Zozzy
Zozzy
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2107672#Comment_2107672
None, but full disclosure, I break off chases pretty quick. If I don't think I can close them in fifteen seconds, they generally aren't worth my time. I play Myers nearly exclusively, and Spooky Myers (Scratched Mirror + Boyfriend's Memo) is my favorite build. I play that on indoor maps with an offering, and outdoor too (which I call riding the lightning). My point being that I prefer to ambush and intercept over long looping chases.
I always take Play With Your Food, regardless of what type of Myers I'm bringing, and I'm pretty good about keeping my stacks at 2-3. That means with a Maniac Myers I tend to go into serious chases at 125-130% speed. In short, I don't believe in launching attacks that aren't as close to a sure thing as I can setup. I like to Herd and get my Survivors to 3-Gen themselves if I'm playing on the big maps, although I don't get that cutthroat in the smaller, indoor variety.
The reason I'm going into this detail is so you understand my context, and why I don't give a rat's patootie about Dead Hard. It just doesn't affect my games that much because of how and who I play. I do understand that it probably does bother different Killers more. I can't speak to that, because I don't have enough experience. However, since most Killers are faster than my Myers starting out, and could easily get access to Play With Your Food, I think they could work around Dead Hard too. I know I take the Merit when I play Trapper and Demogorgon, and have found it to work really well with them. I think the speed offset is what is doing it for me.
So you 3 gen with a 1 hit killer... this means you "proxy" camp as well because the hook will be in that 3 gen with a 1 hit killer.. i see why you have no issues.
If i basement bubba then i also win easily but it is so boring.
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@C4ke said:
I just don't want to play this game anymore. every game is 4 man SWF and I'm not even sure my MMR is that high. Even with the strongest killers, 3 anti-generator perks, slugging/injury tagging, their perks/items are just too good and communication too strong. I'm not talking every third game is like this. IT'S EVERY GAME. Past a certain point this game is no longer rewarding to play with MMR (at least as killer) I assume high MMR SWF's crush every match even against god tier killers. the first 3 generators go in like 2 minutes. This isn't fun. Revert old ruin to be useful against gen rushing? Make injured survivors do things 25% slower? Make SWF 2 man max? I don't know. This is just too ridiculous and un-fun to fight. That's all I wanted to say.
Don't worry. These survivors will be waiting a looong time for a nurse or spirit game while you are happily slaying lower skilled survivors when mmr hits :)
Who am i kidding? BHVR will relax the requirements and killers will still put up with these teams.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2107216#Comment_2107216
I don't know what to tell you other than I fight people with Dead Hard all the time and it has never seemed that OP to me. Every once in awhile it helps them escape, and more often than not it artificially extends a chase. I've never been too put out by the extended chase to be honest. Dead Hard is a Perk, 2nd Chance or not. Survivors and Killers both have them. And it isn't a "free mulligan" as the Survivor had to play one Perk down to use it. I've just never understood (nor shared) the passion against this Perk.
And for the record, I never run Dead Hard, just as I never run DS. I never got that consistent a return on them. My standard build as a Survivor is:
Spine Chill, Iron Will, Calm Spirit, and (Perk of the Day) depending on what I need.
I am getting sub 30 second chases with bubba and still can't stop the gates being opened purely from the time lost to hook and walk from the hook to the next survivor.
And you are telling me that an extended chase doesn't cause you problems?
######### me can we change survivor pools please?
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Did the right people see that year old thread where it was agreed by a dev that rat liver should be basekit?
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Zzz.
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Sounds like you gets lots of solo players.
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No different then any other survivor. They are all like that if you don't follow the rule book.
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They clearly don't since they actually put Trixter in the live game.
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Imo kicking Vic should put him on a longer cool down. I have kicked him and then he just gets spat out and downs someone else 3 seconds later.
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@Irisora said:
Yep they changed the audio a lot of times and somehow breaking footsteps and dying survivors cries in the process (also breathing). So unless you have a very expensive pair of headphones and/or a good mixing audio software you will be deaf as a molerat.
I can force my sound blaster to mute all sound behind and beside me while amplifying the sound Infront of me and still can't hear footsteps, only whimpers.
It isn't playable, but was interesting to see just how much they have muted survivors.
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@ThirdSealOPplzNerf said:
Just looked at some old clips and footstep audio is significantly clearer and more audible than today's footsteps. I feel like i barely hear survivors compared to a couple years ago.
The Devs have slowly nerfed survivor sound with each update. They made a mistake when plague released and adjusted it to far and people noticed and complained.
They covered it up saying it was a bug and later made a post saying they have "adjusted" the sound instead of FIXED the sound and it has been quiet/ getting quieter ever since.
Some more recent nerfs to sound happened when custom chase music started being made. The sounds survivors make is muted when chase music starts so they can make quiet chase themes and not have the killer gain an advantage. They also decided to mute survivors when they use a flashlight for some reason.
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@Yords said:
Audio in this game in general is just inconsistent and buggy if I'm being honest.
Wrong.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2101771#Comment_2101771
That has me consirned the obsession can see you mid chase occasional removeing any minigame at long walls mid chase. thanks for the answers
If you use nurses calling and they tap heal, they will be able to track you during a chase.
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I am more pissed off at the forced camera perspective. It gets harder to look down the faster you go, so speed addons make it worse.
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Update looks like they changed nothing if not made it worse. Balance wise.
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Won't change anything.
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@[Deleted User] said:
I think my favorite thing, is that you can face camp as bubba all the way to, and maintain yourself at red rank 1 doing it haha.
God bless. I think it's second only to when you manage to 360 a saw and save someone from a face camp; and the Bubba rage disconnects; that's up there too.
I don't know why you would be mad, it's an honor to be chosen by the bubba.
You really can't. being in proximity to the hook will destroy your emblems and stop you getting a pip.
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Agreed. They gutted him.
Cars, fences and even walls cause you to slide now and the camera forcing you to look "straight" is ridiculous.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2100443#Comment_2100443
then dont slug? I dont ever slug as twins and I do fine, again this comes back to "putting in the effort"
people dont want to put in the effort and just unintelligently tunnel-visioned on her being a slugging killer and thats it.
Compare it to Hag, every hag I find will place 3 traps around the person she hooks and return instandly....that does not make the hag a bad or one sided killer, its just the community not knowing and not caring to know what else she can do.
Otz considers hag one of the strongest killers and one that borderline needs no perks at all.
You telling me that when you down someone with victor you just ignore everyone you hear/ see and walk over to them to hook? pfft.
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@BioX said:
The twins are solid, people jsut dont want to put in the effort
No, people just don't want a 30 minute game of slug simulator.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2100004#Comment_2100004
But do you think any killer looks at two queues labelled 'free wins' and 'risk getting bullied' and voluntarily pick the latter?
The only way to fix Swiffering is by buffing killers to bust bully-strats, then massively buffing solo survivors to match their new balance floor.
Sadly the release of trixter shows they are heading the opposite direction.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2099973#Comment_2099973
And everyone is asking for it to be like SWF. So there goes the horror element
Because they will never nerf SWF. It makes them to much money.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2099140#Comment_2099140
Or it's because tapping a gen after it gets hit with pop is a stupid reason to disable the perk because stopping gen regressing next to a hook you've been on does not mean you aren't being tunneled.
You felt safe enough to progress your team then you are not being tunnelled.
Gen tapping should not exist anyway, you should be required to put the same time in that the killer took to start regression.
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@[Deleted User] said:
Being in a SWF doesn't mean they have a military style operation going on with comms. It's mostly just people chilling in a voice call. You're being outplayed and it's not because of SWF. Improve your gameplay. I have someone escape like once a month through the gates.
Swf keep people on gens at all times. solo leave gens because nobody knows who is going for the save. That is literally all you need to win in this game if you are semi decent at looping.
All a swf needs to do is call out "i am going for the save" and they are already leaps and bounds ahead of solo.
Then we get into teams actually trying to win and it just compounds it.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2097699#Comment_2097699
I don't care if I'd get more upset. I just want to know what I was up against, instead of guessing and never knowing for sure.
Exactly.
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I got him with shards and still feel ripped off lol...
The "buff" won't really do anything for him. He is still to slow to chase with and his weapon does nothing.
Laceration needs to be a mending action that the survivor can choose to leave in or remove. If they remove the blades it costs then time, if the keep them in then they are X hits away from a health state.
This requires effort so will never be done and it is to much of a good idea.
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@Wiggles_Diggles said:
SNMM test made for the most miserable time for me. I don't want to have to play slugging Nurse every game to have a chance at 2k. I dont want to face exclusively Nurse and Spirit. I don't want absurdly long q times.
Yes MM needs work but they way BHVR is going wont fix it. I don't play DBD as a competitive game, I play it to have fun. SBMM might mean me leaving the game depending on how it is. During the test I was at what I would consider to be a high MMR based of of my Q times and the people I was going up against. It made for an unpleasant experience on both sides.
I don't want easy games but I don't want games where I have to run the best killers and best perks item addons offerings ect.
This is data the devs need to balance the game. All they have now is muddy data that doesn't tell them anything.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2098773#Comment_2098773
If they don't relax the matchmaking those players leave and suddenly the top tier killers don't get matches. We saw this with the MMR tests, Q times for both sides were absurd, like a top tier Twins main had to manually create a game by contacting good survivors to 'stream snipe' them after they waited an hour for a match.
Having the top end players of your game get punished by not being allowed to play it is a really bad strategy for game longevity.
Furthermore, 4 man SWF is pretty common. Around 1 in 4 matches at red ranks as killer I play are 4 man SWF. Even 2 man SWF is a huge advantage as two players together are able to guarantee a win pretty much every game, and 2 2 man SWFs are about as strong as 1 4 man.
you don't get 800 kills with that killer because you are godly. you get 800 kills with that killer because there is no MMR and you get... spuds.
Don't get me wrong, he is good and knows his stuff, but as the "tournament" team showed he should not have won that much against anyone that can hold m1.
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@n0suchluck said:
https://forum.deadbydaylight.com/en/discussion/comment/2098762#Comment_2098762
Why do the devs have to cater to swf? Like how much of the population is swf? And when I say swf, I'm talking 3-4 man groups because those are more than likely the ones that will be paired with the top tier killers
Money.
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The problem is that if waiting times get to high for swf i think the devs will relax the mmr and shove lower tier killers against them like they do now.
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@MadLordJack said:
I certainly don't respect it any more. Most people have stopped using it because they can't abuse it, so I'm just gonna go ahead and play however I want, and if I get DS'd then it's because I deserve it.
Which isn't to say I automatically tunnel people, but neither do I go out of my way to let them leave. And if they get mad... Maybe run the perk that 3/4 people were bringing into my trials only a few weeks ago.
Exactly. If i run into a survivor on a gen i am not going to just turn around and walk away.
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@Zixology said:
You're not the only one. Unfortunately.
People are finally realizing that DS isn't a good method to reduce tunneling. You can still be tunneled right through it. You always could.
Yet, the devs and most fog whisperers actively promote that type of behavior.
EDIT: They promote it by saying it's not bannable since they consider ruining someone's match a "strategy". Giving this reason because someone is bound to ask.
And you will lose the game if the survivor is good.
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Why do peole think a 2 man doesn't cause problems?
That is still two people who what gens need done, what the killer is doing and where traps/ totems are when one is distracted.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2097832#Comment_2097832
Again that's NOT what I'm trying to say, example: with your logic we wouldn't have more than one exhaust, aura, or healing perk because why would we need more than one?
Now that DS is nerfed they will see all this gameplay that is going to be considered stale ,repetitive, and unrewarding for both sides, they aren't against tunneling but I'm sure they don't want every single game to involve that sort of gameplay and the more people that advocate for that and ######### on survivors on the here and tell them "just run DS" are gonna be the ones who get them buffed it never fails with this company, and when it happens I swear I'm gonna come back here and copy all these comments your saying and start posting them on your new complaint threads.
we had over 3 years of survivors happily using this perk in every game. If they keep running it and use it correctly then killers won't tunnel.
Nothing has changed, the problem is survivors are pouting and want their toy back.
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@Tsulan said:
Things that would improve the Trapper:
- getting traps from lockers instead of losing a ton of time by going to the other end of the map, to collect that one trap. Max amount of traps still applies.
- making it harder to escape a trap on your own. Stepping into a trap, outside of a chase, should be more punishing.
- allow grabs from people that are helping someone escape a trap.
- make the +1 trap bag base kit.
- change the darken trap addon to have a similar color as the floor of the map. No point in having dark traps on snow or indoor maps.
- add a camouflage addon, that creates a small patch of grass (rubble on indoor maps) around the trap.
I like the camo idea.
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Increase the radius of traps like they use to be. Survivors should not be able to squeeze past them where trapper can't
Add the grass back instead of removing it like they are.
traps are at minimum yellow darkening addon by default
he starts with all his traps or stitched bag base.
That's the best i can do without making him broken.
On the fence about dead hard ignoring traps.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2097510#Comment_2097510
If you seriously lack the brain cells to understand what I'm trying to say or to understand how the devs collect their data and assess the changes they make, there is no hope for you and I'm done with this convo because it's going nowhere.
I know exactly what you are after and how they collect their data, and if they do their job then their data will show that nobody is using the perk or they were safe enough to do a gen or heal.
I see no issue and neither should they.
We have an anti tunnel perk. It is called Decisive strike. What survivors want is a FU killer perk where they can do what they want, when they want and not be punished for it.
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@MojoTheFabulous said:
Your best chance at this type of challenge is to tunnel someone and hope they jump into a locker to hit you with DS. Grabs have been busted for insanely long, I honestly can't see them ever being fixed.
Actually the best way is to farm. i just drop the first one i catch at a gen while hitting it and they let me grab them.
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The best part is when they lie and say they are not SWF :D
We seriously need an aftergame swf indicator to tone down peoples ego.
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I doubt they even know grabs are broken. This would require a community manager or mod to relay the message to them.
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@Mazoobi said:
Ruin/Undying made solo que extremely painful and even though I play on swf which made it so much easier, a lot of players were struggling against it.
Spine chill and iron will won't always help a survivor in certain situations and it's still possible to sacrifice players who have those perks, but the whole ruin/undying meta really encouraged players to play swf (recommended) or bring perks that didn't fit their builds. It's somewhat hard to justify "said killer perk" vs "said survivor perk" since the roles are completely different and oppose each other, but I don't think spine chill/Iron will can really compare to the ruin/undying meta tbh.
Spinechill can be problematic and imo shouldn't work on killers like Ghostface in stealth.
Iron will is meh.. not like you can hear survivors in a chase anyway.
We will never get an extra mechanic to stall the game after undying.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2097031#Comment_2097031
I don't understand how an implemented mechanic is cheating? It's not like oh the devs just are ok with people cheating. They physically implemented it so people could play with friends. That doesn't sound like cheating to me if it's an implemented feature of the game.
No, they implemented it because people kept lobby dodging untill they got matched with their friends combined with bad steam reviews.
The game was not designed for it and it went 3 years before they started to slightly balance around it.
Everyone knows how to buff solo players to near SWF level, the Devs just refuse to do it because they know it is stupid levels of strong and will erase the already shrinking killer population.
I see it game after game, the same stupid formula with no counter. 2 on far gens, one ready to save and one on hook.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2097017#Comment_2097017
I'm a killer main FYI I don't care about DS I don't need it in a game and only ran it to troll, what I'm saying is if killers keep tunneling and having this attitude about it towards survivor on here YOU'RE gonna be the reason survivor gets buffed or a new perk gets introduced to counteract the gameplay
We already have a perk for it. Decisive strike
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2097287#Comment_2097287
As someone who plays killer and would rather go against a SWF team, I have to disagree.
Not everyone finds playing against SWF not fun.
You do you. but we have a distinct lack of killer players for a reason.
Just spend a day checking survivor profiles and discover how many of them don't even have the 1000 kills achievement or killer past rank 10.
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No, but remember that every time you load up with a 4 man squad, that is potentially one more killer that quits the game.
SWF is not fun to play against and the game feels different if not bad to play in as the killer. Even when you win it was probably not a fun experience.
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The game is easier and at the same time not easier for killer.
We don't technically have infinites any more (some still do exist for the 110% killers) and we don't have pallets directly next to each other any more but... now we have "pathing/routing" where the pallets and jungle gyms can be connected together because they are still to close. Most loops have zero mindgame and the devs are adding more and more pallets.
We replaced infinites that a slug could do with looping that requires some effort, but if you get good enough and cheat (stretched rez) are just as bad and can't be countered by many killers.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2097083#Comment_2097083
Most survivors hate that. Legion, even now when he barely inconveniences you at all with it; still makes a bunch of folks angry. So I doubt BHVR is gonna go that route again just to avoid the backlash Legion used to create.
But its a choice. pull them out or be one knife away from a health state.
Trixter needs something man.. right now he is junk.
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nope.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2097035#Comment_2097035
I got news for you, I'm the rank 15 killer and THE SWFs are the red ranks
Yeah but put that in context with your idea of fun. you will rank up to a point where you can't pip and barely get any points while memeing and having fun.
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@[Deleted User] said:
I like the laceration not going down idea but the "mending" is unnecessary. Make him like Ghostface where he's able to 99 people with knives. This would turn him from a lame chase oriented killer who must tunnel vision to get some sort of value from his power into a more strategic approach focused killer.
Main Event could work sort of like his "chase" mode. Make it active at will and maybe give him a faster movement speed than his normal throwing mode. To compensate, blades thrown during main event don't give laceration, so it's literally a chase oriented mode for him.
Nah, id rather be able to do something about laceration as survivor but it costs me time.