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ProveKa

ProveKa

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ProveKa
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  • First of all, BHVR does not want anti-tunnels and anti-camping.They doesn't want the rules to be strict for the Survivors.They read the rules through the killers.You can understand this situation even through the perks.Lately, whatever the survivors do, they constantly give the killer a speed increase bonus or hindered effects for the survivors.They changed this situation only for MFT, but if you did not want the survivors to achieve this later, you would only want such difficult conditions.

  • There has been an increase in the number of cheaters lately.In the last 21 days, I reported 6 obvious cheaters and the ban report came back.They were excessive cheaters.They are also extremely slow when it comes to bans.Killer Nurse has everything. Teleport, speed, insta down, everything you can think of.The same cheater comes to my game again after 6 hours and unless you create a report with a YouTube video, the bans take a very long time.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892145#Comment_3892145

    Yeah here's the thing. If you play to win in this PVP game there are times you NEED to camp to win.

    You're not the only one who wants to win.Survivors also want to win this game and get rid of the endless cycle of camp.

  • The game is getting weird.Hitboxes are problematic since the birth of this game.People have mentioned BHVR a million times now but BHVR doesn't really care.However, the problems continue to multiply.

    The chest still keep you waiting at the chest even though the time has expired.

    When you unhook someone, they won't let you heal immediately.(Wait for 1-3 seconds)

    Bonus:

    Sometimes they doesn't care about the endurance.

    DeadByDaylight-Win64-Shipping 2025-03-05 21-06-00_746.png
  • @ReverseVelocity said:

    It wouldn't encourage people to swap Survivors, it would encourage them to only play the Survivor with the best passive.

    Even if the effects are minor, there are a lot of people interested in optimising their builds to be as effective as possible.

    Of course, the strongest one will be played. I don't see Hag in every match.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892073#Comment_3892073

    Well yes it is. But Reassurance isnt the topic of the discussion. If we made each survivor able to survive ONE extra minute on the hook you would see even less hooking.

    why are you so worried Or will your anti camp tricks not work? If you're not camping, this perk doesn't mean anything to you anyway.

  • Facecamp.png

    This is not a face camp for Behavior.If we start a chase and come back out, we will be abusing the anti face camp.Killers never abuse game mechanics

  • i think, Wesker should have 3 dash, he should be able to increase it to 6 with add-ons and he should have 1 extra dash per infected.

  • Demogorgon has a 50% kill rate, you are lying, which shows that the killers are weak. Also SWF is very powerful, the kill rate should be 95%.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882609#Comment_3882609

    Yes there is lol That isn't the rebuttal you think it is though, those Killers are allowed to stay in the game broken and ignoring almost all game mechanics that DBD is built around because of their viability with SWF. So now what happens when they vs the majority of Survs, which is SoloQ? Overtuned. Which even so, those people aren't having fun, almost every single Blight I play against in SoloQ, is slugging/camping/tunneling at 5 gens and the same for every single Nurse, they can't even ease up on SoloQ to have a normal match.

    So yea, thanks for reiterating how unbalanced the game is and how it all ultimately comes back around to how unbalanced SWF is and how that's ruining the entire game! You people, the point flies right over your head.

    You're talking about this. You reference yourself and then you say, look, I'm right.Who told you that they included these killers into the game for SWF?Where do you listen to this nonsense or how do you form it in your mind and believe it?You are really strange people

  • @Roco45 said:

    There's a ton of comments on this thread stating the exact same thing, you're lame attempt at gaslighting doesn't work anymore. Everyone who actually plays this game knows that the game balance is ruined because of SWF.

    Your gashlighting doesn't work anymore.There are killers stronger than SWFs in this game.Everybody knows the game balance ruined because of these killers.

  • If you can't do anything for 120 seconds, you're bad and should lose.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881351#Comment_3881351

    I mean there is being constructive and making suggestions and then just complaining, which I'm sorry you have nothing to contribute.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881347#Comment_3881347

    It would do a lot I feel, especially when playing with a friend who knows more, if they manage to help you break away you have time to heal without being lost and not being able to get help. As they learn more from it they'll get better at positioning, but having more potential health states means more chances to learn and a more forgiving experience. Self-care can be brought anyways rn and its brought often by newer players, so even buffing that would be a start or hard capping it at 80 percent with heal increases to make sure it doesnt get out of hand.

    There is no constructive or anyway feedback when you say this.We do not play against bots.We play against real people.Low MMR and High MMR both play the same game.You can't think of it as a hard mode game or an easy mode game.My saying that if a nurse comes in a High MMR match, it should be 200% gen speed is not a constructive or making suggesttion.From top to bottom everyone should play the same game.4v1 game, unfortunately it is very difficult to balance compared to other games.

  • @Rokku_Rorru said:

    I feel like some kind of anti momentum would do wonders for newer killer players to stop multiple gens popping all at once, akin to deadlock or corrupt intervention. To give killers more time to make mistakes, that way it doesnt effect the 3 gen in the late game but helps buy the killer time where gen pressure is strongest, in the early game.

    I have never heard of any game saying extra damage or extra changes due to being a new player.The DBD community is truly breaking new ground in this regard.I won't be surprised if someone says that the speed of D tier characters should be 6.0 / m in the near future, because why are D tier killers?

  • Not only Soloq but also the survivors were left extremely weak.There is a problem with the buffs coming to the killers lately, which are extremely hindered for the survivors and the killers are too fast.They have also been strengthened in many chases, which causes chases to last shorter and there is a significant increase in tunnels.Unfortunately, there is no way to resist this.Meta-wise, there is no change in Survivors, we have been playing the same meta for years.At the slightest meta change, the meta is instantly nerfed and we are forced to play the same meta.

  • " Even a small speed boost can make a big difference in the right hands. " I didn't say this. They create the perception that 3% is too big for Survivors.But they are very generous to the killers.

  • They added so many speed boosts for killers lately ( add-ons perks powers ) 5% haste if you always do something (use power etc.).

    But one mft is too much for the game. I think the end of the road is in sight with the new update.

  • These rates are very low. Should be changed like this.


    -At first, all generators are blocked by the entity from the center of the map for 45 seconds

    -With each generator repair, the generator's repair speed decreases by 50% if one survivor is working, and the cooperative's repair speed increases by 4%.

    1 generator repaired = 50% slower repairing generators on your own

    2 generator repaired = 100% slower repairing generators on your own

    3 generator repaired = 150% slower repairing generators on your own

    4 generator repaired = 200% slower repairing generators on your own

    This is only if there are at least 2 survivors alive


    It's much fairer now

  • @Mandy said:

    The 3 gen situation as a whole is being looked into, we are also going to revisit Skull Merchant, she has had some updates but we do want to address the 3 gen potential. Unfortunately neither of these things are quick fixes and with limited time and bandwidth it's not something that can be rushed out. However, we have not forgotten about these two things and they are actually being worked on.

    These people have been waiting for months already. Instead of saying we are working on it, give us a way out when we encounter skull merchant. Playing against 3 gens skull merchant is hopeless and time wasting.

  • @Blueberry said:

    -Killer edition-

    There will be a survivor version to follow.

    Disclaimers:

    1. These are not necessarily the "best" changes possible, but simply the best changes for the least amount of developer time invested. Trying to get more perks into the viable category, ie buffing/reworking weak perks that are barely used. This isn't a post for nerfing any overperforming perks nor is it implying perks don't need nerfs. We're just focusing on weak ones here and diversifying the meta by giving more perk options.
    2. I will be constantly updating/changing/adding to the list as I have more time and as feedback is received. Please stick to constructive criticism for changes. IE, this is good or bad and why.
    3. Keep in mind that even though some of these may seem heavy handed that they are competing with regression perks for a perk slot. They need to be close in terms of the amount of time saved to compete with those.

    Nurses Calling: 28 meter range ----> Now 32

    Not a bad perk, but still rarely seen. Not a significant buff, but a little. I also think with how good Distortion is it's very hard for aura perks to ever get too out of control as if they ever got meta Distortion can completely shut them down. For this reason I'll be a little more giving in terms of buffing aura perks in general going forward.

    Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately.

    BBQ: 4 sec aura reading ----> Additional effect: the minimum range for the aura reading will shrink slightly for each unique survivor hook.

    Since the removal of the BP bonus this perk has basically disappeared. This further encourages "fair" game play. It's also competing against gen regression perks for a slot.

    Beast of Prey: In addition to its current effect, gain Undetectable for 10 seconds after dropping a chase.

    Triggers very often but for a very short duration. Gives some potential target swapping mind games.

    Blood Echo: 45 sec duration ----> 60 sec duration. Removal of the cooldown.

    This rewards a killer for applying split pressure instead of tunneling people out, this is the kind of game play we want to encourage. Also has the counter play of simply healing.

    Blood Warden: Should be active as soon as the gates are powered, not open, but doesn't start the 60 second block until the gate is opened. In addition there will be a gate block of 15 seconds added for any future hooks. If it's currently blocked this adds to the timer and if it's open it just blocks for those 15 seconds.

    Punishes them for 99'ing the gates and encourages them to open immediately.

    Bloodhound: In addition to its current effect it now gives blood aura reading at a very short range, something like 10 meters.

    This perk is basically non existent and this might give it some actually tracking use for people that stay injured or mind games at loops. It also makes blood last significantly longer so the blood auras aren't going to be super accurate all the time. This ideally isn't helping you mind game at loops because of how lingered the blood is, it's more of a way of knowing where injured survivors are that are near you but further than hearing range.

    Brutal Strength: 20% increased break speed ---> 30% break speed and ups the base gen kick regression to 5%

    Pretty underwhelming perk and still not used enough. Little umph.

    Claustrophobia: Instead of vault locations being blocked around the completed gen they will now be blocked for the duration around the killer.

    Give it more use since you rarely need vault locations blocked around a gen already completed.

    Coulrophobia: Effect will linger for 10 seconds after leaving the killers TR.

    A lingering effect like this needs to honestly be applied to almost all aura effecting perks to make them more consistent. People don't heal in a killers TR.

    Coup De Grace: Now gives tokens per gen and hook.

    Just a terrible perk. Giving it a little more consistency. Everyone hates the current token system.

    Dark Devotion: Undetectable on Obsession hit is currently 30 seconds -----> 60 second duration

    Not rewarding enough for the inconsistency of the perk.

    Deathbound: Remove the range requirement.

    It still has the counter play of staying near the person you healed to prevent it from triggering.

    Deerstalker: 36 meter range ---> No range limit and slows slugged crawl speed by 20%

    Dissolution: Remove the 3 second delay on hit for the perk to activate.

    Needs more consistency, you're rarely getting value.

    Dragon's Grip: Cooldown of 80 seconds ---> 40 seconds

    Dying Light: Remove the healing and unhooking bonus to the Obsession and the perk no longer deactivates when the Obsession dies, the perk simply freezes wherever it was at with tokens and you can't gain any more.

    The perk isn't good enough to warrant all the downsides it has. It needs to be a perk with very little effect early on and only becomes noticeable if you can keep the game going long enough.

    Fearmonger: Duration of 5 seconds ---> 10 seconds

    5 seconds of Exhausted is basically worthless as you can easily lose this mid chase.

    Enduring: 50% stun reduction ---> 70% stun reduction and is now active even while carrying a survivor.

    Fire Up: Just upping the numbers to actually matter. 4% ----> 8%

    This now makes the percentage actually relevant and moves its strength from late game to early game.

    Forced Penance: Increase the consistency of what is considered a "protection hit".

    This is an extremely inconsistent perk with protection hits very rarely happening. Make it so hits would be considered "protection hits" if another survivor was within like 10m of that survivor in that last 10 seconds or so. This would have it activate more often to be worth running.

    Furtive Chase: The TR reduction is now outside of chase as well as in chase.

    This makes it irrelevant early game but the longer the game lasts the more effective it becomes. Yes this can stack with Monitor and that can get their TR quite low, but remember this takes a while to stack up and he's getting up 2 perk slots to do this. If he doesn't get a lot of hooks it's doing nothing. Rewards playing well.

    Gearhead: Remove the stipulation of requiring an injured survivor to activate it, it's just always active. However, it now only activates on great skill checks instead of good ones.

    This makes it very good against good survivors and bad against bad survivors, just the kind of design we're looking for. It also means the perk is active way more often, but now triggering less often.

    Grim Embrace: On top of its current effect it now also blocks all gens for 15 seconds for each first hook on a new survivor.

    This gives it the same blocking power of Corrupt and Deadlock but unlike those you're only getting that effect by playing in an extremely fair way and splitting hooks instead of tunneling 1 person. This encourages fun game play and rewards the killer for doing it.

    Hangmans Trick: 6 meters around a hook ---> 10 meters

    Needs more consistency.

    Hex Crowd Control: Now blocks windows for any type of vault, not just fast ones and duration is raised to 30 seconds instead of 20. All vaulting speeds for survivors are lowered by 20 percent as well.

    This is a hex perk, it needs to be significant in effect for how fast it can be gone.

    Hex Face the Darkness: Screams trigger every 25 seconds with auras shown for 2 seconds ---> Every 15 seconds auras are shown for 3 seconds.

    Not good enough for being a hex that can be removed immediately. We improved the proc rate and aura reading but removed the scream to prevent it from preventing itself from being cleansed. Removing the scream also prevents the survivor from knowing you see them.

    Hex Huntress Lullaby: 6% regression ---> 10% regression, also has no token build up and just has the 5 token effect by default.

    Not good enough for being a hex.

    Hex Retribution: Oblivious when interacting with a dull totem for 45 seconds ---> Oblivious when interacting with any totem period and Oblivious effect is now 60 seconds. Hex Retribution is no longer a hex perk itself.

    This gives the perk more umph and consistency with the perk itself not being removable too early.

    Hex Ruin: 100% regression ---> 200% regression

    The perk wasn't over tuned and only rewarded players who were good at pressuring multiple survivors. Just tunneling one person out makes you get very little effect out of this perk. We are also leaving the additional new effect on, so if anyone is killed it cleanses itself.

    Hex Third Seal: No longer requires a hit and is active on all survivors from the start of the match. The blindness effect also hides survivor huds and the ping effect survivors see when a survivor is hooked.

    This makes the perk more consistent by getting value out of it immediately and the blindness now actually adds more confusion than previously as they can't tell who's injured or on the ground.

    Hex Thrill of the Hunt: Same effect, but is no longer a hex itself.

    This makes it more consistent in protecting your other totems as the perk itself will give you its full value.

    Hoarder: Additionally interacting with any chest or item on the ground will trigger Hoarder and injure the survivor as a trap. Cannot down any survivor however, only healthy to injured status.

    Hubris: 20 second duration ---> 40 second duration and no cooldown

    Sounds extreme but once they know you have this perk they just pre drop everything and you get zero value.

    Hysteria: Lasts 30 seconds with a 30 second cooldown ---> Lasts 30 seconds, no cooldown

    Easily countered by healing.

    I'm All Ears: Cooldown of 40 seconds ----> Cooldown of 20 seconds

    More consistent value. It's competing against gen slow down perks.

    Iron Maiden: Survivors leaving lockers are Exposed for 30 seconds ----> Exposed effect removed, instead the killer is granted Undetectable for 60 seconds and the survivors aura is shown for 8 seconds.

    Once they see the Exposed or how fast you open lockers they know you have this perk and won't use lockers again heavily limiting your value. 30 seconds of Exposed is also rarely ever enough to do anything. This allows you to get value from it without that survivor knowing immediately that you have it further increasing your chance of continuously getting value from it. Still will be very easy for the survivors to see you have it with how fast you open lockers and survivors in general don't use lockers too often.

    Lethal Pursuer: Small wording change. Instead of aura timed durations increased by 2 seconds, it will now just make aura effects linger for 2 seconds longer.

    Seems minor but actually creates more synergy with other perks and addons. Now it's not just working with timed aura durations but also makes aura effects linger. For example, things like Nurses Calling aren't timed aura durations so they wouldn't have been effected, but now with this change after they stop healing in your TR the auras would still linger for 2 seconds longer.

    Lightborn: It now shows the survivors that they have blinded you just like it would have appeared normally if you weren't running the perk. This allows you to get more consistent value from the perk because when the survivor tries to blind you they won't immediately know that you're running the perk. Also when they try to blind you, gain a 5% speed increase for 8 seconds.

    Mad Grit: Additional effect. While carrying a survivor your hits will also cause Deep Wounds.

    Still an extremely nitch perk but there for the people that never want to get body blocked. Also the entire team will know you have it after getting its effect even once meaning you'll never see it again.

    Oppression: Cooldown of 80 seconds ---> 30 seconds

    One of the weaker slow down perks and would still be one of the weaker ones after this. Giving it a little more umph.

    Overwhelming Presence: Survivors in your TR are effected ---> map wide

    Honestly not good enough for such a limitation. Still very niche even with this.

    Predator: Additional effect. Now also increases the sound of running and walking footsteps.

    Remember Me: Each Obsession hit increases gate opening time by 4 seconds up to a maximum of 16 seconds ---> Gates take 12 seconds longer to open and you gain 12 additional seconds per Obsession hit up to a maximum of 48 seconds added. Gates now also regress at 25% of the normal rate if not opened.

    Not adding as much as No Way Out does, but giving it the added bonus of gate regression to play around. Note that the regression rate is very, very slow.

    Scourge Hook Gift of Pain: The survivor suffers a 16% penalty to healing and repairing actions each time they are unhooked until healed, not just the first time they are healed until injured as it currently is.

    Perk needs more consistency, it's currently just not good enough to warrant the slow down only happening once. This lasting until healed now punishes gen rushing and makes them take the time to heal.

    Septic Touch: These effects linger for 10 seconds after a healing action is interrupted by any means ---> These effects linger for 30 seconds after a healing action is interrupted by any means or completed. This aura effect lingers on survivors for 10 seconds after leaving the killers TR.

    Still probably bad, trying to give it something.

    Shattered Hope: Whenever you snuff a boon, all survivor auras are shown to you for 8 seconds, not just those in the totems radius. Also allows the killer to break dull totems.

    Needed more. Current iteration is too situational and even in its good situation underwhelming.

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 2 seconds and no cooldown.

    Was too situation for a weak effect. Now it's more consistent and an effect you can capitalize on more. The no cooldown won't spam you either as it's now an aura reading instead of noise notification.

    Surveillance: Doesn't deactivate on gens that reach 0% regression. Essentially the effect lasts until touched.

    Just some more consistency, rarely is it used.

    Terminus: The broken status will last the rest of the match instead of just 30 seconds after gates are opened. Additionally any survivor injured while this perk is active will be broken for 30 seconds.

    No one uses this. You need lots of people broken when the last gen pops to even see value out of this period. It needed a lot more consistency.

    Territorial Imperative: New Effect to replace the old. While a survivor is hooked in the basement and you are at least 32 meters away you gain Undetectable. Deactivates if you return within 32 meters of the hooked survivor.

    This rewards you for basement hooking and not camping. Good design.

    Thanatophobia: Revert the last nerf.

    Even in its last form and on the best killers for it (plague and legion) it wasn't overpowered. Even our current gen regression perks are better than that old combo. No one uses this perk anymore, it's just bad.

    Thrilling Tremors: Blocks gens not being repaired for 16 seconds, cooldown of 60 seconds ---> Blocks gen not being repaired for 25 seconds, no cooldown, but can only be triggered once per survivor per down.

    Removed the cooldown and increases the duration for more consistency but with a stipulation to prevent abuse.

    Trail of Torment: No longer shows the gen highlighted in yellow to the survivors. Cooldown of 60 sec ---> 45 sec

    Showing the survivors you're running the perk and when it's active defeats the entire point.

    Unnerving Presence: 10% greater chance of triggering skill checks ---> 20% chance. Aura effect of this also now lingers for 10 seconds after survivors leave the killers TR.

    Needed more consistency. Also still has the downside of actually helping survivors if they're good at skill checks.

    Unrelenting: 30% reduced cd on missed swings ---> 40%

    Merciless Storm: Remove the skill check component. It just blocks gens for 20 seconds when they reach 90%.

    This wouldn't be that crazy, it's just comparable to other gen blocking perks.

    You forgot to add "let BHVR play the killer for you too"

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367454/congratulations-bhvrs-devs

    https://us.v-cdn.net/6030815/uploads/TPXCSPDL5OBY/image.png

    It is impossible to win because she chooses 3 generators from the beginning of the game, places drones there and delays the game for 30-60 minutes, and she ALWAYS WINS, ALWAYS !!! It shouldn't be like this and it's just sad.

    You need to remove the vulnerability or accumulation, remove the range and prohibit the placement of the drone if it touches the generator.

    There is a newcomer in my team of friends who did not give us a chance, although we have P100 for a long time and this is just ridiculous. You can take the toolboxes with the new genrush perk part and YOU WILL NOT HAVE A CHANCE, YOU WILL NEVER WIN IT. This is complete nonsense and needs to be nerfed.

    https://us.v-cdn.net/6030815/uploads/0KUYFZQ1P6X8/image.png

    it can't be won and that's just nonsense. The knight has the same problem, but the trader just has an abuse of easy victories

    Some say survivors don't know how to play against her.It's the survivors' fault that they left those 3 gens at the beginning of the game

  • @Batusalen said:

    Have people forget that there is a perk that allows you to see the 3 closest gens at the start of the game so you can go to do the middle one right away? Or is just that people want to be able to win in every situation by only using the "cool guys perk builds"?

    I really don't know why you're having such a hard time understanding.Killer defends only 3 closest gens.(From the beginning to the end of the game).I played 2 games my games took 2 hours.

  • All it does is appoints 3 gens and only defends them.She never chases, just defending.You're hacking drone, it comes and throws a new one right away.The game becomes a drone hack simulator.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367454/congratulations-bhvrs-devs

    do not leave 3 generators nearby and just repair all generators at the same time, even against 3 gen knight you can win

    SM is M1 killer who just has information

    if you can't beat the m1 killer then the problem is in your skills

    it looks like you've never played against him and you've been surfing the forum just to come here and text "if you can't win m1 killer it's your skill"

  • welcome to drone hack simulator


  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289034#Comment_3289034

    What else does the video you posted show otherwise dude? There was a 200 win streak on twins, the same probably goes for Blight and Spirit, those two are almost as strong as Nurse... In comp we can see that Nurse does not always win against equally skilled players, perk and item restriction limit both sides, even though I would say survivors get limited more. But in the end even when really skilled players go against Alf they most likely won't bring 4 BNP and strong toolboxes and so on 1. They know they could with high chance win by bringing this but it would be boring af 2. They probably want to win under the rules that apply in tournaments because that's the setting the usually play in... People are not trying to ruin streaks just for the cause of it I think... And if we take into account that in tournaments Nurse does not always win and that comp players can win against a comp Nurse then we just have to assume that matchmaking is really bad, also in the video you posted Alf lost one Game against Hens and his friends... So it does show Nurse does not automatically win but it takes equally skilled players and they are just really rare.

    You're still cunning.No matter what I tell you here, you will understand what you want to understand.The subject need not go any further, nurse is the weakest

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288610#Comment_3288610

    I mean you have a comp Nurse against a comp squad and the survivors are limiting their item and perk choices, therefore I don't really get what you are trying to tell me? The only thing I can read out of such streaks is enormous player skill and matchmaking being unable to give them appropriate opponents of similar skill most of the time?

    Again, you were cunning and only tried to understand or not understand what you wanted.It's not just matchmaking.Not accepting the nurse's power.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287415#Comment_3287415

    If breaking line of sight would only work against bad nurses, why would Lerys be Nurses worst map that makes many Nurses struggle? Because line of sight breaking does work against nurse and the map just cranks it up to 1000% because it is really easy to do it on this map, sure other maps don't provide nearly as much line of sight blockers, but they stay the same throughtout the entire game, unlike the few god pallets you have against spirit and afterwards there is nothing to hold her back with Nurse the map keeps its strenght in looping possibilities throughtout the entire game.

    You need to play around the parts of the map that are strong... When you play on Saloon and only play in the outskirts but not in the town you cannot really complain that there are barely tiles... Same goes for Suffocation Pit when one side does not have as many pallets as the other one... As survivor it is your job to loop the killer in places that provide you with protection and the killers job to make you go in weaker areas or create deadzones...

    Also since you seem to struggle with appropriate counterplay against Nurse, here is a guide that I found very usefull:

    https://www.youtube.com/watch?v=qMlBH9t6ARw

    I hope that was helpful.

    Looks like you're smart enough to search for content on YouTube.But you're too cunning to write nurse streak.People don't get 700 win streaks 300 win streaks only on open maps and this is stats that only appear on youtube.6000 survivors, maybe even more, when this win takes just a part of the streaks.There are certainly some among them who know these tactics, but the result still does not change.

    https://www.youtube.com/watch?v=HP4e5uCoDFQ&t=684s

    You have the ability to search for videos on youtube.Look, to win against the nurse.Over 20,000 hours of gameplay in total, swf and you have to play as if there is a 1,000,000 dollar prize at the end of the game.Am I entering the tournament or playing the game?In addition, they know that there is a nurse in front of them when entering the game and they arrange perks and items accordingly.

    I will say I hope you understand, but again you will show a cunning.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287115#Comment_3287115

    That is very shortsighted... Some killers ignore specific things of the game: Huntress, Deathslinger and Trickster can hit people over ojects or even through small holes in structures. Nemesis can hit you overpallets and other low tiles. Against different killers you have to use the map differently... While against a M1 killer you can just run the Long Wall jungle gym normally and going for the winning doing this against huntress or Demogorgon will get you hit, shack is also rather rough against those two killers.

    In the sense of it being necessary to use high wall tiles Nurse is simliar to huntress, deathslinger or Trickster. But where it provides protection against those three killers against nurse it provides you with the ability to make her miss a blink. There are several killers that get hardly bothered by pallets and windows, a good spirit (with yellow addons or even less) will have to kick like 2-3 pallets on an ordinary map and afterwards there will be nothing to hold her.

    Also I would like to add that some structures that are useless against other killers that can just follow you are really good against nurse: The outskirts of the map with those high wall tiles, the houses one some maps (bedham, Haddonfield and so on) even without using the windows (yeah sure those houses are really good tiles because of the windows, but against nurse the windows are not even the important thing)... I mean just because some stuff does not work against her does not mean nothing works against her. Tiles are not equally strong against all killers and Nurse just has completely different weaknesses, and just because windows and pallets don't help much against her does not mean that you can do nothing about her.

    The things you mention only work against someone playing nurse for the first time.Also, do you want me to leave the spots that make up 95% of the map and go to 5% of the map?so how much is my chance there oh my chance has increased from 5% to 10%.Also you are the real shortsighted.(Enough to defend the nurse)

  • @Bot_Salvo88 said:

    If people DC it's because they don't even bother to attempt learning something. Just look at the Knight. I've seen survivors quitting when they get downed by a literal AI...

    to learn something? :D Are you a comedian or something? The chase logic of the game has palettes and windows. Are you suggesting to learn something against a killer who can ignore them?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286919#Comment_3286919

    How are these things remotely equivalent? They're two different perks with different effects and activation requirements. It's like being offended that trail of torment gives undetectable for kicking a gen yet distortion requires you to be near the killer. They're entirely different things.

    Yes distortion.You're right

  • BHVR's decision that 5 seconds of DS duration is too much for the killer, but 24 seconds is ok for the survivors.Healthy decisions made as a result of very long tests and studies

  • @Coordi said:

    Absolutely, we receive a lot of valuable and important feedback here. Some scenarios make it easier to implement and communicate, like after a PTB. Other changes and feedback go through a long process of vetting, designing, and testing, and this process can take a long time! We certainly don't want to announce things too early and it not work out; that will just feel like a bait and switch. I am looking forward to, and hope you are too, all of the things currently in the pipeline and in development.

    how many years should pass after the suggestions 2 ! 3 ! or more.

  • there are 5 people using that advantage but nerfed (Imagine how ridiculous BHVR's decisions were from this approach.)

  • @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263804#Comment_3263804

    Wait, are you REALLY suggesting to play insadowns to band-aid broken item economy?

    BROTHER.

    talking about not playing the game well and learning to play the game first

  • medkits are fine now, don't need buffs or nerfs

  • @Spill said:

    You said when new metas appeared you would address them. Well here you go.

    The build I literally see

    every

    single

    game

    Time to run your reports and keep your word

    I guess you haven't learned that it takes years for BHVR to keep its word.

  • I talked about this situation in some issues, but it did not receive support.All animations of killers have been reduced, generator times increased.why the hook duration is still the same.killers can easily do other things and get back on the hook very fast.Can easily defend the hook and

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253792#Comment_3253792

    No its not, it sucks but its not exploits, the killers have perks specific for those strategies/playstyles.

    But really quit the meta perks and l2p around it, survivors also have perks to counter that, i have a build i call anti camper, and its actually really fun when it is working.

    I can tell you what perks i use and how i play it if you need a little help with that :)

    now it's called play style :D Why should I give up on meta perks? None of the killers give up on meta perks(so why should i give up).Just like you don't prefer iron maiden and lightborn.

    The advantages you mentioned do not work in the killer shack and dead zone.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252401#Comment_3252401

    I think that i might have been unclear in my statement, im not saying this is cheating, unless it is actual exploits. Mandy have confirmed that its not exploits.

    Locker save has been in the game for years.they didn't count as exploit until now.one day came and they called it exploit and it happened.So what Mandy says is not exploit now, they call it exploit tomorrow and it happens.Just because Mandy says it's not exploit right now doesn't change the fact that camping and tunnel is exploit.

  • don't worry locker save was too strong they were nerfed

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249749#Comment_3249749

    Those are legit strategies, that are supported by perks.

    Using exploits are cheating

    Locker save can be destroyed with advantages(Lightborn and iron maiden).Also, there is no cheating.Just as the killers use camp and tunnel as a strategy, survivors use this strategy to get rid of the killer.

  • @[Deleted User] said:

    if its an exploit, it needs to go..

    Exploits called camp and tunnels, which have been exploited by killers for years, are still in the game.

  • The game was a SWF game, entering solo will upset your nerves

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247454#Comment_3247454

    Step 1. create post

    Step 2. someone disagrees

    Step 3. create empty non argument

    Step 4. they call it out

    Step 5. you act like they are here for empty posts to farm something that doesn't matter

    Step 6. they call you out again (we are here)

    I'm glad you explained yourself.If you want to argue with real arguments we are here

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247210#Comment_3247210

    "unrelated argument" well guess that proves my point

    also just for tickles

    borrowed time

    decisive strike

    off the record

    unbreakable

    old mettle of man

    reassurance

    kinship

    deliverance (as a combo)

    sprint burst

    kindred

    hyperfocus

    You forgot that survivors can use shift.It's just an article you wrote to be able to say I answered without thinking about its message.And as I understand it, you are writing empty things to increase the number of posts.If you think you wrote it and put it in a logical framework in your brain, then we can argue with you.

  • @bjorksnas said:

    Its literally something thats only used to bully and is uncounterable with no action that can be taken on the killers part whats wrong with removing it

    Its literally something thats only used to bully and is uncounterable with no action that can be taken on the survivors part (camp and tunnel).What's right with it being in the game ?(for years)

  • @DEMONANCE said:

    camping = agreed they need to find a solution for that but you need to know that if it was easy they'd have done it by now there's no easy way to deal with camping without hurting the non camping killers but for now you have a lot of perks to help against it (reassurance, kinship, kindred, deli, basekit bt)

    tunneling? already dealt with with basekit bt what more do you want? it gives you another chance of a chase if you still can't hold your own then maybe it's a skill issue? and again there are perks to counter it even more you have off the record (a 3 in 1 perk) , ds , dead hard all very helpful against tunneling and if you run them all you have a million second chances.

    last can we stop with the "oh you fixed this but what about that" attitude?

    Firstly.DS(- 2 second- During the animation of the survivor, he falls to the ground and is fixed on the ground for about 1 second.)You need to be within 6 meters to use Reassurance(The killers are setting up area camps in dead areas, how will you approach?)The killer who is already in the tunnel and at the camp, basic kit BT etc. he doesn't mind them.Then he gets his reward with 1 hit.Also, don't forget.

    1-Generator times increased

    2-Chase times shortened

    3-The killer's animations have been shortened

    4-The killer is rewarded when he drops the survivor(Jolt ,Eruption),Rewarded when hooked(Scourge Hook)Rewarded separately after hooking(Pop) (just for 1 survivor)

    5-Against all these boosts .You say a lot to basic BT(Hook duration is still too fast against all these buffs)

    While the abuse method that I can use is removed from the game, the abuse method of the killers is still in the game.If developers are very sensitive to abuse, it should be fair to both parties.

  • @Starrseed said:

    First of all they are working on a solution to camping and tunneling just because they can't give you one next week doesn't mean they aren't working on it. And second you can go thank the twitch/yt bubble for loosing lockersafes. Even one of my favorite streamers started to to pull that stuff on the artist map for like 2hours a day every week and there where a lot of videos lately just showing how you can troll the killer on certain maps as long as you want basicly

    Have they been working for years?You don't need videos to camp and tunnel, just look at their faces.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246536#Comment_3246536

    They are also together. You just swapped real persons, but they will do the same to you (2 on gens will enter locker and 2 in lockers will go to different part of map to do gens).

    Realistically the only counter to it is to hope survivors screw up somewhere (timings are hard) or pick them from the locker as many times as it gets so they run out of juice (the game will be long anyway, because only 2 people will ever do gens)

    You say that 4 people have flashlights and you don't feel the need to usea lightborn?

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