Zozzy
Zozzy
About
- Username
- Zozzy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@CWill22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461911#Comment_1461911
How is this toxic then because there is no item (like toolbox, brand new part) the survivors are just on different gens. So are survivors supposed to just wander around until the killer gets a hook.
The survivors didn't do anything wrong. The toxic part is on the developers for keeping the survivors objective grossly unbalanced compared to the killers.
SWF just makes gens obnoxiously efficient and fast.
-
Face towards the direction you want to force them and follow until they reach a point of no return. If they just W hold then there isn't anything you can do. He is artist 2.0 and the slowdown is enough to reach the next loop in most cases.
-
@gendoss said:
Yeah I really hate going against the Dredge. I hate how it's impossible to outplay him as a survivor because he can just hold out his husk thing, walk around the loop, teleport to it, and hit you every single time.
I don't even think he's that amazing of a killer he's just unfair with no counterplay.
Hello target audience.
-
Should be able to break unused locks since you need to attack it and it takes an equal amount of time as a survivor locking them.
-
He is artist V2. Just leave the loop when he drops remnant and he will be slowed enough to make the next loop.
-
Boring is facing a cookie cutter blight for the 70th time or a fully stacked range and recharge nurse.
-
For the same reason you see NOED get used every time its a wraith. He got gutted for no reason because low tiers complained to bhvr.
-
Yes it would be op.
-
Hello target audience.
-
Now do it basekit with no addons.
-
They took it out because... i have no idea why. Killers are not allowed to have counterplay?
-
@TheMadCat said:
I stopped to read the end game chat, because in my server, if you dare saying GG, everyone is against you. No matter if you won or lost. GG? Nah, everyone else in the lobby insult you for killing/escaping/dying.
I wanted to be polite and say GG everytime but the fact everyone's angry each time... It makes me super anxious.
Its because gg means something else in this game thanks to this community.
-
Still have not played against one....
-
They won't. They are just going to give you one of two evils that will still leave it overpowered but slightly less so.
-
Good players are in SWF groups and only use solo to do challenges or tank rank.
-
Nothing is hit and run as long as COH is in the game.
-
Everyone else rages at you then goes to your profile to abuse you or set their followers on you. Reason i avoid streamers .
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2991507#Comment_2991507
people still do that?
Yep. How else do you thing these content creators always get killers that fall for all the survivor "techs"
Just look at some of the most popular survivor streamer's youtube page. Everything is dedicated to making killers look stupid.
-
In the end he is still just an m1 killer. His anti loop has the W hold counterplay because he is slowed down and lockers can be locked twice to mess with his teleport and prevent value.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2991708#Comment_2991708
It's not the Survivors fault that BHVR has encouraged anti-fun games.
They keep demanding they nerf B tier killers. It really is their own doing.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2991511#Comment_2991511
To be fair, that's not really an issue with the matchmaker. You shouldn't be waiting 15 minutes for a Survivor lobby.
It's an issue with the game itself that nobody wants to play Killer.
Why not? It's a product of their own making after all.
-
Tanking their rank so they can bully new killers and get some variety other than nurse and blight every game because they gutted al the other killers.
-
A slow and predictable m1 killer?
-
We also need something on par with permanent map wide coms (white listed cheats with this games balance for the sake of money) and an E button that just gives a free down when timed correctly.
-
@VonCrow said:
This is an asymmetric game. 4 vs 1 or 1 vs 4.
This means the side that is alone should be strong enough to win any 1 vs 1, but the team with 4 people can win if they work together. At least, if you want the game to be as balanced as possible.
What I mean by this is that if you were able to run the killer for 5 gens then playing killer would be absolutly miserable and no one would do it (the ammount of players playing killer is low enough already).
I would say that with an equal skill you shouldn't be able to run the killer for more than 2 gens, but the killer should drop you the moment he realizes that you know how to loop and he needs to focus on another weak survivor (if there is one).
If you can run them for 2 gens then you actually ran them for 4 or 5. You need to remember 3 gens are done in 80 seconds and the last 2 are done in less assuming the survivors double up.
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2989468#Comment_2989468
Personally, I would rather have a weaker but fun killer than a boring but strong killer.
You have one, Onryo. Enjoy
-
@Nefer90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2989730#Comment_2989730
Search hug tech on Google. It's long to explain. Sorry man.
Oh.. you do the twitter thing where they put a * so they can say what they want but not show up in a google search.
-
@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/2989729#Comment_2989729
He isn't loud
His tells are when he's close
Slow when not in nightfall
He can exit lockers and break locks with no cooldown with a basic hit
He can just waste the resource because people constantly lock lockers
I'm only complaining about his speed because I can't tell if he is slowed but he is also relatively new so I have to get used to it but the points you made can be just simple answered.
Nightfall doesn't happen that often
Survivors don't fall for his anti loop, at least in my mmr bracket.
Who wastes resources? the survivors i face only use one locker bolt at a time and it forces me into that locker.
I have not been able to surprise a singe survivor since he came out.
-
What's with the title?
-
@dbd900bach said:
The only slowdown Dredge suffers from is when he's holding his power. Otherwise he isn't hindered ever unless he's on cooldown.
The great thing about Dredge is that he can abuse his power with little to know consequence. You can use it as much as you want, whenever you want, and you'll never get any blowback. I think more killers should be designed this way rather than be handicapped by their own power
NO! killers must be day 1 noob friendly or they are OP!!!!!!!!/s
He isn't even good so i have no idea why people are complaining. Once survivors figure him out then he will fade into obscurity like sadako.
He is loud
He has massive tells
The teleport is slow and not stealthy at all
you can deny his power with the locker bolts
Teleport priority to force locker bolts.
-
@Phasmamain said:
There’s no infinites on dead dawg and most the pallets are awful. That alongside its small side makes it pretty killer sided so long as you let the high up gens go early
There is. If you run counter clockwise and use the side balcony vault it will always break chase and you can't catch up as killer.
-
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2988573#Comment_2988573
You think they will nerf the Turkey that quick?
I don't think nerfs are necessary tbh
No, people will just stop playing him if he can't win against sentient survivors.
Just like sadako.
-
If he is b tier then it will only last the first week.
-
Linux is opening the door to even more cheaters.
-
@jakubr21 said:
Well I am not surprised she is using bugged range addon.
It isn't bugged..... The teleport has a hard cap of 1.5 seconds. Longer range = faster teleport.
-
@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2986026#Comment_2986026
A problem for who?
Survivors making abundant mistakes can make any killer and add-ons look like Overkill. The opposite is true of Veteran survivors proving that even nurse doesn't ensure easy success.
For all the players that claim nurse is an easy 4k it's odd that her kill ratio isn't tipped upward even with the learning curve.
Using the kill stats is grasping at straws for an argument.
Look at how she plays vs how other killers play. One requires a bit of effort to learn and the others are hold W and hit.
-
@Zeon_99 said:
That's why this game should never remove DC penalty. This community can't handle something like that and not completely abuse it. Heck, I'd abuse it like crazy if I ever go against a Pinhead or Nemesis.
such random killers to hate.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2986010#Comment_2986010
Player with 6000 hours on a single killer is on a streak, killer must be busted? You don't understand how that's subjective? If the people at his skill level (Comp level teams) were playing him EVERY GAME, he might never get out of single digits. It has been pointed out so many times that at high level - escapes and kills of particular players become exacerbated by MMR failing to find competitive matchups. That's not a Nurse problem. It's one person who invested a massive amount of hours in the highest skill-cap vessel in the game. There's at least one survivor winstreak over 300, documented. I don't even want to bring that up because NEITHER are indicative of the health of survivors or Nurse.
I don't care about your post history - what you are saying in this thread is wrong.
Then why use him as an example?
Not much point continuing this argument as there is no evidence that will ever change your mind. I mean, you do have a nurse for your profile pick.
All we can hope for is that they find a way to make the other killers actually viable and then deal with nurse afterwards.
-
@DemonDaddy said:
It's not a solo problem or an issue of the killer's design.
Players that really struggle against nurse should invest some time playing her. No I'm not talking about survivor mains that quick switch over to their almost bottom mmr killers. Put the effort in until you reach those survivors that make nurse feel hard pressed to continually apply pressure.
What if you play her daily and still think the addons are a problem?
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2985996#Comment_2985996
Since we're delving into subjective bias territory, I'll counter your no with...no. You're just wrong. There's a reason they recoded her and didn't change her fundamental gameplay or add-ons.
How am i biased? im a killer main and mostly complain about how busted survivors are. The biased ones are the people defending her.
It sucks and i know why people want the devs to leave her alone. The other killers just plain suck with the current way the game is balanced. But it doesn't mean that her addons are fine because people get wrecked in their first 10 games and then give up.
Just look at my post history.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2985986#Comment_2985986
Have you watched his streak? He gets players that don't know how to play Nurse and he gets players that do. The latter are significantly rarer and you can see the fits they give him every time they come around.
Edit: The guy also have several THOUSAND hours on just Nurse, he probably has almost every object width, every weird angle, every nuanced trick memorized.
His 200 streak isn't concerning, it's indicative of his massive commitment to the character.
No. The 200 win streak is indicative of how busted she is in a game catered towards survivors. He makes multiple mistakes but is able to claw back a bad game just because of the addons. I would love to see him get a 200+ win streak without the use of addons.
It takes a fully coordinated comp team who is also stream sniping to make him sweat. and he still beat them!
There is no argument that with range and recharge she is broken. Without the addons she is still difficult, but at least beatable.
-
She is fine base kit but somewhat broken when you use range and recharge together. once she is on you, you don't have time to do anything. This is speaking from experience since all i have been doing is playing basekit nurse for 2 weeks, and when i do use her addons, the game is over at 5 or 4 gens.
A guy with a 200+ win streak during mmr times is not exactly helping anyone's argument that "nurse is fine" for people quoting superalf.
It just bugs me that people are trying to get a nerf in by saying ranged addons are bugged when they re not.
-
They reverted the animation changes...
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2985158#Comment_2985158
Those things don't happen every match. They're outlier scenarios, and any given time that they happen isn't going to swing your MMR all that much.
It has to happen to you almost every match for it to actually be a flaw with this matchmaking system. Otherwise, it's just bad luck. Bad teammates lose you games in any game where you have teammates, it doesn't mean that you didn't lose or that the game itself needs to be changed to accommodate.
That being said, I believe the devs have said they're looking into adjusting the system so losses like that don't lower your MMR by as much, which I think is a good solution to that 'problem'.
I can see that it doesn't matter what i say, you will flip to fill some weird narrative.
Once you reach a low enough mmr it does happen almost every match. A killer can only get so bad since the base mechanics are so simple, while survivors can easily be worse. It may just be my experience, but i have seen others post the same thing on here.
If you really want to test your theory then tank your rank and try to get out of mmr hell without SWF.
-
@Watery said:
I think one issue with the DBD balancing is a problem of not understanding how game design works.
Fundamentally speaking, player feedback is very important- but the DBD community cannot come to a consensus due how polarized each side is from one another.
And that doesn’t mean it’s the playerbases fault for this, either— it’s a loss of a major source on both sides. Much of the feedback DEVS use is, invisible, only by testing which is much more private.
https://forum.deadbydaylight.com/en/discussion/comment/2985052#Comment_2985052
We also need to come to the understanding that a good game developer does not necessarily have to play there game to be good at balancing it. An objective perspective to these problems is mandatory, that way biased balancing problems can be avoided. A huge problem is, is that there’s not enough good feedback, either. A lot of it on this forum are people who feel they’re being persecuted for playing a certain role- going for both sides.
This leads to a large sum of feedback being isolated because of it’s weird attachment to the games social culture. We have norms, reactions, & stuff. It’s weird. But the point is, much of the players experience could greatly improve if players did not care what the other, their experience would vastly improve. A large sum of the feedback in this forum are usually related to camping, tunneling, while far fewer address true gameplay design problems. A great example of what a community feedback loop should look like is the Onryo. People have in-depth critiques for their kit.
PTW puts this pretty well:
“However, these decisions must be backed up by careful consideration of the data; they can never be based on emotions. Players have the leeway to make emotional pronouncements, but developers can’t trust that input. Decisions must be supported by what the data shows the players are doing in a game, versus what they say they want. It may surprise some to learn that it’s not the volume of what players say in forums that causes changes to games, but what the data shows is happening. This discrepancy stems from the fact that players may know that they’re not having fun with a game, but they may not always know why.”
When you provide surface level feedback, it leaves the deeper root of the problems to fester like weeds, which is also apart of the game designers responsibility. A lot of game design truly comes from statistical data that has been shown on stream a few times. This method is known as telemetrics.
“A good forum thread can do the same progress as dozens of phone calls.”
However, don’t get me wrong: The balance is on the devs. But the resources they use to draw judgement have their problems, which leads to problematic judgement or inaction.
Edit 1: Acknowledgement; I’m not specialized in game design. I do have some introductory research analysis classes under my belt, however. If by chance my understanding of this subject is uninformed or incorrect, please do feel free to correct me.
The community already said maps are bad and oversized. Then we got the game, RCPD and eyre of crows..........
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2985133#Comment_2985133
Would it?
Would it actually reflect your skill at consistently winning the game better than just measuring how often you win the game?
Yes.
How often you win isn't up to you as an individual. You can be the best survivor in the world, but you won't win if the killer ignores you and just kills the other survivors, leaving you for last.
On the flip side, you can run a killer for 5 minutes and it won't matter if the other 3 refuse to do a generator. if the old system was refined, it wouldn't matter if the other 3 survivors were awful, because you would be able to show your ability to contribute towards the win and hopefully be matched with like minded survivors, leading to easier victories.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2985108#Comment_2985108
If you're going to make a ton of changes to the emblem system so that it functions purely as a matchmaker and not as a progression system as well, isn't that basically the same amount of work as implementing a basic, standard MMR system?
At least this way the emblem system gets to exist as a progression system too, without that part being sacrificed to make it actually work as a matchmaker.
It would reflect an individuals skill better than escape or die 🤪
You have no influence over the other 3 survivors and what they do, but you are being judged as if you do. If the old system was refined then it would better reflect the effort you put into the match.
-
@jesterkind said:
Because those things are great at giving immediate feedback, but get unwieldy if they have to function as a matchmaker. This is provable, because the old matchmaking sucked.
The reason MMR systems only look at win/loss for the most part is because over a large group of games, winrate is the most universally applicable proxy. You aren't punished for playstyle, different characters with different abilities (killers in this case) aren't penalised based on what their abilities are designed to do, and it's hard to continually get false positives-- and if it isn't hard to do that, that's a balance problem, not a matchmaking problem.
TL;DR because it works better to do it this way in most cases.
Old matchmaking sucked because the devs made it suck.
The safety pip was a bad idea.
They increased the range you can be matched with to alleviate wait times.
They made getting a pip easier, and it got easier the lower your rank was.
They practically took away rank reset meaning everyone eventually got bunched up at red ranks.
-
@GoodBoyKaru said:
It's been confirmed as a bug and should be fixed from PTB to live.
Which comes out tomorrow, in fact. So we'll see.
He will still glow like a lamp. just not from across the map.
-
@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2984732#Comment_2984732
Didn't spooks get exposed for being extremely problematic? Not saying any of them were in the right but still
He plays basement bubba sometimes, because people want him to and has a series where he exposes toxic streamers who tell others to commit no life. If that is problematic then i don't know what to say.
He actually helped Mathew santoro and snapped him out of his rage.