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Zozzy

Zozzy

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Zozzy
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  • @Yamaoka said:

    Did you clip it ?

    nope. i have been on an extended break so have missed a couple of updates. I guess this means i notice things others have gotten use to.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844867#Comment_1844867

    Right?! How the hell is there not anyone within 10 levels of my rank?

    There is, but that team has been waiting longer so has no match restrictions.

  • To many survivors and no killers =^

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841860#Comment_1841860

    "dumb tech".

    @Topic:

    In general, techs like this should not be tried. If the Killer has at least 2 Braincells, it will not work, same with CJ-Techs. People who watch the videos should be shure that for the 3 times they show it in the video, it did not work like 100 times before.

    But against me, please keep doing CJ-Techs. Hopefully injured, so that I can the grab and not just the Hit.

    Only found out this was a thing today since i have had a break from dbd. How do you counter it? The survivor vaulted into me and i did not swing or hold the attack down and they just waited for me to turn around to vault back.

  • I see you don't like strong killers op.

  • The emblem system was invented to force interaction between killers and survivors in a failed attempt to cover the rotten core of the game. This was proven survivor sided by the depip squad, and recent tournament.

    If survivors want to win (escape) every game they can, but they will be low on bp and probably won't get a pip every game.

  • It had better not just be a time to open thing as a nerf since that literally does nothing.

  • Red ranks are boring and it is to hard to depip naturally since the black pip just requires you to move most of the time.

    Depipping is pointless though since ranks have essentially been removed and the game throws anyone against any available killer since there is a shortage of them.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795222#Comment_1795222

    How is Bubba " very strong"? You use a few windows against him and he's a regular m1 killer

    They made bubba weaker by removing his insta saw imo.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1797716#Comment_1797716

    Plenty of dead zones where there's no pallets for survivors? Where is this? I'll play the offerings. Half my game is kicking pallets gotten so annoying that I just used deathslinger for the first time in forever so that I can shoot you before there dropped.

    No idea... survivors have been crying about ormond but i am still finding pallets just fine on that map.

  • That is just the hatchet. Latency is when you run 5 steps and still get hit through the window you vaulted.

  • nothing said here will change what the devs do. whatever it is has already been decided on based on the survivor complaints.

    so... get ready for him to have a fully survivor controlled power with zero input from the killer.

  • why would you keep an open mind when the track record already tells us that he will be dumpster tier when they are finished?

  • I can't stand her because ping makes her unfair to go against...

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795551#Comment_1795551

    She's getting another iri addon, I don't see how that's not a buff.

    as of recent iri addons are akin to something like this

    "throwing your hatchet 2m away from a survivor will reveal the survivors aura for 1 second"

  • yeah... nah.

    When the lead balance dev says there is nothing wrong with OoO because the obsession normally dies while ignoring the rest of the outcome or how it feels to play against, then it is the devs that are the problem.

    they are about to nerf killers based on kill stats while ignoring that is is really hard to derank and they removed rank reset so red ranks have been polluted. They also ignore the plethora of games starting with mixed ranks making the kill stats even worse to take seriously.

  • @LobAutumny said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794171#Comment_1794171

    People get up in arms about SWF because they have a bad match here and there against a 4-stack bringing stuff like OoO and BNPs and sending them to Haddonfield and all that, and those bad matches stick in their minds more than the normal matches where they probably don't even realize they're playing against SWFs. So when they think about "how a SWF lobby plays," they think of tightly-coordinated players sending them to an awful map and absolutely destroying them.

    Really, my personal advice for how to deal with SWFs is to just do your best and accept that sometimes, you're just gonna have a bad match. Don't let it get you down. If people are sending you to Haddonfield and using all the strongest perks and items and making you look like a chump, don't sweat it. It happens, and it's not the end of the world. If you're worried that someone's gonna send you to a bad map, you can always try to put up a different map offering or a sacrificial ward.

    Unfortunately, coordinated SWFs can sometimes be near-impossible to beat, if you're playing off-meta or you aren't playing a high-tier killer. That said, if you're making the decision to play things you know are weak, you probably don't mind losing to good survivors anyways.

    They also make the problems with the core of the game glaringly obvious and make you realize that you only win because the survivors were bad or let you.

    Using bond in solo q shows you why the killer wins most of the time and it isn't because he was good.

  • Can always tell who is cheating after they mess with flashlights.

    Wish the game had a better anticheat

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795715#Comment_1795715

    but if the killer thinks hes going to double back he'll adjust his aim, thats a 50/50 with both sides having the same amount of info and have to play accordingly if they want to get a hit/down or make the chase last longer.

    And then the game gives a nice sound notification and a red warning beam telling the survivor where he is aiming followed by another sound warning and the actual attack that has travel time. If the survivor gets hit it is the survivors fault. The killer did nothing.

    Lets not forget that the killer stain also shows exactly where you are aiming before any of these warnings allowing an observant survivor to move out of the way the second you start doing the animation so his attack is the definition of useless out in the open or at low wall loops.

  • AFAIK they changed the blind to be within the killers sight and changed it back shortly after when people realized just how bad the killer fov is and cried on the forums that flashlight saves were to hard.

    it was still less than the 190 degrees they had (looking at old blind montages)

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795691#Comment_1795691

    No i dont want guaranteed ways to avoid killers. Pyramid head can still aim well and hit you. Just look at Survivors favorite killers, Oni, Billy, Blight. thiers no 100% way to avoid them thiers bunches and bunches of 50/50s you can be put into. Old pyramid head puts you in a lose/lose and so does deathslinger and thats not fun.

    INTERACTIVITY = fun. Thats it. Lets let both sides have it. No one likes going against DS unbreakable because it feels like forcefield and you cant do anything, No one like going against a freddy because it feels like you cant do anything.

    Aim all you want but the reason the survivor got hit is because they forgot that they can change directions.. zero input from the killer other than a blind guess and fingers crossed.


    Interactivity the way it is implemented in this game is boring. Oni Billy and Blight are all about angles and if you know them they can't hit you.

  • stand at the gate and move onto the next game with a fair team?

  • @RocketPenguin said:

    I think freddy needs some nerfs.

    I think we can all agree on the fact that red paint is completely op and needs nerfs at least.

    But his slows are just wayyyyy to annoying to go against because its just put mid loop and if your asleep you always get hit no matter your reaction time or skill.

    I think he definetly needs to lose the garunteed hits because thats what pisses off survivors the most. The amount of times i see freddies respect pallets and just wait for me to fall alseep to win a chase is just insane. Survivor hate comes from no interaction not strength of the killer.

    for the fact that he might be nerfed too much, im not really worried because i think recently the only nerf that went too far was billy but hes still fine but not were he should be imo.

    If you give the survivors a guaranteed way to avoid a killers power then we get Pyramid head. A killer that can only use their power when the survivor is stuck in an animation and can't do anything about it.

    AKA they become useless and boring to play for the killer player.


    The same will happen to Deathslinger if survivors get their way. Give a guaranteed way to avoid the spear and he will vanish from the game. Put a wind up and slowdown on him and he becomes huntress where jungle gyms are 100% safe against him with no threat.

  • Certain survivors want a concrete and mathematical way to "beat" all killers in a 1v1.

    Deathslinger is like spirit where you need to get in their head and predict them.

  • The emblem syatem was designed to force interaction between the survivors and killer if they want to pip.

    It is basically just a bandaid to try hide the rotten core of the game.

  • @Hoodied said:

    The easiest way to make killer adepts on par with survivor adepts is either have survivors double pip to get adept or have killers get either a 3k or 4k

    Both are "win" conditions

    They won't change it because consoles make changing achievements difficult.

    This is why keys will still remain at full strength because of the where did they go? Achievement while moris will be essentially deleted.

  • I just got adept on all killers by going down to rank 11.

    Not worth the effort trying to get it at reds and was actually fun to do.

  • For YOU to beat or your team to beat?

  • Most of the time a "gg" is only said by the winning side. So in this game at least, it has taken on a different meaning.

  • @ALostPuppy said:

    I'm glad other people are speaking up about this and it's not just me anymore. Billy is a joke now. Over the course of...6 or 7 months now? He was a pretty well respected and fun killer to play as and against. Billy matches were never boring. definitely needed an add-on overhaul but nothing more. That was the general consensus on Billy. Now look at him... Jesus Christ. I remember the patch notes from the day it started happening. They wanted to fix a "sound bug" he had that tbh I had no idea even existed. Then whatever sound they tried to fix ended up breaking his camera fov, his curve sensitivity, his first person animations and his third person ones, and made false saws on survivors and pallets happen way more frequently than they did (they still happen btw. A lot.) So either their code is actually this appalling or they were making undocumented changes to him, which isn't exactly a first for BHVR.

    But yeah, rant over, I'd make a post in the feedback tab but it never helps, especially when changes have already been made, BHVR are very stubborn about reverting changes.

    They were just the stealth nerfs they neglected to mention or it would have been fixed by now.

  • @Weeezy said:

    Devs, its been 5 goddamn months and Billy's animations are still ######### up. You would think that they would have fixed them with the new rework, but no. As a double engravings main, the overheat already makes Billy a pain to play. But on top of that, when I do hit I nice flick, I cant even see it because he looks so far down for some reason. The old animation was literally perfect, the flick looked clean, you could actually see in front of you instead of having to awkwardly turn your camera up and then back down. Please devs, do something about it because Billy feels terrible to play at the moment.

    They also moved his camera forward .

  • @TheRockstarKnight said:

    Everyone loses and makes mistakes.

    You're not going to win every game, but as long as you can identify your mistakes or come up with solutions to the issues you face you'll improve.

    If you're not looking to improve and just wanna have fun, play custom games with friends.

    Otherwise, since this is a PVP game, you will struggle and fail from time to time.

    When your "mistake" boils down to going right instead of left once, then there is a problem with the core of the game.

    Tournaments show how this game is. Even the botb tournament where they banned perks and crippled survivors, still had 5/5 gens being done every game.

  • @ZCerebrate said:

    Playing killer is easier than ever because it was downright broken the amount of "bullying" killers used to have to deal with in older iterations of the game. Old man waving his cane yelling, "Back in my day, windows didn't have a 3x per chase limit, Sabotage broke hooks forever, Infinites were everywhere, Exhaustion used to return while you were sprinting around looping, Balanced Landing could be run "alongside" Dead Hard due to secondary effects, etc etc)

    I'll only agree with @azame (because he is definitely a bit biased to one side as well) to the point that riskier and more interactive gameplay elements are "less" rewarding now especially if you're working off the incomplete info of a solo player. Why not just power gens asap, play around Blood warden and Noed and leave if the object is to just "win" rather than have more multiplayer interactions. The current tentative balance doesn't apply to everyone on a side because it's a dynamic centered around the masses or more specifically the "average" solo queue player without any outside communication rather than top players who can play optimally AND have another third party advantage that cannot be blocked completely for more than one reason.

    https://forum.deadbydaylight.com/en/discussion/195648/this-issue-needs-to-be-addressed-before-top-down-balancing-can-take-place/p1?new=1

    My current hill I'm waiting to die on is buffing these solo queue survivors to be on a similar level before continuing to bandaid the game while admitting that 3rd party voice chat SWFs are a thing but choosing not to address it by the only logical way that it won't kill the game. You can't expect any meaningful buffs to killers if you aren't using the "baseline assumption" that survivors have a minimum communication level across the board.

    If you don't want a competitive game and this game to be forced to be "casual" then survivors should bumble around like Fall-guys and the killer should flail about like Octodad... but people are obviously sticking with this game because it has that "magic" of good controls and mechanics in a lot of areas.

    They said they would buff solo survivors but have clearly thrown that idea in the dirt after they updated a PERK that should have been made baseline.

    If SWF are going to remain untouched because they generate money and keep the game alive. Then the devs need to admit how much information they have and just freely give that to solo survivors baseline, so they to can also ignore 90% of the games perks, and just run the meta bt, ds, UB and x unfun perk for the killer. Then buff killers accordingly.

    I am sure if survivors could permanently see an outline of each other and see the killer within x distance of the hook and a totem counter. It would change things drastically for solo.

  • @Mandy said:

    I think there's always going to be specific killers that some people don't like playing against (for me it's Hag) BUT I definitely don't support DC'ing against those killers, someone has chosen to play that character and I agreed to play the match the minute I readied up in the lobby. So regardless of whether you like the character or not - you play the game to my mind.

    As to whether or not Deathslinger is balanced or not, hard to say...I do think there are some issues, his terror radius is very difficult to distinguish and the ability to quickscope etc with no warnings can be difficult if not impossible to play around. But these are obviously not my calls to make.

    At 25 ping most people are able to react before i can shoot when going into ADS. If you make the ADS take to long (2-3 seconds looking at this games balance) and put a cooldown on his attack, then every survivor will just jiggle about forcing the slinger to shoot. this makes the harpoon just luck based since it has travel time and a pin point hit box.

  • It is unfair when used correctly.

    Killers need to outplay a survivor 2 to 3 times for a single hit (depending on the loop) meaning survivors can make 2 to 3 mistakes per the killers one mistake in a chase when using this perk. Then you have its ability to make distance (this part should be removed) allowing a survivor to reach loops that they should not reach or stretch out a loop far beyond what it should do and reset the chase.


    The perk also 100% counters killers like Blight and Nurse turning every survivor into a 3 hit down per chase.

  • Nobody is angry at survivors for using ds. They just want the perk to be anti tunnel and not anti momentum.

    The perk could have no timer as long as the survivor loses it whrn they do actions thar advance their objective

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663529#Comment_1663529

    It's sad when I see a R1 claudette run to a pallet, stands there waiting for me to get there and then drops it instead of looping it. It just makes me ask "How the hell did you get this high?"

    Because that is literally all you need to do if the others hold m1 on gens. Survivors only lose if they suck/make 600 mistakes.

  • @xGodSendDeath said:

    Maybe a better thing to ask over at the Steam forums. I know BHVR doesn't do anything about racist and homophobic chat from SWFs. I've reported players for doing that and they're still online a week later

    They don't look at reports without a video.

  • @Aneurysm said:

    Unbreakable

    Soul guard

    New we're gonna live forever

    Botany knowledge

    Autodidact / we'll make it (situational)

    Tenacity & flip flop (considered meme perks, are occasionally amazing though)

    Yeah but... then they can't take DS,DH,UB and BT we can't have survivors not bring all their second chances and expect them to use perks designed to deal with what they are complaining about can we?


    Killers on the other hand .. oh boy, just take 9 perks into the game or shut up and get good.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659859#Comment_1659859

    So what exactly are you pointing out with this one? Why should the store have any issues, related to your "coding" reference? All I read from it so far is "they make money, I dislike". Are you really saying that they spend tons of time into their game to make sure the store is not buggy, which they should better invest in fixing bugs? What do you think how much more complicated the store is to code, to relate game coding and store coding? What exactly is your point rather than ranting?

    I think it is more that most of their budget goes to art and design compared to game health (only 2 balance devs)

    we have only two people trying to balance the ever increasing pool of perks, powers and all these maps. A game with this much stuff needs more.

  • @tortrader said:

    https://forum.deadbydaylight.com/en/discussion/196012/why-is-the-dead-by-daylight-team-ignoring-us

    Ever think about all the bad manners from people posting here? Why listen to that??

    Bad maners are the result of the dev's actions.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658060#Comment_1658060

    The thing is that a SWF with a designated totem cleanser should not be the rule for what's balanced or not in the game. In fact, SWF by themselves should not be the rule for anything, since communication breaks a lot of perks and mechanics in the match.

    So just ignore a large part of the game that isn't going anywhere and balance around solo players making swf ungodly broken? Not that it isn't already.

  • His chainsaw is louder

    He makes a stupid roar to hand hold rank 20 babies that don't look behind themselves

    His camera was shoved further forward to create a huge sight dead zone infront of him to help rank 20 survivors 360 him

    He can't really pay around loops any more.

    His turn rate at the start has been nerfed and is now a big arc. i use to be able to 360 on top of the hills and now i can't.

    his movement is janky and the camera moves around to much

    He is dead. They listened to the rank 20 WAA WAA and didn't stop to think if this would be fun to play. You know, "FUN" that thing survivors are demanding other killers be nerfed around because they like to 1v1 for the entire game.

  • @Kind_Lemon said:

    Wiggling is a timer for the killer. The killer only has so long to hook you and can't bring you into the basement for every down.

    I agree hooks should be further apart, but only to maximize the distances killers have to walk to hook survivors. I do not support more wiggle outs.

    nah, spreading out the hooks will create dead zones that survivors will run to every time. Swf will also abuse this by body blocking the hook.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657973#Comment_1657973

    I dunno about you or anyone else on the forums, but I can see a very clear solution to the problem at hand. And the Devs will hate it:

    Unstack slowdowns and buff them individually.

    If they did this, it would almost certainly be worse then what we can achieve now so the game won't really slow down when used. I don't call +5 seconds a slow down.

  • Why? the survivors already lost the game., they failed to get the pity win hatch and now they should just get an easy escape out the door?

    Why don't we just get rid of the doors and hatch and just end the game when 3 survivors die?

  • @musefan said:

    Aren't the auric cells awarded immediately as soon as you unlock them?

    Only 50 at a time. any tiers you don't unlock are permanently lost.

  • The problem is that the funding all goes towards the art and cosmetic department. For a game with this much stuff in it we need more than 2 balance devs but that is all we have.

    They also seem to work on things that nobody complains about and make nonsensical decisions all while the same perks and killers are being complained about day in and day out.

    They also have players with thousands of hours who have a direct line of communication with them that they blatantly ignore for reasons that nobody can figure out.

    Updates to balance are literally glacial for a live service game and need to be frequently updated on pc while consoles can get the results in the chapter updates if that is what is holding them back.

    Nobody would complain if the dev's frequently tried things while being willing to revert the change if it is bad. At least the comunity would see things are being done instead of nothing.

  • @JordanMalicious said:

    I'm not sure I could ever fully describe how frustrating it is to be playing killer, go in for a juicy swing on a survivor that looks like a guaranteed hit ONLY to be turned in a direction I'm not aiming for, and hitting a random object or just swinging through air.

    Is there any way to fix this??? Is the auto aim just really really bad in this game?

    Next time this happens look what platform the survivor is playing on. It seems to happen more against console survivors or people with 80+ ping. Pc players and low pingers don't seem to grab the aim dressing.

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