Zozzy
Zozzy
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- Zozzy
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Comments
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I hate the servers and the killers ping. I know he is fine when he has low ping since survivors are always able to react to me and i have had the occasional game where i could react to a deathslinger.
It is the ones at 80+ ping that have already shot you by the time you see the gun raise.
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@FrootLoops said:
I would counter that breakable walls was a very clever solution to the problematic infinite loops. before the rework came in a lot have maps had really strong infinite loops where killers would have to just abandon chase. now those infinites are more of a finite resource, just like pallets. sure a survivor will escape while you spend time breaking out a wall, but they can't just run back to that same loop later in the game and expect safety.
So at the start of the match you have to decide if you want to spend time shutting down the infinites or go find survivors to chase. if they run to main building then kick out the walls in chase. that way you have taken a survivor off of a gen as well as eliminating a strong loop. it's like taking the time to kick a strong pallet
not really.. they still have to much defence outside of the "infinite" and being an infinite just means breaking it is not optional.
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@Lexilogo said:
As others have said, it's well established that Dead Dawg is very much killer-sided.
Do NOT waste time destroying breakable walls before chases start unless you want to throw the game. Maybe do it once or twice, but it's a calculated risk every time you do it and yes, if you decide to go on a wall-destroying quest, the Survivors are gonna punish you by getting gens done.
Think of them like pre-dropped Pallets that are also permanently Entity-blocked. Would you waste time walking around destroying them, too?
Do we really need another azerov? this map is basically the same only there is no choke point. just the old fashioned god building that everyone runs to like the "old days" and you trying to protect the gens far away from it...
Its so boring and this mechanic can be made so much better.
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it isn't just this map or just the killer side of things though.
The doors screw over survivors too. just look at the school map. The killer should waste some of their time blocking off the school for the advantage it gives against the survivors.
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@[Deleted User] said:
Dead Dawg can be very killer-sided due to how it tends to spawn two gen clusters. It's best to focus on protecting the 3 or 4 gen that spawns in the gallows corner. You get basement in shack half the time on top of that.
Yeah but i would rather they fix it so we don't have 30 minute stale mate games where i hug the cluster furthest from the saloon and hope they can't reach it by the time i catch up after giving them a free sprint burst from hitting them.
Even with the walls broken the saloon is a huge time waste.
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@Slashstreetboy said:
The blatant hacking epidemic is one of the few things the community is unanimously upset about. BHVR need to step up their game. First, they need some kind of anti-cheat software that detects hacks (one that works, to clarify) and more importantly they have to relieve the witness from the burden of proof in cases of hacking. If your anti cheat software does not work (it doesn´t) at least save the replays of matches that are flagged with hacking reports. It´s kinda baffling that unless the playerbase as a whole records their gameplay all the time, the hackers reign free. Support legit says that unless you provide more evidence, your ticket does nothing. Even if you happen to be recording the reporting process is so cumbersome.
and spend money that could be making their investors money!?!?!?!?! LOL
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@aEONoHM said:
They need to find additional ways to create mind game opportunities for both sides. Looping is only really fun for the survivor. I know it's a F13 mechanic, but maybe some sort of stumble mechanic? Not really a looping alternative though...
It's easy to create mindgames with the current tiles.
- get rid of all the conveniently placed holes that survivors can look through
- get rid of the red stain or give the killers the ability to temporarily turn it off BASE not a perk.
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A couple of recent suspect games i have had are a survivor that took 3 hits to the back with bubbas chainsaw and just kept on running out the exit.
A death slinger that cross mapped to the locker i got in before he hooked the 3rd survivor and just hung around the area until i got out and he "luckily" ran into me. No whispers, no hatch.
The game is broken and EAC does nothing. you can only report obvious cheaters who don't care and the ones that hide it just look like good loopers or hide it behind perks.
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Nurse and billy were done on purpose.
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The stats say a day 1 survivor with zero knowledge has just as much worth as a survivor with 5000 hours. AKA the game will always be unfair and killer changes only happen when survivor q times get to long.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1905431#Comment_1905431
And survivors find this worse than being camped and tunneled because...
It prevents them from doing 4.9 gens and farming the killer for points with minimal threat.
It brings the completion time of the killer and survivors objective marginally closer where the killers is still way slower in comparison.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1905376#Comment_1905376
How is a killer using Undying Ruin boring? He is playing exactly as survivors always wanted. He has to apply pressure by spreading the damage. He can´t camp or tunnel, because then Ruin doesn´t work.
So how is that boring?
Because "applying pressure" actually has an impact with ruin up.
Without ruin that gen sits at 90% while you chase them allowing them to just finish it after being saved. With ruin that gen potentially degrades to 60% forcing a swf buddy off their own gen to stop regression or lose time.
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Ruin and undying does literally NOTHING if the killer isn't pressuring gens and survivors. The perk does nothing if survivors don't let go of the generators so how is the killer being carried?
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@GhostMaceNotCrusty said:
I love this design, dont get me wrong, but I think their trying to go for a more immersed experience with the game and the quite silhouettes dont make the cut
how is an ugly coloured jpeg of quinton's face immersive?
Silhouettes are way better.
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God i hope it does.
Sadly survivors pay the bills so they will twist this hidden "mmr" for the best survivor experience.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1899917#Comment_1899917
It wont get patched. They don't know how. If they could then hits through pallets would get fixed as well.
Depends what you mean by "hit through pallets"
Do you mean drop the pallet- take 2 steps and then get hit?
Or do you mean start dropping the pallet and get hit half way through?
They moved the stun point to the pallet being half way down.
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Can't wait for this to be patched out 3 days after bhvr read this.
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Tired of moonwalking holding the game back.
I think it is great that they are getting rid of it.
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Just play for yourself until purple ranks and use your team as bait and points.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891791#Comment_1891791
Now your just overreacting I literally played Billy and got a 4K in under 10 mins that’s bull he’s still the best killer even with the overheat
And i got a 4 man at r1 with trapper no addons or perks.... i guess he is top tier op to?
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To be fair, the only update they can do to Deathslinger and spirit that the survivors would be happy with are making them simple loopable killers with a power that is determined by the survivors or their mistakes with no real input from the killer.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1891220#Comment_1891220
Can this guy tweet about optimization in DbD? 😢
Would be cool after like 4 years
It did get potimized. Sony and Microsoft released new consoles that can handle BHVR's poorly coded game!
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@valvarez4 said:
The game now is: overpowered killers that have instadowns, so many helps in chases, bloodlust, hundred of perks to find survs. If a mach last much is 4k for every killer, so survs only can gen rush to try to escape.
This way in a year a mach will last 5 min and would be so boring.
The part you are forgetting is that nothing has changed for survivors so.. survivors have always had the ability to bang gens and get out whenever they choose.
the only difference is that now if you farm the killer for bp, you need to know what you are doing and your team can't stand around picking their nose. Back then 3 survivors could be afk for half a match and still win.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1891718#Comment_1891718
Hey. Cleansing totems is important.
Lots of games you should have won are lost to NoEd.
Just open the door and leave. Not exactly hard...
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1890568#Comment_1890568
Most good survivors will take a hook to complete a gen. Survivors only need to complete 5 gens, but there are 12 hook states between all survivors. It is more than beneficial to get caught by the killer if you can finish a gen, so if the gen is almost done a good surivor will keep working on it hoping to complete it before you yank them off or hit them.
This is not abuse, this is good strategy.
Try playing survivor for a while and tell me if hitting survivors through windows doesn't feel killer-sided, or dropping and vaulting palettes doesn't feel killer-sided, or dodging huntress hatchets doesn't feel killer-sided. You'll change your tune pretty quickly if you play the other side as well.
The sad thing is, even with all of this happening to survivors. they still win because there are 4 of them and the small benefit a killer might get for cheating in this way is minimal compared to abusing "latency" to lock the killer in an animation while you complete the gen in their face.
Like you said. It is more beneficial to be hooked and complete a generator because survivors objective is comically tiny in comparison to the killers.
This is exactly why grabs need to be determined by the killers client like hits currently are.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1890617#Comment_1890617
Not true. This happens more than you think. Like how you can get hit by the killer through a window despite having run several steps away already.
This is a common occurence and happens all the time.
Because that killer has high ping. i don't see where you are going with this?
If you are talking abut falling, your hitbox stays at the window for a while.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/221206/grabs-being-survivor-sided
Dude.
Latency issues are a problem for everyone not just Killer.
You're only basing this off your experience, obviously you only play killer, not realizing that Survivors also have to put up with latency problems all the time, especially with things like Huntress hatchets, vault hit registration, etc.
This is not survivor-sided this is just the reality of internet gaming.
Nice assumption. sadly i want to pay more survivor, but the wait time is horrendous.
Killer is boring as ######### in red ranks thanks to swf.
I am aware survivors have issues with latency and killer hits (mostly huntress) and i have voiced my hatred for huntress players on this forum because they usually have suspiciously high ping.
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- huntress
- Ghostface
- Twins
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890671#Comment_1890671
Yeah ussylis maybe. Aaron annoys me he just clicks or teabags too much it seems. Idk the vids I seen just put me off of him. I was taught more advanced techniques by azame and the basics by noob3
And that is why Azame wants Deathslinger nerfed into the ground. her/ him ??? "advanced" techniques don't work on him but can be copied and pasted for every other killer.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890243#Comment_1890243
It´s just my genuine reaction to the way the tiles are spread in this particular setup. This is so insane :D
You ran it well, a Killer that needs to M1 stands literally no chance there if the Survivor is competent. Sure, you can force the pallets eventually, but it´s not feasible to do in a reasonable time frame (and with the other 10-15 safe pallets on the map in mind).
Shows how balanced this game is when survivors are this confident...^^^^^^^^^^^^
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@Pig_Is_Pog said:
https://forum.deadbydaylight.com/en/discussion/comment/1890764#Comment_1890764
ok well explain why when i dead hard and i get exhausted on the floor, the game even takes my exhaustion away. The game recognises that i dead harder but yet i still have to deal with being exhausted on the floor. explain that then please?
waiting for an answer from you.
Fyi the devs are about to fix that by making Dead hard worse for killers like me with low ping. looks like they will make it survivor client sided to.
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@Pig_Is_Pog said:
as i like to call these “Phantom Grabs” are not exploited just, ping. These phantom grabs work the exact same as being exhausted on the floor with dead hard does so logically if your saying grabs are survivor sided your also indirectly saying that dead hard is killer sided. does that sound right? absolutely not so no your argument is completely invalid and illogical.
Then explain why a killer can get 1000 ping and hit a survivor from the moon, while i can grab someone and see the animation start on my screen only for it to be reversed and the survivor put back where they were.
The game literally checks its self and denies what the killer is seeing.
I have literally had them on my shoulder and still been denied.
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@Xyvielia said:
Wonder if there will be a built-in MMR function where intentional hook suicides are catalogued, thus affecting those player’s over rating?
Even so, getting matched with players who leave on 1st hook is probably inevitable.
I’ve had numerous matches where players leave instantly on 2nd hook, proving detrimental to the match we otherwise would have easily all escaped had they stayed and played it out.
unfortunate
People usually insta leave when 5-4 gens are still up and everyone is crouched around the hook after a 2 minute chase.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1890615#Comment_1890615
That's what's meant to happen, and what these survivors expect should you mess up the timing.
The timing is nothing to do with me.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1890587#Comment_1890587
Unless the survivors are tampering with their connection, then it's no exploit. It's simply the game performing poorly.
focusing on the wrong thing.
It shouldn't matter how bad the survivors internet is if the grab was determined by the killers client like hits are.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890591#Comment_1890591
Actually they could be exploiting their ping to lag enough that you can't grab them off a gen or hook them. Tru3 and otz have faced it before their ping goes up to like 5k freezing all their actions meaning they cant be hooked or grabbed.
Possibly, i forgot to check the pings while this was happening.
I doubt someone would try 3 times unless they know the killer can't grab them.
This just emphasises my point. the grabs should be determined by the killers client like hits instead of the server / survivor client.
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@indieeden7 said:
Okay, I've been grabbed off of a pallet before despite having already finished the vault animation, was that the killer exploiting the lag?
If the killer is using a vpn then yes. because that is the only way to get a ping high enough to do that.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1890596#Comment_1890596
This has literally been a tactic since the game as P2P, because it makes it harder to grab, but not impossible.
Then it should automatically hit them instead of doing literally nothing over and over and over.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890568#Comment_1890568
That's still not the fault of the survivor. They committed to a gen, you went up to grab them, you got screwed by the garbage servers and they managed to complete the gen. That's not the survivor intentionally exploiting the game. It's like if I said that Huntress players are exploiting dedicated servers and her awful hitboxes. They're not, they're just playing the game, it's not their fault there's a specific issue that benefits the Huntress and is bad for the survivors.
If they committed then they wouldn't let go to mess up the grab. They KNOW i can't grab them.
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@Chchchcheryl said:
In all actual fact, this is a connection problem more than anything. There is no exploit, just ping.
that is the exploit.
i have 20 ping so it isn't me that is the issue. My ping also highlight that grabs are survivor client based or it would work every time, just like killer hits work every time even though from the survivors pov it is nowhere near them when the killer has high ping.
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@ALostPuppy said:
"Survivors have figured out how to exploit the lag from grabs"
Lmao what? Are you people seriously now blaming survivors for dedicated servers? I have no words.
i have had multiple games where the survivor just sat there as i walked up to them and just happily completed the gen while i attempt to grab them. It isn't a one off occurrence.
Dedicated servers might be the cause, but like sitting under the hook while slugged, it is being abused willingly.
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@Mr_K said:
Time is all that it takes to reach rank 1. There's no defind skill threshold keeping you from it. It's arbitrary based on the overall player base skill level.
At least it would take longer and in some cases be impossible without the safety pip. Ranks would actually have some form of meaning compared to now.
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@Malum_Midnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1886997#Comment_1886997
Indeed, I agree Bloodlust is a second chance mechanic. Now that you’ve had me look at it in another light, it is weird that Killer’s have lots of aura perks, yet the survivor version, Object, is always being the topic of nerfs
Killer aura reading must be earned and have many many counters.
Survivors get aura reading on demand without needing to earn it and it is more punishing to the killer being able to run early and extend the chase vs a killer knowing where you are and warning you with their terror radius while approaching.
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Shows how balanced this game is when survivors are this confident...
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there was a rise of cheaters 1 year ago and saw nothing but suspiciously fast rank 1 survivors until recently (the last 4 months) and i have run into 3 survivors with god mode and had a 4 man swf all hooking themselves and then ending the game at 5 gens.
There has been a big spike recently and that "Hatchetface" guy just shows how useless EAC is.
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This is normal.
make the comments friends only or don't play killer / DBD. it has the most toxic community on steam.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1888269#Comment_1888269
It got substantially nerfed and then got a nice but less substantial buff in a Z patch right after the initial nerf.
2.6.0 was nerf #3 that tied DS to the 60-second timer and that reduced stun duration from 4 seconds to 3 seconds.
2.6.3, which I am considering part of this third nerf because it was just a quick tweak after the fact, made the stun duration 5 sections instead of 3.
So, basically, nerf #3 in my mind was the switch to a 60-second timer in exchange for a 1 second increase to stun duration. That is a massive nerf compared to the 1.4.0 version, regardless of whether you want to call 2.6.3 its own separate buff.
You forgot the part where enduring doesn't work against it any more.
And there have only really been 3 changes.
- everyone could use ds when picked up or save it for later
- The obsession can use DS when picked up but the other 3 survivors needed to wiggle to 35%
- DS activates after being hooked with a 60s timer. Stun time increased to 5 seconds. Enduring nerfed to not work on non pallet stuns.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1888284#Comment_1888284
Remember when killers could dribble survivors to the hook?
First they nerfed how often a killer can drop a survivor, then they removed it completely.
Same goes for Enduring. First it could reduce the time of the stun, then they removed it completely.
while also buffing it from a 3 second stun to a 5 second stun.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1888269#Comment_1888269
And each time it was stronger than before. With less counters.
nah. the first iteration had zero counters. the second variation, you could hook 3 survivors without much threat, but the obsession was instant ds. and now everyone is immune from the killer for 60 seconds while free to do gens each time they are hooked.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1886570#Comment_1886570
DS has been nerfed three times already. I think it needs a fourth personally, but it's not really accurate to say they've done nothing.
it got nerfed and then buffed actually..