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Callmehandsome

Callmehandsome

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  • They should just add own matchmaking pool for serial disconnectors. Once you are put on the "naughty list" you can only queque with people with similar offense. Once you stop disconnecting you are matched again with normal people

  • @Crypticghoul said:

    I'd like to see it get 2 uses so that killers aren't free to just tunnel hard after eating it.

    I still hate that Behaviour makes survivors bring perks to counter tunneling rather than just putting in mechanics that make it weaker though. If they did this they would probably have to nerf survivor a bit but it would be so nice if I didn't feel like I had to dedicate half my build to BT/DS every game.

    I'm running BT/DS in every survivor build as well, but to be fair most killers have to dedicate half of perks to slowdown gens as well. For example running corrupt/pop or ruin,undying

  • I would save that key to a game when you actually need it, unless you have large collection of them

  • I managed to enjoy solo when you stop expecting anything from other solo survivors. If nobody other than me are repairing gens i stop repairing them as well. I gather some bloodpoints as i can and move on to the next game. Why waste time repairing 2-3 gens alone when you are going to die anyways.

  • He is one of my favorite killers to go against because he is so weak, but yeah he could use few buffs indeed

  • Your best bets are hiding and gen rushing because she is very strong in chases. If you are in SWF it's very possible to win against her

  • Not bad troll thread sluzz. I give it 7 out of 10 this time. Keep it up!

  • I usually ignore the flashlight clicker most of the game. I chase other survivors and break down pallets around the map, creating dead zones. It's much juicer to down the clicker when he has nothing left to work with when i finally start chasing him. So he has two options, keep following me (so i keep 2 survivors off gens minimum at all times) OR go repair boring gens. Either way he will have boring game even if he escapes.

  • I think devs said in stream long time ago that their idea of average chase length is 30 seconds. But in reality catching good survivors can take much longer than that. That's why your first chase is the most important as it lays foundation how remaining of the game goes. If it takes you longer than 1 minute to catch first survivor it's 3 gens lost.

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289127#Comment_2289127

    Evolve is debatable but Deathgarden was definitely treated and presented as a competitive asymmetrical game.

    No, saying you cannot have high level balance in DBD is NOT the same as saying survivors should stay OP at the top. Also big difference between balancing for 4 good players and 4 man swf who have been playing the game for years trying their absolute hardest to win a match no matter the cost. If you try to balance the game around the top 1 percent it will kill the game. I've explained it in great detail already in my previous replies to other people, but in short it would require so many changes that not only would it take years to do (during that time no chapters will be posted due to how many changes will need to take place) but it would also take everything that current DBD does now and pretty much make it unrecognizable. RNG on maps? Can't have that, too unbalanced. Speaking of maps most of them would need to be changed to be either dead dawg size or coal tower size, anything more is too large. There would also need to be a drastic decrease in loops and all killers would need to be buffed into S tier which would take an insane amount of time especially considering how some Killers like trickster are fundamentally flawed meaning they need an entire power rework like Freddy.

    I don't think any asymmetrical game can be perfectly balanced, ever. But there are things you can do to get closer to actual balance even in high level game play. Devs are just lazy or too scared to do drastic changes specially when it comes to survivor side, which is kind of obvious as they bring majority of the money in. But like i said earlier they have done some small changes that help. There was no excuse why they would add a perk like OoO which was fundamentally broken with SWF.

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286607#Comment_2286607

    I just brought up Deathgarden, a competitive asymmetrical game that you apparently choose to either not read about or accidently skip over. Oh yeah, what about that other infamous game Evolve? The asymmetrical game that tried to be competitive but also failed?

    Also the difference between those competitive games with casual players and DBD is that DBD started out and still is a casual game, those games started out as competitive games so players knew what they were getting themselves into. Turning DBD into a competitive experience would require so much work and effort that by the time everything was done (hypothetically) most players would be turned off by how much the game would have changed and how it is STILL imbalanced. I've told you this multiple times but it is impossible to balance asymmetrical games, you can't ever do it. The only way you would ever make DBD into a competitive game is if you removed every map except for coal tower, removed all the RNG from that map and made it static, kept only Nurse, Spirit, Blight, and Hag, and made it so they can only have the most competitive build, and the same thing for survivors too. Does that sound like a fun game to you? Do you think that people would still play DBD if it turned into that?

    Both evolve and Deathgarden died because they balanced the game around majority. It wasn't uncommon that scavengers had hilariously long queque compared to hunter. This should speak how unbalanced the game was.

    Saying that you cannot high level gameplay in dead by daylight is same as saying that survivors should stay overpowered in high level gameplay. I don't know how to balance it, but at the same time a lot survivors on this forums are crying that 2 killers that can challenge these high level survivors need to be nerfed. Devs have managed to do some good stuff to nerf high rank survivors like DS rework and Object rework, which won't negatively hurt low rank survivors barely at all.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284947#Comment_2284947

    And how many years have passed since their experiment?

    It doesn't really matter how long time passes as most survivors discredited the experiment for x reasons. If every argument fails they can just say that "you rarely go against these teams anyways"

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284932#Comment_2284932

    The 1v1 should not be ignored tho.

    But, other than that, going against Oracle also does not have any value either. You wont encounter those teams in Public Matches.

    I agree with you. But the thing that bothers me is that a lot survivor mains want those few killers nerfed that CAN challenge these hardcore teams. When we look at tournaments even nurses and spirits struggle against teams like that. I think killers should have few very high skillcap killers that you rarely see in lower level games. Most of the time rank 15-20s survivors complain abaut wraiths while more skilled survivors abaut nurses, spirits, etc

  • @Aven_Fallen said:

    I mean, nothing new. It is known that those tournament squads can only be beaten by a really good Spirit or Nurse. So its not something groundbreaking.

    DBD will never be balanced around those teams and it should never be balanced around those teams. You cannot balance for Top 1%-Players and ignore 99% of the playerbase. If we start to balance around Top Level-Survivors and Top-Killer players, most of the people in this game will have a miserable experience.

    And it is a casual game, after all. Umbra once talked about it in her Stream and she is surely one of the best Killers in this game. And she also was not really into the idea to balance around the Top Level (apparently the same was done with Deathgarden, which lead to the game dying, but I cannot confirm it myself since I did not play it).

    However, quite "interesting" that tru3 did such an experiment, but he did not do the 1v1s, because the game is a 1v4. While playing against Oracle is a 1v4, it is as far away from Public Matches as 1v1s against Spirit is. And tru3 did not want to test something here, he did not want to test if Wraith can compete against those teams - tru3 is not stupid at all, he knew from the start it will not be possible.

    But I think he wants to give his opinion with that, but dont want to show that Spirit is indeed problematic, which is the reason he refuses to do 1v1s.

    Overall, the experiment is mildly interesting. It does not show anything new and it certainly should not be a factor to take into consideration when balancing this game.

    Dead by daylight is 1v4 so i don't see what 1v1 is supposed to prove anyways. Once you are found as a survivor you are supposed to be at heavy disadvantage when it comes to chase mechanic. If survivors could go toe to toe with killer the balance is clearly quacked as we see here.

  • @FrostySeal said:

    Thing is these guys weren't just any SWF, they're a competitive 4 man SWF playing to win the game. They are extremely rare and shouldn't at all be getting judged on DBD balance. Plus, it doesn't help that Tru is using Wraith, a Killer that heavily relies on a hit and run playstyle which is extremely bad to use against people of this caliber. His build wasn't doing him any favors either, if he used a more competitive build like Rundying + Noed + haunted/retribution on a Killer that doesn't rely on that playstyle then he would've done better.

    You didn't watch these videos clearly. They had rule that they aren't allowed to cleanse ruin and Tru3 still got stomped lmao

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/258477/rant-keys

    The mori nerf was announced the same way as the key nerf. I needed months to use up all my moris, and i simply used them every game...

    Keys on itself are fine for me (but then, i am a survivor main anyway, but i still dont care if i play killer)

    The franklins nerf, however, was really unneeded. It was a good way to handle keys, and is now gone for no reason.

    If i bring a key as survivor, i dont switch it in last second, i always display it from the start. I think killers need the time and strategie to prepare, and if its worth to someone to bring one or two perks just for that, its their decission. Its just part of fairness, to me at least.

    That's not true. They nerfed mories out of nowhere, that's why nobody had time to spam them like keys. They first hinted that mories are being looked at like literally 2 YEARS ago, so unless you have been spamming mories 2 years straight..

  • Has there been any killer that Sluzzy thinks is balanced? I feel like these threads pop up after he had bad game against one.

  • @Phasmamain said:

    Rng is currently the biggest issue with the game. How can an MMR system even work when one group of survivors got 12 pallets and the other got 18?

    Not only quantity of the pallets, but i've seen survivors get 13 low value pallets while other group of survivors got 18 high value pallets. So not only the other group had MORE pallets but higher quality pallets as well. It doesn't make any sense

  • I think there are few problems here, either you have: bad timing with pallet drop OR there is bad connection. Personally as a killer i often chase survivors and i let them think they will reach the pallet in time and lunge for a hit, they drop it too late so i get hit AND their pallet. Good survivors however won't fall for this ever and they time the pallet stun perfectly.

  • How are they still harassing you if you made the profile private? i had a player harassing me where he started doing this to my public screenshots.. once they were private he moved to my GAME REVIEWS.

  • They should fix those bugged grab animations with every killer. Lost countless hit's cuz of failed grab animation and then there is delay until you can hit

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/138890/statistics-survivor-item-usage

    Keys even brought to the match 6% and how many survived?

    I was playing duo with friend of mine and we both survived like 20 streak with keys easily. Not much killer can do to stop it.

  • From what i have seen from Wraith buffs, yes they do. I mean people have been complaining for years that strong killers like nurse, spirit, freddy etc should be nerfed and weaker killers buffed closer to them. Once weak killers get buffed survivor mains still complain. In reality some players just want to face killers that are easy to loop against and many other counters.

  • I'm a killer who uses ruin as only gen defense perk. I tell you right now that old ruin was MUCH better perk.

  • The reason nurse stays like that because it's extremely rare to face nurse that you feel completely hopeless. Similarly survivors are very OP if you face good survivor team who knows what they are doing. I highly doubt you are good nurse either.

  • I love how survivor mains want you to play stealth killer and then expect you to play him like regular chase killer like clown etc. Wraiths power is designed to sneak up on you and you are playing wraith wrong if you dedicated long time chasing a single survivor.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2235130#Comment_2235130

    Another person talking about tournaments teams. Please accept Scott's challange and show us her counterplays. I wanna see that because i am so bad againts good Spirits.

    The thing is that you don't need to keep killer busy for hours. If spirit takes 40 seconds to down the first survivor that will be 3 generators half done. Scott has said this himself that there are SWF groups that would beat him. What it would say about game balance if a single survivor could keep killer busy for hours? it's asymmetrical game. You aren't supposed to loop the killer long time.

  • Spirit is slightly oppressive yeah, but the thing is at highest level of game play survivors do just fine against her. We have seen many tournaments where survivors juke best spirit players really well even without strong counter perks like iron will or dead hards. Biggest mistake i see survivors do is simply not spreading out at the beginning.

  • @MadLordJack said:

    Dead Hard is the epitome of second chance perks. It's extremely versatile, it's incredibly strong, it's mindlessly easy to use, and it only comes into play to snatch an incredibly important down from the killer. It's essentially has the same counterplay as Spirit, but in perk form: Hope the survivor somehow screws up in a big way.

    Edit: sorry, I meant "Hope the survivor screws up in a big way three times"

    I guess problem problem with DH is that best of the best survivors nearly always run DH. Deadhard used correctly is third hit for a survivor. Downing good survivors is already very difficult and once you add second chance perks with non existent requirements it can become issue. Still dead hard is one of those perks that are hard to balance without making it useless.

  • I guess you see more of them because DS got nerfed so they move to the next perk in line. Similarly survivors started complaining more about spirit as Freddy got toned down a bit. It's never ending cycle.

  • @A_Skinny_Legend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228813#Comment_2228813

    No he doesn't, there was nothing skillful about spamming his chainsaw, especially right after missing a survivor plenty of times and still be able to use his base one hit down attack with zero consequences.

    What other killer enjoyed to move around the map that fast, with a one hit down attack as his base kit and still get to enjoy to use his ability right away.

    Old billy was con cindered by many what was strong but balanced killer. Billy still got punished with chainsaw cool down if he missed you which allowed the survivor to take another loop and even some cases get to stronger looping position. Right now Hillbilly got stripped with most cool and fun stuff and what we have left is rank 10 hillbillies who are the least effected by his nerf. Curve billy needed a lot skill to get the timing right and i would like to see you try to down me with just chainsaw around corners as you said it takes no skill at all.

  • Sounds like a lie tbh. Most of the time i see hook suiciders do it for selfish reasons, not there to help teammates. I usually rush the hook before they can suicide so i can at least milk some points of them

  • @FrostySeal said:

    I feel the same way, I've already made some posts talking about how he deserves a better rework but unfortunately I just can't see it happening. With how painfully slow BHVR is at doing anything I wouldn't expect a hillbilly buff until next year minimum.

    It really sucks too since he used to be my favorite killer but with his garbage addons, stupid over heat system, and buggy animations he quickly became my least favorite.

    I think most frustrating is that all skillful play with billy is punished. If you are basic billy who uses chainsaw to move around the map and then just walk behind a survivor and use chainsaw to down them cooldown doesn't hurt you much. But if you try to be curve billy around loops it's punished A LOT, even faking the chainsaw is punished now if you try to bait survivor to take another loop

  • I have been playing hit and run style wraith a lot. It's funny that survivors complain abaut it when they have been preaching for years that "just chase someone else" and now they are literally saying that i should commit to the chase if survivor reaches strong loop like jungle gym window chained next to a shack? I don't think so. I get hit, break pallet or two and switch target depending on the situation.

  • Nemesis will get nerfed. It's not uncommon that they release slightly OP or good killer and then nerf it few weeks or month later once majority of sales are done. If you compare this killer to others he has too much things going on. He is like buffed plague

  • I think it's too strong. It doesn't make any sense for it to do multiple things like detect totems AND also allow to clean them much, much faster. In solo games this perk would be perfectly fine, but once again only one survivor in SWF group needs to run this to gut killer totems.

  • If you want to make a case why spirit should be nerfed do not use 2k headphones as an argument my dude haha. But seriously i doubt buying 1 million dollar headphones would do much difference. If i'm not mistaken survivor injured groans have 8 meter distance you can hear without stridor, so no matter what headphones you have the distance won't increase further than that.

  • Sluzzy you have complained for years how impossible it is to play survivor. Why haven't you switched to killer or maybe try CIV 5?


  • Iron Grasp is one of the last perks i would run on ANY killer. Agitation is always better option as you can catch up to survivors and get more free hits if they try to bodyblock. Anyways i would still maybe run something like infectious fright instead as you can put more pressure to near by survivors and also avoid flashlight saves

  • Makes me wonder if you are lying. These three perks do not stack together well. Usually good killers run like corrupt+pop or ruin+ undying/ or other perk with it.

  • I'm not spirit main but anytime i played her i didn't like using stridor with her. Stridor just confused me when you could hear other survivors loudly and iron users quietly so i didn't know when i'm near survivors. I switched stridor to sloppy butcher and did much better. Maybe if i mained her and bought better headset stridor could be better option

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/247201/i-swear-if-lucky-break-makes-it-through-the-ptb

    Thing is, Lucky Break's timer goes down when survivors are on hook too, its not as strong as people think.

    As for Gear Head, the reason Gear Head cannot be strong is because Pop and Ruin are strong. As for Coup, it's because of Spirit and Nurse. They are already strong killers that can guarantee hits.

    It's not that the perks themselves were strong, it's because their combinations could be insane. Which is why Any Means Neccesary was 80 seconds at first, because IF 4 people ran it, that means 1 reset pallet every 20 seconds. Which is insanely powerful considering how long loops can be extended. They later ended up lowering the timer because killers tend to break strong pallets instantly, so getting use out of Any Means Neccesary was already extremely niche. However, Nurse and Spirit have not been altered, so Coup cannot be buffed. Pop and Ruin are still strong, so Gear Head cannot.

    So many things are wrong what you said. Good nurses and spirits don't need Coup de Graces. Majority of their perks will be just for tracking. Also lucky break timer didn't go down while slugged in PTB unless they have changed that.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161860#Comment_2161860

    Again, you can hard-counter Iron Will/Lucky Break with Stridor. And if this Perk Combo is prominent, you can negate Perk Slots from multiple Survivors each game.

    But, does not matter anymore now, the Perk is trash again, so nobody needs to worry that anyone will be using Lucky Break.

    If stridor was such a hard counter what timer change have anything to do with it? Problem was that lucky break could be used several times in chase with minimal counter play. 45 seconds is still enough to get 1-2 uses with medkit. I'm going to test the perk tonight myself. Stridor really isn't that strong perk, specially with killers like wraith, trapper etc who get very little value from it.

  • @Aven_Fallen said:

    I swear, Killers are just hypocrites. They complain about the Survivor-Meta being stale ("Every Survivor uses the same Perks!"), then another Perk might be Meta, but this is also not alright.

    Just say that you want Survivors to have only weak Perks when you are against buffing Perks to become Meta.

    Let alone that if you really have problems with Tracking against Lucky Break/Iron Will, equipping Stridor will counter both Perks (since Iron Will gets countered and with Sounds, it does not matter if Lucky Break hides anything). Two Perkslots negated for one Perk Slot sounds pretty good.

    It's not that killers are mad abaut changing the meta, but just the fact that new overpowered perks REPLACE survivor meta. 90 second lucky break was hilariously broken perk. Can you imagine if something like brutal strength got buffed to 80% pallet breaking speed, it would change killer meta and also be extremely overpowered.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161368#Comment_2161368

    Sloppy self care takes up the entire timer pretty much

    Why would you use selfcare with lucky break? yellow medkit with brown addon will give you 2 heals in roughly 12 seconds.

  • As a former killer main i can say that gens will go fast if survivors play optimally. Strongest survivor setup always will be spreading around the map at beginning repairing 3-4 different generators. So even if you down first survivor in reasonable time like under 30-40 seconds, this will be nearly half generators done of 3 gens. Best way to slow survivor progress down is catch them off guard if they are healing, you down injured one and chase healthy one so now you will be keeping 2-3 survivors off gens as third one will need to revive slugged survivor. It's a hard fact that if you are facing GOOD survivors, in order you win the game you need to do one of these 3 things: camp, slug or tunnel. Pick your poison. You will see this even in tournament level.

    Personally gens are boring as it is when i switched to mainly survivor main. Game should be slowed down some other way, for example first 30 second - 1 minute of the game slower progression so survivors can choose to either hide, clean totems or grind the gens. When killer gets first hit progression would go at normal speed.

  • Trapper needs some reworks. He is strongest if you play defensively aka hook somebody in the basement, trap every path and soft camp the area. Easiest way to get 4k with him. I would like to see trap being stronger the more distance you have for survivor, so it would benefit killer for being more aggressive and less campy. For example if survivor got trapped 30-40 meters a way he would get debuffs like slower healing, slower generator repair etc for 60 seconds.

  • No. This is exactly why DS was changed the first place. If you have time to do all of those things you aren't being tunneled. Only change that i would revert is that you should be allowed to heal yourself without de-activating DS. MAYBE heal others with drastic reduction of DS timer.

  • @Marigoria said:

    All these people are hilarious saying how it isnt bannable because it's a survivor perk...

    Wake up was a bannable and is a survivor perk.

    Some people really have victim complexes.

    Wake up was not bannable, so there is no need to make lies. Only time survivors got ban threats if killer literally couldn't kill them, like abusing infinites back in the day or using dead hard to get in asylum areas where killer once again couldn't kill them.

  • I think they should just disable the perk until they fix it. It's game breaking bug and you could take the game hostage if you wanted. Survivors literally cannot die if they bring perk like no mither.

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