Zozzy
Zozzy
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- Zozzy
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Comments
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Rank mm was fine until they widened the rank gap and reduced how far you were reset each month.
Killers were avoiding red ranks leading to long q times for red survivors and swf, so they screwed it all up.
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My games were fine. Usually started getting red ranks after 5 games with an unplayed killer.
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@Volfawott said:
Honestly she looks like she's constantly trying to take a constipated crap.
Goes so well with the crouch pose.
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But what ever will they fill the track with to keep the grind just as heavy but also trigger the psychology of getting a new shiny?
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She is the Quentin of the girls.
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@KIKI_ said:
I think it is intended to be this way, so they can actually have concrete data regarding balance issues and hopefully do something for those poor low tier killers. But, it would take time.
Yeah, move the higher killers down to their level.
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Buy a change of clothes, preferably a linked set. It will make you feel better i swear!
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1529983#Comment_1529983
Did they not? For every complain a killer and survivor have, BHVR offers a solution.
NOED wasn't a Hex Perk, survivors complained and then it was made a Hex.
Self Care was nerfed many times to lower its time to heal and efficiency.
BBQ was nerfed when they allowed to hide Auras inside lockers.
Killers complained about DS so much, and BT, that they introduced Pyramid Head's mechanic to eradicate the use of those perks.
Killers camped, BT was introduced.
Killers camped even more, and Babysitter was also introduced.
Killers tunneled, DS was introduced and BT was buffed along with its change.
It starts with killer's poor playstyles. It's always that 1 jerk camping killer to start the domino effect.
Same with Billy's changes, it took many campers to initiate the need for his change.
And for everything killers complained about, a twitch streamer had to have hour+ long games and create bad publicity for it to get changed.
Remember when the dev's themselves said infinites take skill?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1529936#Comment_1529936
Sigh... here we go. I'm not getting into another one of those ridiculous arguments where people put stipulations on things that are made up and arbitrary.
DS is there to prevent you from being re-hooked within 60 seconds. What a person chooses to do with those 60 seconds is up to them and they shouldn't be limited in what they can do. You can feel differently which I'm sure you do, but that's my opinion and I'm not getting into a back and forth about it.
But Billy and all other killers should be artificially limited right?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/181427/whats-actually-unbalanced-about-the-game
The game is pretty balanced overall.
There's just a toxic meta cycle where killers tunnel, slug, and camp and then survivors complain about it and then run unbreakable and d-strike to counter those things and then killers complain about those two things not understanding somehow that camping, slugging, and tunneling leads more survivors to equip those things.
I literally just finished up a session where two games in a row, I left the game with less than 4k points because the killer came back to hook immediately (Spirit) and knocked me down and rehooked me. I don't run dstrike so of course they take advantage of this and come back and do it again on my last hook because they know there's nothing I can do about it.
DS would be fine if you couldn't do gens without losing it.
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@Nanglaur said:
Map rng is the most unbalanced aspect of the game. In a few words the same map can be survivor sided one round and the next totally killer sided based on how certain windows or pallets appear in the game and how certain tiles connect each other. I dont mind the rng but the way pallets, vaults and tiles works right now is not perfect and can sometimes bring some really bad "unique" tile chains that are not balanced at all, giving a massive advantage to one side each time.
Some people will say that some perks are overpowered and such, I personally disagree a bit with that, some perks are useless and others are very solid, in my opinion we dont have game breaking perks right now.
I had a map with 3 LT walls leading into each other and the shack at the end of it.
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Communication and removal of uncertainty.
Killers gain pressure from hooks against solo players because they don't know if anyone is going for the save or if the person going for a save is being chased. So they end up sitting on gens till the hooked person reaches second stage and inevitably both leave their generator, or they all go for the save meaning no gens are being done.
People on coms just sit on gens and only move if they are told to.
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1528502#Comment_1528502
Its (framerate - lag too) gotten worse on console recently. To the point that I get weird whiffs at close range or survivors vanish somehow plus aim dressing becomes really apparent when the survivor moves even a little to the side.
Ghost chainsaws are so common on ps4.
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@EuphoricBliss35 said:
Look it up, don’t come to the forums smh
Someone doesn't want this patched
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1529739#Comment_1529739
Yes it was. Just like the nurse rework :P
My mistake then.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1529688#Comment_1529688
Killer is being buffed constantly. They aren't gutting the best killers by any stretch.
The hillbilly update was a buff?
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DG had two releases. the first release was a flop because nobody wanted to play hunter as runners could stun lock the hunter and just bully the ever loving hell out of them.
Second release the hunter was powerful and the game practically required voice chat on the runners side to win so nobody wanted to play runner.
I suspect that this is why they keep survivors to strong and decent killers are being gutted in dbd because they are afraid that this game will go the same way if they actually balance the game.
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The difference is simple.
Swf, when you hook a survivor and look at the map with bbq, you will see 2 survivors on a gen and one survivor will be missing inside bbq range waiting for the save.
Solo, you hook a survivor and look at the map with bbq. You see 2 survivors making their way to you for the save and one guy missing probably already waiting or on a gen near you.
Swf with vc removes all uncertainties and in turn removes the mystical "pressure" that survivors keep telling killers to apply.
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Meanwhile on Deathslinger i am watching my spear turn orange and pass through survivors over and over and over again 😐️
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@SleepyWillo said:
DS is a necessary mechanic to counter camping and tunnelling. If nobody camped or tunnelled you would hardly see ds used...
Regarding the proccing of 3 DS at the exit gates - if you were able to get that kind of momentum at the endgame - where was that pressure earlier on?
Lets see.. the game starts and survivors have every pallet at their disposal and are spread out holding m1 on generators.
End of the game, Most of the pallets are gone and survivors are all at the exit gate with nothing to do but ds bt combo out the gate.
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It is just a way to describe survivors doing their objective. It is not the survivors fault or the killers fault. It is the devs fault for making generators to fast and to few because the game was designed to be played SOLO where 2 to 3 survivors leave their gen to rescue one person giving the killer time.
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I fear the worse when they rework addons since that usually means creative thinking goes down the drain and they nerf the killer just to justify addons to bring them back to old base power.
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Currently it is used as anti momentum in an offensive way
To be anti tunnel it would deactivate when touching a survivor objective like gens or totems etc.
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@LuffyBlack said:
I can't be the only person who finds this to be mentally exhausting. I wish the developers would just nerf killers off their feet and introduce every single idea the survivors want so they'll shut up about our play styles and perks. Hell even remove add ons while we're at it. I'm so sick of the damn shaming. NOED's a tool like anything else.
Just make killer bots.
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A better nerf to survivors. 2 people on a gen only speeds it up by 10 seconds instead of 40.
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I am sure the brick wall you are typing to is greatful.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1524570#Comment_1524570
Let's talk about the meaning of "crutch" for a moment. Crutches are things that you lean on when you're weak, right. So it would stand to reason that a crutch in a game would be used by those that are insecure about their abilities. NOED fits this definition to a tee. Confident killers will not run NOED because they're confident that they can win before getting to the end game. However, for killers that are insecure it is quite common. DS and unbreakable are meta perks, but they're not crutch perks in the sense that they are almost never run at low ranks. Survivors who are weak rely on self-care because they are not confident that they can last in a chase and are uncomfortable being hurt. So self-care is a crutch.
Using a build that has synergies is not a crutch either. Any proper build will take advantage of synergies between perks, this is true for killer and survivor.
It was true until survs got killer perk synergy removed :(
But you can't touch me perks are fine for survivors it seems..
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What is the point when you have already made up your mind?
You think DS unbreakable adrenaline and sanctioned cheating (swf) are fine.
End of story.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1522838#Comment_1522838
You would be surprised how hard it actually is to properly loop and chain tiles together.
You also have to learn how to play against 20 different killers.
Sure,not every killer should be super hard to master but i just think that really strong killers should require some time to master them
Did you know that running in a straight line with nothing after being hit will waste 20 seconds of a killers time?
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Survivor mains keep saying this is a team game to justify perk destroying map wide communication so... your team didn't do bones. There are 4 of you and 5 totems, so get to it.
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- Get a group of friends
- spread out evenly around the map
- hold m1
- walk out the door
- walking killers can't deal with this.
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They destroyed old mm because killers were avoiding red ranks because it is not fun. This caused them to widen the rank pool and essentially remove rank reset to speed up q times for red ranks, resulting in any old potato reaching r1 eventually.
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My mmr seems to sort its self out after 5 games with a new killer
I get 2 to 3 games with rank 20s as a r1 killer, then it shoves me with some 4 man red rank swf and just floats between purples and reds after.
Perhaps it is the lower playerbase here?
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Cheaters were disconnecting players and forcing their dc penalty to build up. This was mostly happening to streamers.
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I have read that the devs are working on nerfing both the key and mori.
I can't see how they can nerf the key on the same level as they can nerf a mori since there is an achievement tied to all 4 survivors escaping with the key.
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/1517544#Comment_1517544
so you're annoyed about survivors willing to put themselves at 200+ ping, meaning you will be able to hit them from Narnia on their screen, and every interaction is laggy for them, but you're focused on, how dare someone play an online multiplayer game with their friends
I am just annoyed when many (not all) complaints about lag in the end game are from some guy over in whoop whoop
Say what you want about swf, but back in the day survivors argued that literal infinites were balanced as well so... yeah.
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Keep going. There are more words to add.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1517671#Comment_1517671
Exactly. I mean I hit them where they are on my screen. It is completely ok for me. I didn't miss, I hit exactly in the hitbox. Yes it is not because survivor did something wrong. But killer did nothing wrong either.
But the killer did do something wrong. you are essentially hitting a ghost. Something the survivor can't see or react to.
If the survivor was in perfect sync they would use dead hard or attempt to dodge the hatchet etc, But because they assume they are safe because they are further ahead they do none of this and get unfairly downed.
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@GoodBoyKaru said:
Because that's what the report feature is there for.
Ensure you capture video evidence in-game of these hacks.
Report the individual in-game.
Submit a support ticket here under Additional Player Report Information.
https://support.deadbydaylight.com/hc/en-us/requests/new
Have fun.
Yep. Put all the work on the player to keep it as cheap as humanly possible.
If they were serious about hacking they would implement a record feature like other online games and review it. But that would eat into their cosmetic profits.
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I love how people blame you for a vpn and here i am getting survivors from the other side of the world in my lobby because they want to cheat with coms.
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@SurviveByDaylight said:
I’ve cut right or left on huntress so many times and have seen a hatchet flying into my screen still hitting me. I’ve been all the way through vaults and still getting hit on the other side of them. Getting hit through pallets is old news. That’s something they neglect to fix.
Being hit while in the animation of dropping a pallet is fine.
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I had this against huntress the other day with 25 ping.
I think it is just killers using a VPN and the servers are to cheap to deal with it.
I got hit after walking 4 or 5 steps away from a window and also by a hatchet after i had long turned the corner and started running along the wall of a jungle gym.
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EAC is to easy to bypass and is essentially there to keep honest people honest.
We need a new anti cheat or EAC needs an overhaul before dc penalty comes back and we go back to people racking up unjustified dc penalties on other people.