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Zozzy

Zozzy

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Zozzy
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  • No, everyone will just play the most powerful survivor and there will be no variety.

  • I wish they would get rid of the windows store version. Most of the hackers (obvious ones) i have gone against are from there and it seems that's where they go after being banned from steam.

  • i was trying to break a gf out when he was just walking at me in the open. it would start and stop for no reason when neither of us were moving.

  • @gendoss said:

    Yeah I don't get how people can call him "mostly ok" to deal with when he literally has a 75% kill rate. Whenever you get into a game with him there's only a 25% chance you'll actually get out that game

    That 75% kill rate is heavily boosted by survivors giving up and pointing at the hook the second they find out it is a freddy

    It is also boosted by someone disconnecting and they count the other 3 survivors.

    Kill rate is a very poor balancing metric in this game and they are only nerfing him to stop the crying.

  • If they keep elodie they need to bring back Kate's original voice.

    I can't stand Kate's voice after the rework.

  • Because the killer can't really do anything about gen rushing, it is baked into the core of the game with 4 survivors vs 5 gens and it just failed game design, and any perk that helps against it gets nerfed into the ground.

    Meanwhile survivors have 4 people, Decisive strike, Borrowed time, Unbreakable, For the people, Soul guard.. etc.. etc.. to deal with tunnelling.

  • The simple solution is to make the hook automated and get rid of space tapping.

  • @DeceptivePastry said:

    This may be a weird thing for a killer main to say, but I think DS is somewhat essential and wouldn't be opposed to it being base. But at the tradeoff of a slight nerf, either in duration (down to 45-50 seconds) or it should go back on cooldown conditionally such as when you work on a gen for more than 5 seconds as if you are free to work on a gen for a period of time then you aren't being tunneled. The way killers tend to play when there is no obsession, easily tunneling players out of the game, just goes to show how important it is. I've seen it said that the devs claim it isn't supposed to be an anti-tunneling perk, but I think it's healthier for it to be that than it is for it to be 60 seconds of survivors feeling invincible and acting completely unafraid of the killer.

    Agreed. It is fairly obvious that i am biased towards killer, but even i know that DS is a requirement in this game if you want to spend more than 2 seconds off the hook.

    The problem i have is that it punishes killers that are not tunnelling and allows survivors to advance their objective while denying killers to advance their own.

    DS needs to be pure anti tunnel. This means if you touch a generator, ds goes on cooldown.

  • It would be even better if they added to the queue.

  • They like him down there in the least played. spirit is soon to follow because survivors speak her name too...

  • Interesting post since they are actively reducing exhaustion addons with every killer rework.

    Survivors ask, survivors get.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880135#Comment_1880135

    After reading this post. I went to queue up as killer. Right now is 822am. Prime time for survivors and longest wait time for killers. I put a timer on, on my phone, and hit ready at the same time. I got into a game exactly at 4 mins 20 seconds.

    So why don't YOU speak for urself.

    my killer is instant.

    Weird.

  • @WeenieDog said:

    "You don't need to win everygame or feel like you have authority every match just maybe relax and enjoy the small things on occasion"

    Do not recommend. Tried it and the game ended in 5 mins. Regardless of which side you play, the snowbally nature of dbd mean if you give them an inch, they'll take a mile.

    It isn't about winning or losing.

    If i lost and it feels like it was my fault then i don't mind, but the way this game works it just comes down to math and the rotten core of the game.

    there is no mindgame in most loops if you know where to stand. Many loops are full of gaps and holes to see the killer or their glow making them boring and unfun to deal with.

    On the other hand when i play survivor i go "man i screwed up!" or in the case of huntress "######### LAG" when the killer catches me. it is never because the killer did something.

  • eh... i guess it is because they have technically come out of their power to hit you where as all other killers are still using their power.

  • I am sure they will give it its 4th side grade some day and not fix the problem or change what the perk does...


    I would be fine if ds didn't allow survivors to progress their objective while denying the killer from completing theirs. If you are really being tunnelled, then you wouldn't be on a generator right?

  • @Pig_Is_Pog said:

    i’m seriously after some tips on how i can stay calm going against deathslinger. i’m okay going against any other killer but deathslinger makes me so aggravated and i just completely loose my composure.

    Its not that i struggle going agaisnt him or anything, i just find him so unfun and annoying. getting shot from yonks away and hit is the worse feeling and you just don’t feel outplayed, it feels cheesy and not right.

    Normally i just kill myself on hook against him, not because i want to be that one player or ruin my teammates game but i just hate everything about him. i’m sure they all wanna let go on hook aswell.

    What are some ways that yous don’t get pissed off when going against a killer you don’t like?

    If you get shot from far away it is the same problem as huntress.

    By the time you see him raise his gun, you are probably already speared on his screen thanks to the tick rate and range killers tendency to have suspiciously high ping.

    I just give up against Huntress these days if i get hit 5 steps behind a wall.

    At 20 ping survivors always seem to be able to react to me aiming before i shoot and it isn't in obvious situations like the corner of a wall or something where they would just naturally guess and try to dodge.

  • If it is fine then why do we have so many complaints?

  • Tired of survivors wanting 100% counters to everything.

    The killer player deserves some input into whether or not they hit you. Not rely on you making a mistake or being bad.

    Did you ever think that maybe you are terrible at mind games and can be read like a book?

    Try running spine chill. It works wonders against her and wastes alot of the killers time just starting the chase.

  • @malatruse said:

    The good news is, you don't have to use it if you don't want to, you will still have the faster reload.

    But no green or brown expansion addons

    No exhaustion addon

    No blurr addon

    Makeup is ruined, cigar box is ruined.

    So he is base clown with faster reload and only 2 addons that you would use. One being purple so you won't always have it.

    Glad i didn't play him much.

  • Scottjund has already proven it does nothing. You gain an extra 2.5m using it to traverse the map and throwing it at a pallet and then breaking is slower and loses you distance.

    The update is a net nerf when you look at what was removed vs what was given.

  • I was trying to play survivor today but the wait times made me play another game instead.

  • they literally said "people hate change" and "it will take time to get use to"

    I hope they prove me wrong and don't release it, but with wording like that it doubt they will. Just because we get use to something doesn't mean we like it or that it is good.

  • @EvilClimax said:

    ah yes press E to automatically outskill the killer. Dh vs Nurse is broken, dh for distance is literally uncounterable, even if you can predict it.

    If used for its intended purpose it's balanced vs normal killers, assuming it works (big assumption).

    I stopped playing nurse because of dead hard after her nerf. you need to outplay every survivor 3 times for a down.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875903#Comment_1875903

    rewarding does not help against toxicity, in the end its a lost game all togehter but atleast a system can be put into place that completely removes any gain for the killer

    but you need to defend the hook.

    You are literally asking the dev's to put a magic safety bubble around the hook because you want easy unhook points.

    You know how to deal with "camping" do ######### gens until the killer leaves instead of unhooking before they can even take 2 steps away from the hook.

  • We should be rewarding the killer for leaving not punishing them for staying..

    Any punishment you put in play also screws over legitimate killers, even now killers get -1 or 2 for following a survivor to the hook before chase starts.

    Can't expect much more from salty survivors though.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875169#Comment_1875169

    Are you talking about a delay on gas spread? Otherwise I don't know how detonation delay would work on clown bottles.

    You need to wait 2.5 seconds after the bottle breaks to get the speed bonus.

  • It will be MOM level soon. they want to buff it to work with their crappy servers. this means they are going to make it take kills away from killers like grabs are survivor sided.

  • @SilentPill said:

    I mean plenty of killers are pure chase and no mobility. There’s nothing wrong with that.

    I am just worried because I hear there is a detonation delay on the gas now; which I think would make him worse.

    Not that I think he is terrible or anything, he is pretty beastly in a chase with good addons and perks.

    Good news! They removed the good addons that you are thinking of and added a speed bottle with a 2.5 second delay!

    Still a flat nerf in my eyes until we see how it plays in a real game.

  • @Vraixen said:

    yep a lot of the times is an "ass" saver but i mean... you should be aware of these perks.. we can't nerf everythings just because sometimes is annoying

    Meanwhile killers perks get nerfed because they are "not fun"

  • @FireSunBloodyMoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870511#Comment_1870511

    That's what I'm saying, that I will continue to use only tonic! The antidote can only be used when it is necessary to quickly get from the hook to the generator! But this is ridiculous! Spend a bottle to accelerate (10%) for 5 seconds ... Now I use a thick cork to reload bottles faster. For me personally, nothing useful was added to the Clown, but at the same time the bottle of solvent was changed! Which will become completely useless, like most other improvements!

    ether vol 5 and 10% removed, cigar box ruined, makeup ruined.

    Most things that added to the purple bottle were removed. extra blurr removed because mind games are not allowed.

    in Clown Comment by Zozzy
  • SWF is bad because communication removes the only thing a killer has going for them.

    Against solo players you hook someone and nobody knows who is going for the save or what is happening. This causes multiple survivors to leave gens giving more time to the killer.

    SWF just go

    " oi Bob, is your ds or bt still up?"

    "yeah."

    "Jane, what's the killer doing?"

    "Walking towards shack"

    "Oh, thats where i am"

    "Bob go save"

    Now we have 2 on gens one saving and everyone aware of where the killer is...

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870568#Comment_1870568

    More or less, except you could throw it right in front of the survivor so it triggers around when you walk into it while the survivor gets no benefit.

    Assuming they don't change directions or are more than 2.5 seconds away.

    You could get the same result with less effort on live clown using the addons they are removing so i don't see how this is a good thing.

  • Stand in a corner or exit gate and go watch a movie or something. I never play against OoO, they can have an easy game without me.

  • @AetherBytes said:

    I'm not even sad I'm saying this, clown needs a fix to that bottle speed bonus. Most loops, even safe ones, are almost unloopable now, and even early drops offers almost no safety. I love that the devs finally gave clown some love, but this is almost absurd. with a tonic'ed survivor and an antidoted clown, thats a 40% speed difference at base, with no downsides at all to clown. That's enough to make most pallets useless against him as he can run around the loop faster that a survivor can leave it.

    Only by the time you hit them, swap bottles, throw the yellow one, wait 3 seconds, get the boost. The survivor will be at normal speed or camping the pallet like normal.

  • @DBD78 said:

    Buffing reload makes him weaker?

    Small agitation effect using antidote on downed survivor, or antidote before pallet break to faster catch up to survivor, run faster to gens etc I can see good uses for antidote also. But if you don't like antidote play old Clown with built in Cork Stopper then.

    The only nerf is Solvent Jug addon change, but Acid Vial is buffed and Pinky Finger, Flask of Bleach, Ether 15% is still there so yeah.

    Purples are still there but the yellows are gone.

  • They are doing this to all killers. Huntress is next with her addon pass.

    The $$ doesn't like it when you deny a free escape.

  • @xcross said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867634#Comment_1867634

    That is sort of incorrect tbh just looking at the charts alone she has one of the lowest kill rates even lower than that of clown, and clown is still getting a rework before her. Plague just isn't that strong not because she is mechanically difficult but rather on top of her having to deal with with her preexisting objectives she still has to go out of her way to get her power. I would say even clown is more mechanically difficult than her but it's just the simple fact that they kind of ignored her. She is never talked about and no one seems to mention her on the forums because no one wants to play her since she isn't strong. Setting aside her kill rate you look at her scoring and that's a mess as well she needs a reworking system to score her correctly. This is why like oni I think its better if she can just activate her power from a distance once an active fountain is up. Plus this wouldn't be too strong because it already exists with oni and his is an instant down compared to plagues.

    eh... ONI is also mechanically restricted while using his power and is all about angles.

    Plague can freely aim her power and shoot over structures making it way more powerful.

  • Why do killers need to break the walls instead of survivors wasting their time building them?

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867644#Comment_1867644

    It is detrimental to gen speed, when everyone is infected her gen pressure is insane!

    Giving her higher mobility or more detrimental effects when sick to survivors just pushes her way over the balanced line, short of maybe a 1 second hindered effect while vomiting! I for one wouldn't slow down whilst vomiting if I was running from a killer that wanted to kill me!

    Then she is back at square one with no reason to cleanse and her fountains are useless.

    She is the tallest killer in the game and shows over many loops that the other killers don't. this makes mindgames with her impossible and stealth is impossible.

    Perhaps survivors being infected should activate her ability to teleport to any fountain? the more that are infected the faster she gets to teleport?

  • @Chchchcheryl said:

    Plague is completely balanced and actually one of the stronger killers in the game! She has alright mobility and a powerful but balanced ability with a no win scenario for survivors until they use every single fountain!

    Also, not being easily tracked and not being broken is certainly incentive enough to cleanse, you go back to full health and won't be found by the plague every time you touch a gen!

    Skin wise Vommy Mommy does need more attention for sure! All her skins are basically the same thing, very lacklustre, prestige III is cool though

    The only reason survivors would cleanse is if it is detrimental to looping or gen speed. Everything else is irrelevant.

  • @Exerath1992 said:

    Idk man, I have an original ps4, barely decent internet, and played 3 games last night with no issue. Do you live in a rural area?

    I have a base ps4 with great internet and it is terrible. I even recently took it apart and replaced the thermal paste and it is better, but still shockingly unplayable on new maps.

  • @TWiXT said:

    A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:

    1. Give survivors the Hindered status whenever they vomit for the duration of the vomiting (roughly 1.5-2 seconds). This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive.
    2. Also while a survivor vomits, give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which require direct interactions, otherwise the Plague has to infect them and objects herself every time. Adding this will make the sickness spread feel more like an actual Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
    3. Allow her to channel corrupt fountains from afar. Like Freddy's Gen Teleportation power, but I can't decide If I like the idea of her Teleporting to corrupt fountains which uses it up without giving her corrupt purge, or if she should simply be able to gain Corrupt Purge from across the map at the expense of her movement speed for 5 seconds. On one hand, If survivors cleanse they give her either incredible mobility or the best ranged attack in the game making it her choice in how to use them, on the other, she doesn't have to go to the fountains anymore and can gain her Corrupt Purge right after initiating a chase while giving survivors a small window of time to try and find cover, or gain distance from her. Either way would be a buff saves her precious time.

    With these 3 changes, she would make life a little more difficult for survivors and really emphasize the choices survivors make regarding whether or not they cleanse, and when to do it strategically. With the first 2 buffs, infecting the whole team and chasing survivors is given a stronger edge that would encourage them to try and cleanse asap, but then with the 3rd buff, they are either giving her the ability to traverse the map quicker, or gain Corrupt Purge at more ideal times without having to go out of her way to obtain it. I Like these 3 buffs because they keep balance in mind and allow her to focus more on the chase and keeping up pressure on the map, instead of how it is right now: where she spends the majority of the beginning of the match trying to infect as many survivors as possible so that she'll be able to apply more pressure by the mid-end game. This is incredibly time consuming and frustrating for the player, and the infection mechanic itself doesn't really pose enough of a threat to survivors that would encourage them to cleanse vs remaining sick.

    It's why I came up with these suggested buffs, but please tell me if you think they would make her too strong to go up against, because while I believe they have balance in mind, I also mained Plague for about a year since she initially came out... so I admit I am a little biased because I just want to see my go-to girl match up more evenly with the better designed and streamlined killers like Spirit, Bubba, and Blight.

    Giving her that power mid chase would be to strong so i would go with the teleport idea.

    It gives her nice map pressure at the expense of vile purge. This would only work if being sick actually did something other than being injured so it needs to be detrimental to repair or looping in some way like you said (the devs will NEVER do this to their top paying customers though.)

  • @StuMacher said:

    and in all fairness... there is way more survivor side DC when the game isn't handed to you than there are lobby dodges in my experience.

    example: we brought 4 flashlights and you brought Franklin's and lightborn. It happens regularly.

    oh wow, never bother to read the date XD

  • They did.

    They fixed it by the ps5 and xbox x coming out with stronger hardware.


    LOL

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865838#Comment_1865838

    Ok bro but you literally just made a thread questioning how the clown power worked

    Just never played against a clown that wasn't using the ether bottle addon so i can't tell from my survivor games.

    I lobby dodged for a while and got some survivors where it seemed to work normally. i guess i just had some survs with good gaming chairs.

  • @JPA said:

    An easy way to tell if they've been hit by the cloud is when they scream. Maybe you're just getting near misses and potentially had a laggy set of games or something too?

    Yeah... not new to the game.

    I know what clown does, just never bothered to play him beyond dailies or without addons. Literally my least played killer.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865793#Comment_1865793

    Have they actually said that? Really?

    Boredom? The struggle timer is like two minutes. If you can't pay attention for two minutes while your friends try to rescue you, and are immediately bored, that to me says more about the player than it does the game. And "the only thing we can come up with to keep our players engaged is an aggravating button-mashing mechanic" is just bad design. There's no excuse. None whatsoever. Yes, they are SUPER tone deaf.

    paraphrasing but yes they did....

  • They think it reduces the boredom and engages the player. (as said in a stream)

    They are horribly wrong and tone deaf to peoples complaints.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865767#Comment_1865767

    Seriously, if you aren’t catching up on survivors like a bat out of hell after they’ve passed through a full gas cloud, then something is bugged with your copy of the game.

    I play Clown without add ons on a very regular basis and can still down survivors very fast at loops.

    HMM..........

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