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ABannedCat

ABannedCat

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ABannedCat
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  • Strongest perk in the entire game.

  • Personally when I really wanna get on survivors' nerves, and not care about winning, I run BBQ&Chill, Hex: NOED, Franklin's Demise, and Rancor.

    I get to keep their items, a mori, maybe some sacrifises during endgame, and a ton of bloodpoints.

    The postgame salt is just the icing ontop of that.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/126567/god-damn-you-developers-and-your-european-servers

    This is not what 133 ms latency does... This looks like 300ms at least, even taking broken hitboxes into account.

    I dont think going back to p2p would fix that, devs just have to work on dedicated servers and matchmaking

    You are missing the point.

    The reason why dedicated servers are so bad, is because they increase the interaction latency between killer and survivor (the killer has a ping too now). So, you might have a decent ping of 100ms, but the killer might have 100ms too. Which adds up to 200ms.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059721#Comment_1059721

    Demo's shred doesn't ignore every single mechanic in the game though...

    Nurse's blink doesn't ignore every single mechanic. Its still bound to walls (deadzones the developers refuse to fix), it can be outstealthed/juked, Nurse can still be stunned midblink with pallets (braindead hardcounter since the introduction of servers). And last but not least, thanks to the cooldown you can outrun a Nurse by just running forward.

  • @ScottJund said:

    The issue is with the Audio Occlusion system they added several patches ago. They've just never gotten it correctly, so anytime there's any wall in the way of anything sounds just do not exist rather than get muffled / lowered.

    Example:

    https://clips.twitch.tv/GorgeousBoringKoalaBleedPurple

    Sound occlusion alone is only one issue. Players (both killer and survivor) sometimes simply make no sound to begin with. Its easily observeable on slugs, injured survivor, and footsteps in general.

  • @Auron471 said:

    Next update: sounds have been removed

    *Sound for killer has been removed

    Only survivors are supposed to hear.

  • Because killers OP.

    Nerf Ruin, can't hit skillchecks!

  • @Mikeasaurus said:

    I really just want to know what the devs are planning to do. They've turned the game into a war zone. Killers are outright camping/Tunneling out of protest, leading to survivors now essentially being toxic and bullying the regular killers. One single update to a Perk and the game seems to have just imploded into itself and created a huge rift even worse than the usual one!

    Its not just the nerf to the perk itself. Its how they worded the justification of the nerf what annoys alot of people.

  • Decisive Strike

    Unbreakable

    Borrowed Time

    Dead Hard

    + Commodious Toolbox with Socket Swivel + Wire Spool

  • You are misunderstanding. Killers are reworked to fit the survivors' fun, not the killer's fun.

  • @C3Tooth said:

    No tbag can match Clau Self-care M1 spam animation

    Its even funnier if the killer has Sloppy Butcher and/or Thanatophobia.

  • Or, give the player the option to choose aura colours, so colourblind people can have some fun as well.

  • Rotten Fields.

    Balance issues aside, its an extremely boring looking map. Its litterally just a cornfield with the killer's shack in the middle, and jungle gyms with the cowloop on the outside.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057769#Comment_1057769

    I know so many players DC’ed against old Legion. When a good majority of the playerbase DC’s against something, it’s a good indication that something isn’t balanced. I hate using the term “it’s not fun or fair” but that was Legion in a nutshell. Nothing you could do in a change would change the fact that you were going to go down and you didn’t have to opportunity to counterplay it at all. At least with killers like Spirit, you have the opportunity for SOME kind of counterplay even if normally you’d die within 30 seconds.

    When you get a 4 man DC and can’t have a proper game without survivors leaving it’s doesn’t just make them “entitled and whiney”. Something is seriously wrong. No other killer got as many DC’s as old Legion. The devs had to do something.

    I don’t agree with the changes they made to Legion. I don’t agree with the entire design of Legion, but what’s done is done. They can still change Legion 🤷🏼‍♂️

    I think what is more the problem is that, while people had an understandable reason to disconnect versus old Legion, it is also exactly those people who tend to disconnect today when something isn't going their way.

    So the disconnect wave versus original Legion would have been a good opportunity to sort out alot of the bad seeds within the Dead by Daylight community.

  • @Magician said:

    https://forum.deadbydaylight.com/en/discussion/125915/feedback-cooldown-nurse-is-pathetic-to-play-against

    I think if you blink wisely and plan to usually double blink, nurse is really easy to get kills and cause disarray. The huge issue playing as survivor against nurse is that she can just basically appear like a ghost without warning, even change stories to do it. It's nuts really. I can tell by the way survivors behave, that it realy goes to their heads. More people seem to feel the need to hide in closets. Also, you are never safe healing. I just wiped 4 people out pretty fast with her. I don't think I am that good but great nurses slaughter people. I edited to say this: if there wasn't a cooldown, survivors would have almost zero chance against her, because with the blinking they can't get away from her and hide.

    I am curious about your rank.

    Because when I play Nurse, no survivors ever panic, or hide in lockers and #########. Even if I am having a good day and hit my blink pretty consistent, the survivors are always pretty calm and do smart decisions. They have gone against good Nurses playing old Nurse alot. Old Nurse was really a battle of wits. The ultimate minggame, and a bit of hand-eye coordination. New Nurse is a cakewalk compared to that.

  • Yeah, this has always bugged me. Killer's field of view is 87°, but the flashlight blind angle appears to be something between 135° to 180°.

    How is that fair? Its like getting blinded by the sun in real life without even looking at it.

  • Just dedicated servers being dedicated servers. Nothing new to see here.

  • Rank 1 as survivor, because pipping is brainless as survivor, even as solo.

    As killer I generally linger around 2-4. Mainly because I don't bend my playstyle to the pipping system.

  • If you don't like tunnelling, just bring Decisive Strike. Strongest perk in the game. So strong, you don't even need to run it to get its benefit.

  • Untitled Image

    Not only is it a very pretty dress, but it also looks pretty scary on a strong killer like Nurse.

  • I remember when Dbd had peer-to-peer.

    Good times.

  • @TragicSolitude said:

    I've been playing No-Blink Nurse, tonight. No add-ons, just running tier 1 Enduring and not Blinking. If the survivors don't realize I'm slow as molasses and try to mind game me, I actually get hooks. If they "hold w," then I'm outta luck.

    It's sad I find this more enjoyable than trying to play around her cool down.

    I have had a no-blink Nurse match the other day. Not because I choose to do, but because the game took away my blink ability as a whole. Was definetely not enjoyable seeing survivors holding the game hostage, because I ran into a gamebreaking bug.

  • @Kai6864 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055552#Comment_1055552

    Most of the things you mentioned, besides Spirit and Lightburn are relating to dedicated servers so we may never see a change for them.

    Nurse's blink bugs are partly related to dedicated servers. The more severe cases (where you are outright unable to blink at all) got introduced with her rework. And Clown's bottles not working is an issue that has been in the game pretty much since he was first released (thats whooping 26 months by now).

  • Spirit is one of the killers who can actually deal with the imbalance. She is currently hard to play because of the sound nerfs ... bugs, though.

  • Loads of killer bugs roaming freely in the game right now. 99% of them negatively affect killers. Developers said they are "looking into" some of them, but most of them got not even a response by them so far.

  • Dont forget all the other killer bugs. Nurse's blinks and post-blink lunges, Myers/Ghostface stalking, Clown's bottles, Hag's post-teleortation lunge, Spirit's phasing sound within terroradius, Wraith's lightburn, et cetera et cetera.

    Loads of bugs negatively affecting killers completely ignored and not addressed by the developers. Meanwhile on the survivor side there is barely any bugs, apart from very rare occurances like the stuck in healing position, or the basement bug.

  • Survivors disconnect against pretty much anything. Usually when something isn't going their way (AKA they are losing). Take it as a compliment, because it generally means you outplayed them quite well.

  • @Talmeer said:

    I can't know it, but for me it feels as would they like to make this game more casual.

    I personally think that is the wrong way, but can someone really blame a companie that it likes to earn more money?

    Behaviour would gain much much more money by making the game competitve actually.

    If a game can be played at an e-sport level, thats usually where the playerbase (and money) starts to go crazy high.

  • I am playing with speakers, since the Legion update.

  • A friend of mine who lingers around in yellow ranks as killer for the most part reports me qeueing times of 2-10 minutes.

  • I switched to the English translation quite a while ago, but from what I remember:

    It is poorly worded, almost sounding like Google translate at times. Its often also quite outdated, generally taking a few weeks to update the text of patched stuff.

  • That music implies that Nurse-chases are exciting. While in reality the survivors just hold W really.

  • Why run this bad build when you can just run a brainless 2nd chanse build?

    DS, BT, DH, Unbreakable

    Killer can't tunnel, can't camp, can't slug. It basically makes you untouchable.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/1051664#Comment_1051664

    Their no perk games had coms, Zubat never went against them, I pipped against them, and I don't think even Umbra played the game back then. What are you talking about

    They played against Umbra multiple times on the meta-perk coms experiment.

  • Nurse.

    I want her cooldown gone :(

    A justified add-on pass turned into a giant unjustified base-power nerf was really sad to see.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050570#Comment_1050570

    As counter-productive as it sounds to my arguments, I did mostly run Omega Blink. Not that I needed it to win, it just made teleporting really fun with the massive distance. I could still play just fine without it and my other go-to combo was spoon + pocket watch (I think that's a pretty common combo)

    https://forum.deadbydaylight.com/en/discussion/comment/1050576#Comment_1050576

    I tried to run MYC a long time back on her but the rescuer would almost always be hard to find by the time I got back to the hook and I didn't want to waste my time chasing after someone I might not find easily.

    My playstyle with my build was very fun to me. I would just play regular and wait for discordance to go off and get 2+ free survivor locations and initiate regular chases.

    If Tinkerer proc'd I could usually get a gen-grab or I would down them right next to the gen so Surge would go off. I got VERY used to not kicking gens after Surge was released with discordance + tinkerer to back it up. I could defend a single 95% gen for minutes on end because it would constantly reset tinkerer and I was free for grabs They get so greedy on an almost done gen.

    Pocket Watch + White Nit Comb was the correct combo. Metal Spoon and White Nit Comb had swapped descriptions.

  • I do always, if I have time. See my gameplay from the other side, and see their reactions.

    Its alot more comical than educational when its a survivor-streamer, because 9 out of 10 times they are the kind of people that call you "proxy camping" by simply breaking pallets and generators close to the hook before leaving.

  • @PrettyFaceKate said:

    I have 30-35 ping and my connection is super stable. Code seems to be killer-sided for what concerns hits regardless of ping (getting hit after clearing a window and being rubberbanded back to make it connect, dead harded but exhausted etc.)

    I observed that both as survivor and killer, whereas I was given hits that were delayed and visibly very generous.

    Grabs are a different story and seem very inconsistent, so I don't think either side is favored, but it doesn't occur often enough to be completely sure.

    The implementation of dedicated servers was evidently subpar and probably a rushed decision. They aren't optimized at all and it looks like they simply slapped a server relay between a p2p, with the downside that now we have no idea what our real ping to the opposing side is.

    Its only fair that the code is killer-sided regarding hits, since the killer gets punished way harder for mistakes than survivors do. Imagine if the killer had to lead hits and shots according to ping now. That would make high precision killers like Huntress or Nurse unplayable. Latter of which already gets hurt because powers have a delay as well.

  • Just do generators. 2 minutes is more than enough time to do all gens and open the exit gates (Yes, genspeed is THAT busted). Assuming you did a half decent chase before getting caught, its 100% a loss for the killer, if the team plays it smart. If you are solo, and are worried about the obliviousness of your team, equip Kindred. Kindred trumps any stealth abilites, including but not limited to the perk Insidious.

    Survivors have the tools to beat any killer, they just need to use them.

  • Not only survivors get ######### by dedicated servers, but also killers. Everything is delayed. Especially timing-dependent killers like Nurse or Doctor get screwed by the servers alot. Those 2 were a whole lot more consistent on peer-to-peer.

  • Because rank 15 baby survivors (the target group of the developers), don't know how to loop. So instead of telling them to get good (like they did with killers when they nerfed Ruin), they just add complete safezones on maps.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047308#Comment_1047308

    Clown's bottles and Plague's vomit have been broken for months and months now with not even any acknowledgement at all.

    A "we're working on it" or at least something to try to band-aid their issues of their powers literally not working would be nice.

    Do you know how frustrating it is to play a killer and your power just literally not working? I puke on people, they do the animation, and they don't get sick. Or I vault a pallet or a window. They vault over it/drop it. Not sick.

    I throw a bottle of gas straight ahead, it veers off 20 degrees to the right. I throw a bottle of gas, sometimes it just doesn't explode. Sometimes it DOES explode, the survivor runs right through it, screams, yet doesn't even begin coughing and then proceeds the fast vault the window. Sometimes the bottle of gas explodes right in my face rather than even being thrown --

    All this while these killers are supposed to somehow kill survivors within an average span of 6 minutes before exit gates are powered and then people wonder why killers get frustrated.

    Hell, I can run into a pallet with my chainsaw on either Billy or Leatherface aaaaannd nothing. My killer just stops dead and the pallet remains in tact. I've seen this problem happen with Oni and Demogorgan as well -- they just stop in their dash or their lunge like the pallet breaking animation just got stopped on the first frame or something. This has existed with Hillbilly and Leatherface for months now and it continues to happen with any killer that is able to have an alternative way to break pallets. When this bug happens, it can be the difference between winning a chase, to losing a chase and the entire game because again, Killers are expected to apparently play perfect to maybe stand a chance on some set ups.

    Even if we ignore all of the above, why did it take so long for both Spirit and Wraith's "windstorm" effects to get fixed when the issue was pretty obvious and it was repeatable every single time? Why did it take weeks for Trapper to not step in his own traps after literally just placing them, again, a simple but very impacting issue, that was easy to repeat every time and seems fairly easy to fix?

    Killers have so many bugs. Like seriously, dozens and dozens and dozens and dozens of bugs that have been left to fester for weeks, months, and sometimes even years while almost every survivor bug that pops up that hurts them gets fixed within two weeks and things like this hook tech and being able to clip through a killer while they are vaulting has remained unpatched for weeks,

    Myers and Ghostface stalking not working,

    False swings on Billy's chainsaw still exists after over a year,

    Totems still literally spawning out in the open, especially on Crotus Prenn (not sure if bug or just incompetence tbh)

    Auto aim and forcing a killer's swings into walls or whatever still exists for whatever reason,

    Still no fix against flash lights insta blinding,

    Still no fix for Wraith being stuck cloaked even after uncloaking (especially when stunned by a pallet),

    Ghostface still being able to be exposed behind walls (and not exposed out in the open) has remained since his release...

    ...and I literally could just keep going on, and on, and on, and on...

    It's just so frustrating. Killer is already stressful, you guys have been making it even more stressful with trying to make survivor's gameplay easier as if Survivor wasn't the power role already since the game's entire conception (they still are), and fixing one or two killer bugs every patch that introduces four or more against killers just isn't enough. The ship is leaking faster through cracks and holes than you guys are either willing or are capable of plugging and eventually it's going to come back and bite you once it officially begins to sink and people start abandoning ship.

    I think you guys need to come up with an entirely different solution to how you handle bugs. What you guys are doing isn't working. Maybe there can be a different branch in the PTB, where selected groups of players who have shown good reliable behavior can go in to help find and test specific issues you guys are looking for or something. If there's a particular set of bugs you guys are struggling to track, let the community help you in a controlled environment.

    Careful, you are giving the developers a heartattack with so much truth.

  • I am pretty sure they will modify his basekit in some way to prevent his facecamping potential. Most likely will hurt his chase potential in the process, but I doubt the developers care.

  • As survivor, I get hit 2 metres away from a window I just fast fast vaulted. As killer I get a delay on everything I do, which is particularly annoying for my Nurse-gameplay.

    Right now, dedicated servers are one of the worst additions to this game I have ever experienced.

  • @FireHazard said:

    @HecatombX

    The Freddy lunge is just a meme that's thrown around in DBD. The joke itself mostly stems from how disjointed it looks from the actual hitbox it has, so as a Killer it looks fine but as a Survivor it can look longer than it actually is sometimes.

    Every Killer has the same lunge in-game, the only Killers that can modify their lunge or use more extended versions is The Pig's dash, Demogorgons pounce, and Michael Myers in Tier lll. Otherwise, the basic lunge that every Killer has with their M1 attack (I.E. the basic attack) is the same EXCEPT for Michael Myers in Tier lll, since in Tier lll his lunge is extended for a base time of 60 seconds.

    Demogorgons pounce and The Pigs dash are just secondary powers, in terms of basic attacks they're all the same except Myers in Tier lll.

    side note

    Some lunges might also look longer than normal because of connection issues with Dedicated Servers, so if you see a Trapper hit you from slightly farther away than either The Killers or your connection just had a hiccup.

    Nurse's post-blink lunge is also slightly shorter than the regular lunge. However with dedicated servers now its quite often even shorter now.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048662#Comment_1048662

    I mean I've commented on Nurse probably once in the past two months so I hope you're not including me in that 3-4 people, lol. I disagree completely that "most people" agree she is too weak. In no way is Nurse weak. A killer that can ignore pallets, loops and windows cannot ever be weak.

    Nurse does not ignore pallets. With dedicated servers she can be stunned midblink now.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048565#Comment_1048565

    Imagine denying the fact Almo posted proof swf don't perform significantly higher than solo queue.

    Nurse also didn't perform significantly higher than other killers. Yet she got nerfed.

  • Perkless addonless Nurse.

    Because I am a beast.

  • @LetsPlayTogether said:

    Stop telling that swf are a bad thing to face as killer. Thats entirely hilarious. Also first prove us that swf would be the top ranked. You cant? Then dont make up conspiracy theories.

    Imagine thinking SWF isnt OP in 2020.

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