with a better idea for things they find annoying than just "Nerf it into the ground" That's not asking for balance, at least not balance for both sides, that's just going to the extremes due to frustration.

    Some people have some decent ideas, but the whole "Nerf it, it's not fair' idea just makes me roll my eyes when either side does it.

    Base survivor with coms is op. Just look at otzdarvas latest experiment where he won 85% of his survivor matches with no perks. Perks are the icing on top that tip it over the edge.

  • @XombieRocker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583167#Comment_2583167

    I'm on ps4 with cross play on and my killer wait times are very short in the evenings.

    I've only encountered 2 hackers in the last year, so I guess I'm lucky.

    If your wait times are short at any time then your mmr is really low. This is why you have not seen any cheaters since their mmr will be high.

  • EGC was only made to solve the problem of holding the game hostage.

    Anything involving inconveniencing survivors will never be put into the game. The developers called mori's "TOXIC" live on stream ffs while keys just got a little mention as though they were perfectly fine. If that doesn't tell you how deep in the survivors pockets they are then i don't know what will.

    They will never change generators. They will never put another objective in (for survivors). They will never address SWF and they will continue to nerf killers that survivors DC against or parrot the word BORING on twitter to them.

  • Wait times on my nurse have started to rise even without using gen defence. Tempted to crash my mmr again since all that awaits me is long q times and cheaters.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/289229/nurse

    Embrace the feeling. Enough people start sweating at nurse and maybe BHVR will stop listening to survivor mains.

    Nah.. they will just nerf nurse again. 1 blink with a 10 second cooldown.

    in Nurse Comment by Zozzy
  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581492#Comment_2581492

    Won't hear any arguments from me that the game should be slowed down a little, but immediately abandoning the attempt at a second objective everyone's been clamouring for for years is not the way to go.

    So, condensed version because I and others have already wordwalled about this before: If Boon totems can be broken, that means that they are no longer a second objective, they no longer waste survivor's time, they no longer become a fun new mechanic that has any effect on the game whatsoever. They become a temporary annoyance that the killer has to deal with on top of their regular duties.

    They should not be breakable. Survivors should want to be returning to the same spot over and over so the killer has a chance to catch them out of position and not working on a generator.

    This is not a second objective for survivors. This is 1/4 survivors planting a boon far away from the remaining gens giving the entire team a massive advantage or 1/4 planting a boon in the main building to hide scratch marks.

    This IS another objective and massive time waste for killer though.

    A second objective for survivor is something they have zero option to do and stops or slows the gens.

  • @baseballfan4877 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580556#Comment_2580556

    yeah really.. even slowdown perks are feeling pointless these days.

    Ruin= Cleansed before you can get any value

    Pop= can't use it because the gen you want to kick, that is being worked on, is across the map and they will just finish it before you can even get to it.

    Corrupt is probably the only one that seems to be effective at doing anything to promote actual gameplay... but even then gens can fly and your totems may be targets in that period.

    2 man gen speeds should have been nerfed from the beginning of the game. It is more efficient to work on separate gens at the start but better to 2 man them at mid to end game. 47 seconds at the cost of only 2/4 survivors is ludicrous and should be tiered at 80-65-47-36

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580375#Comment_2580375

    SWF its the true enemy that kills balance in this game solo play its different.. as soon as 4 people are in your match with meta perks and in comms they rule the match no matter what you do and you are allowed only to kill someone if they make mistakes wich turns in the most frustrating games a killer can face.

    Careful, saying anything bad about SWF will have fire and pitchforks coming after you with the obligatory "why do you want to punnish us for playing with friends?" and "don't you have friends" strawman arguments. Along with "not every SWF plays like this" to try justify and ignore the many that do.

  • He got bashed down a couple of tiers by the nerf. He only just barely made some lunge hits at loops before the nerf and against decent survivors + boon totems, hit and run does not work.

  • Leatherface actually makes it to high mmr thanks to kills meaning more than anything else in the game.

  • @zarr said:

    I think he makes a few mistakes in his conclusion based on these statistics.

    He shows that using items resulted in a ~30% survival rate increase for his group, but he does not give a reason as to why items should not be that impactful. After all, as he knows and has in fact himself shown in the past, killer add-ons can also easily increase a player's kill rate by considerable amounts, there are add-ons that basically categorically change how powerful a killer is. The idea obviously being that they balance each other out to extents.

    Further, he merely showed that every single survivor using an item (and the best items, at that) increased the survival rate. However, it is almost never the case that every single survivor is using an item, let alone the best items. And in solo (as well as duo) queue, it is vanishingly rare. I'm fairly confident that I have not had 4 styptics in my last... 1000 killer rounds. I can't actually remember the last time I saw it, I think it's happened a total of 2-3 times in my years of playing this game. Singular items have to retain a certain impact potential, they cannot be balanced with the idea in mind that there's 4 of them in a match, because that contradicts the gameplay reality of the vast majority of matches people are actually playing in this game - it would not be good for the so-called live balance.

    And then he used the actual survival rate to argue items would be too strong, but he was playing in an SWF with 4 veterans totalling more than 20000 hours. And using voice communications. In public matchmaking, such a group actually playing to win will of course win most of the time, just like a veteran killer wins most of the time. Not only that, but skill and experience as well as voice comms will absolutely affect how effectively items are put to use. Using a toolboxes charges at the right time and right location for instance can be the difference between it enabling the survivors to finish a gen they would have otherwise had to fight hard for, or it not mattering at all because the killer can defend and regress the gen again.

    The best thing BHVR could do for top-end balance has been obvious for years. It is not feasible to bring solo up to the level of SWF: not only is there the coordination of loadouts, tactics and strategies that random players will never have, but no amount of information the game could feed solo survivors would compare to voice communications. And even regardless of that, it's been years since BHVR said they want to bring solo up to an SWF-like level, but in those years basically nothing has happened in that regard, apart from them again sometimes saying they want to do that.

    The solution is to nerf SWF. One of a variety of ideas for a sensible nerf would be this: Every perk can only be present in an SWF once each; every item can only be present in an SWF once each. Show survivor loadouts in the lobby to other survivors. Easy, fast, reasonable and effective way to bring SWF to a more balanced level that also addresses the specific concern of the power levels of the best items, as well as concerns with the abusability of certain perks in coordinated loadouts (e. g. stacking 4 Streetwise with 4 toolboxes, or 4 Vigil with 4 Sprint Burst). It would also lead to more loadout diversity and encourage the use of different perks and items people usually have little reason to consider.

    Addons can't be compared to items since you can find items for free and they can be used for multiple games. Addons are one and done for killer and without cheating they can't sustain them if they require iri and purple to be decent.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579155#Comment_2579155

    Isn't that crazy? Wonder how such a thing could works as being exhausted on the ground is a thing.

    I had my suspicions before i saw the vid. I have had plenty of games where i bump up against a survivor and just wait random amounts of time but they refuse to use the deadhard. The moment i do a quick swing they activate it and avoid it.

    I played a nurse game yesterday where i could not bait a deadhard from one of the survivors, no matter how close i blinked onto them they would not use it until i swung and then pop. off they go, even if it was directly into a wall while not looking behind themselves.

  • @Tr1nity said:

    tbh the devs should killswitch hacks

    They just need to spend a little money on anticheat instead of sitting on the licence from 2016.

  • Just found out Auto deadhard is a thing from a youtube vid that showed the cheats.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578132#Comment_2578132

    If they know where she is because of the sound, there is no mindgame. I don’t know why this is so hard to understand. Before, neither person knew where the other one was. Good survivors used the scratchmarks to mess with her and misdirect.

    If you tell a lie frequently enough then people start to believe it is true.

    Back in the day people said infinites were fine and required skill. The devs fell for it and even said it themselves on stream. A week later Tru3ta1ent got held hostage for 3 hours at the infinite on ironworks. After this they changed it and put holes in the walls.

  • @Aven_Fallen said:

    "Actually surprised at the killer w/ no items/perks results"

    What? You mean Killers dont have to stack 4 Slowdown-Perks to get decent results? Surprising! /s

    https://forum.deadbydaylight.com/en/discussion/comment/2577857#Comment_2577857

    Comms dont do much when you have experienced Survivors. If those Survivors all had 5k hours+, they know what they are doing. Sure, it will not be entirely optimized, but this is not needed. As long as you eliminate the Potatoes who waste their time doing anything but Generators or just crouch around the Map, you are immediatly in a better position as Survivor. You probably dont really have a weaklink or at least this weaklink is not THAT weak.

    On the other hand, if you have a casual SWF, Comms also dont help that much. Someone who is not good at Chases will not benefit from Comms.

    I never understand your argument i this area. You always bring up trash players as a reason for poor balance while ignoring what good survivors can do.

    Are you trying to tell us crap survivors can never get better so the game should be balanced around zombies that deadhard into walls?

  • Daww... How is it going down there at MMR 300?

  • Make killers AI and remove the option to play them!

  • You can't and that is the point. the developers want the boons to be up at all times to give new players the safe space they demand.

  • @VicThor said:

    What I don't understand is that why they have to nerf something to the ground. They have increased his aiming....ok. But why they have to touch the terror radius too? Couldn't they wait a bit to see how he performs...

    So they can ignore it and focus on more survivor things to implement and buff.

  • They will go after Blight with the "boring" argument that seems to work. Probably nurse as well.

  • but... they spent 14 precious seconds giving the entire team free healing and the ability to bring flashlights or loaded toolboxes instead of a medkit.

    That 14 seconds totally balances out the reward (ignore the killer spending time to find it and dropping chase or ignoring a gen to snuff it)

  • That was the point. only killers are allowed to have lose lose situations and 50/50 guessing games. survivors must 100% know exactly where and what the killer is doing at all times.

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