ARatherStrangeKiller
ARatherStrangeKiller
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3048467#Comment_3048467
How you would make her add-ons viable without making Nurse broken? Her most add-ons are meme for a reason.
I'd provide an answer, but I must admit I cannot think of any right now. I'd have to mull it over. That said, at the very least, she could use an add-on pass for the sake of nerfing some of her stronger add-ons, namely those range add-ons.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3048311#Comment_3048311
Nurse is kinda balanced with bad add-ons. Her basekit is so strong to having good add-ons.
I mean remember that this is an add-on pass you're proposing, so why shoot this down? An add-on pass for Nurse wouldn't just mean making her other add-ons more viable, it would also mean nerfing her already strong add-ons.
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Don't forget everyone treating prestige like it equates to skill/rank
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Frankly, I think most of the changes are going to be, ideally, rebalances rather than direct buffs/nerfs, especially in regard to slowdown perks. Depending on the basekit changes made, they'll likely just be tweaked to better fit these changes.
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@[Deleted User] said:
Blink hits should be counted as a special attack and her blink range add-ons need to be changed. Other than that maybe make it so she can't lunge on follow-up blinks? I'm not too sure what else you could really change to make Nurse less oppressive.
Aside from a few tweaks, feels like this is the general conclusion I run into. Nurse just feels so rooted into the game at this point that trying to make certain changes to her base kit, short of a complete rework a la Freddy, more often than not would hurt her to a point she's unplayable.
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This sounds like a very similar situation I had once. I was playing some Clown, got pitted against survivors who were really good (and my bottles were admittedly not up to snuff) and get demolished for a few games.
I then decide I'd like to feel good and get a win, so I switch to Nurse. I know Nurse can be a sensitive subject as far as killer balance goes, but the survivors I get put up against end up being complete potatoes. Say what you want about Nurse's counterplay, but I guarantee if I had gone against the previous groups of survivors that I had while playing Clown they would've lasted a lot longer. Two very quick downs in and they had effectively given up.
I don't want to feel bad for just wanting to get a win under my belt lol
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Disregarding the nature of these sorts of arguments, you could've at least picked a better picture for evidence to support your claim. As Mr_K pointed out, EGC is currently active, so what exactly do you want Bubba to do? Go find one of the other survivors while another teammate comes and gets the rescue turning a 2K into a 1K?
I'm aware Claudette is the only one left but the point still stands. If he leaves, he's risking an opportunity to safely secure an additional kill.
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I mean they'll fix the useful little exploits, if you can even call them that, like being able to look up during fatigue but they still won't fix things like the blink bug or how inconsistent blinks can be on certain maps/structures :)
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Without the right to do anything with Stranger Things, yes this does mean they can no longer update Demogorgon or the perks from the chapter. They will essentially remain the way they are until DBD dies, unless they somehow regain the license in the future.
And I think they mentioned the character specific achievements will be kept if you got them but otherwise will be removed. The non-specific achievements are going to be recontextualized to remove any hints or mentions to Stranger Things.
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@Aven_Fallen said:
Nurse will never be changed. The thing is, she is a big design failure, a relict from a time where so much stupid things were in the game. Nurse is one of those stupid things, yet, she cannot be changed.
You cannot really nerf her, unless you want to nerf her into Oblivion so that she basically stays the same, but is super-weak.
She would need a full Rework, which includes making her more accessible for newer players and also includes that she is actually playing DBD and not her own game. Something like increasing her Movement Speed to 4,4m/s at least and if you want to keep the Blink Mechanic, nerf it heavily (like not being able to blink through Objects)... So basically that she can catch Survivors without using her ability, however, her ability helps her doing os.
BUT - this will never happen, the outcry would be too big. So we are stuck with a design failure, which cannot be corrected.
Frankly I would consider Spirit to be more of a design failure than Nurse. While Nurse may have been created for a different era of DBD, her powers, while certainly capable of making any match a joke in the right hands, take time and skill to use, meaning that these games are fairly few and far between. On top of this, Nurse still has plenty of counter play that doesn't make her unbalanced. Difficult and not necessarily guaranteed to get away? Sure. But in DBD every second counts, so extending a Nurse chase for a minute or two is rather huge.
And then of course you have Spirit over here whose power is comparatively much easier to use, not inherently something you can just play as and win instantly with, and has little to no counter play unless you want to count a coin toss only the killer knows the result of as "counter play." Unlike Nurse, Spirit has no form of information to let a survivor know they are using their power, where at least the Nurse has a sound cue and unique animation, not to mention is easier to dictate when a Nurse would likely use it.
The sad thing is that, much like with Nurse, you cannot really change Spirit. While there are a few tweaks that can certainly be done to hear (namely just some indicator to let the player know she is phasing), her base power cannot really be changed without a major overhaul or just nerfing it into the ground.
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You know, one would think they'd actually take notice at this point. This is probably one of the longest running threads I've ever seen on the forums, not including pinned discussions (but even then this one exceeds the pinned ones). I know a Mod has responded but I think at this point a BHVR dev needs to respond. With so many people clearly wanting to see this change happen, a statement should be made, I think.
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@DeathByGiggles said:
Hey there! 😊
Please use the code ANNIVERSARYFRAGMENTS instead if the code from the stream isn't working for you.
What about the first code for the rift fragments?
Edit: Disregard, I'm just a dumbass
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I don't think it was intended to already be out, so if it's gone now it's because we weren't supposed to see it yet
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I don't think many will argue that Billy's add-ons didn't need some tweaks as stuff like insta-saw was pretty busted. However, we can all agree that the new add-ons in general are a far cry from even Billy's worst old add-ons. The overheat mechanic was just the cherry on top of the ######### sundae, making what were good/decent add-ons, the engravings, absolute garbage while generally putting a cap on the amount of pressure Billy can put on survivors.
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I'd be interested in seeing a more energy-based weapon of some degree. We have energy-based powers but no weapons.
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And yet the sad thing is, in the most recent patch, they decide to fix a bug that was beneficial to the Nurse. Now I'm not saying I wanted/think that bug deserved to stay, but I am saying it's kind of disappointing that whenever they do touch Nurse nowadays it's just to fix bugs that could be seen as potentially helpful for the Nurse player.
I can live with the whole auto-aim BS, but what I can't live with is that stupid blink bug. It has cost me so many kills/games entirely.
Edit: The aforementioned blink bug and M1 bug, actually. Both of those stupid bugs need to go.
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I've been lucky enough to not go against many Spirits myself. I feel like a decent chunk of people refuse to play Spirit out of principle, similar to Hag.
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They'll never change killer adept though because "it'd be unfair to all the people who already got the adept achievements." I'm paraphrasing a bit but that's basically what they said.
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That's a beam of light caused by the glass bead add-on for maps.
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For the record, I don't think pinging the mods/devs will do you any good.
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@Razvan said:
https://forum.deadbydaylight.com/en/discussion/comment/2141037#Comment_2141037
nope, that sounds plays when he is tier 1 and then when he is close to level up to 2 that sound plays.
If that's the case then the video was pretty vague in explaining it, and I would have no issue in seeing it return and would in fact encourage it.
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I mean those are some pretty generic terms to use in games. "Tunneling" I can understand, but "camping" and "360" are very generic terms in other types of games, namely FPS-s
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I feel this would be a somewhat indirect nerf if it were added back, but at the same time it would be neat to have.
To clarify what I mean, as the video states, the sound is meant to play when Myers is about to go T3: a warning sound cue. This could cause survivors to play a lot more cautious when hearing the sound which can cause the game to be drawn out and potentially make getting T3 off difficult, depending on the map/scenario.
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This is a whole other can of worms that I feel is unrelated to DBD and more like DBD is a victim of this business practice. Whether or not people agree with the paid online system that consoles have, it exists and is unfortunately something we must endure. If it were BHVR's call I'd imagine such wouldn't be the case, but it is not and it's not like they see any form of profit from said online subscriptions.
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To be honest I'd prefer if people just take their item with them. Feels almost like a pity consolation prize, except it's one you'll quickly forget about either way and they lose an item simply because they felt bad.
Granted, it's not always out of pity, it's sometimes as thanks for letting them out, something I have experienced before. Even then though, I'd prefer they keep their item than assume I demand some sort of payment for letting them out. If I let them out it's because I felt like it or felt bad because two of their teammates DC'd.
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@[Deleted User] said:
Playing survivor is way more stressful than playing killer sorry.
Alot more survivors dcing than killer too.
That latter point seems a tad ignorant. You're welcome to think that survivor is more stressful, most may disagree but you do you, but I think you're not accounting for why survivors DC more than killers. Sure, sometimes they are legitimate reasons, but in this context, usually when a survivor DCs, from my experience, it's because they tried being toxic and failed or wanted to deny the killer their kill, which to me seems to be less out of stress and more because they got butthurt.
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@valvarez4 said:
Don’t think you deserve 4k every game, that’s all
Wasn't trying to imply such. Frankly I'm usually happy securing a 2k, and often I 3k and give hatch anyway when I do 4k.
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Oof, should've proofread before posting, that intro could've been written better, but my point stands.
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If I may ask, did you update your game when these happened? They supposedly fixed that bug in the patch released today.
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For the record, as far as my knowledge goes that feature has never worked right on Steam. I remember trying to use it on TF2 and it only worked about 30% of the time.
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@Shenshen said:
https://forum.deadbydaylight.com/en/discussion/comment/2099280#Comment_2099280
m1 killer with 110% movementspeed.
You mean Trickster?
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Tbh she would be moderately less of a pain if they gave an indication as to when she is phasing. That mind game is so dumb it's usually a lose/lose situation. Like, sure, there is "counter play" to that but it's pure guesswork. I've lost to that mind game countless times and every time it feels like there was nothing I could've done about it.
And that's not even accounting for the chase itself, just the mind game, but at least in the chase I have more things at my disposal to try and juke her out so long as I'm not in the open. Yes, it's guesswork, but it's a different kind of guesswork where at least BOTH of us have to try and guess.
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@Yords said:
They shouldn't be killer-sided, rather actually... you know... WORK on the killer's side. It has been ages since I last grabbed a survivor off of anything.
Instead I just get stuck or frozen for a second or two while I pat them on the shoulder, giving them a headstart to run away.
Failing to grab a survivor as they continue to work on the gen be like
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I wouldn't be surprised if it was a feature punted by the wayside in favor of more pressing matters... just like all the other cosmetic issues.
Edit: On a more serious note, the thought occurred to me that the idea may have been scrapped since it kind of undermines the prestige clothing, so unless they changed the prestige clothing to something else it could never happen.
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Lockers hide your aura, so if you suspect the killer has BBQ, try hopping into the nearest one, just make sure you're actually in it before the person is hooked though because it takes a second for the aura immunity to kick in. Alternatively, if you think the killer is going to beeline toward you out in the open, try running in one direction then double back once BBQ ends.
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Huh, I swear I've had "bad luck" then, because I have only seen the back window variant as of recent, but who am I to oppose the majority? Don't mind me, I'm just going insane.
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Perhaps it's purely coincidental and I'm just "unlucky." I'd be curious to hear if others haven't seen it recently either though.
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@Lexilogo said:
My only concern with this change is that it'd make the Skeleton Key an extremely underwhelming upgrade over the Dull Key.
With that said though, I am totally okay with buffing the Broken Key like this. It's a quirky item that I would like to see become viable.
If that's a concern, they could increase the base time to 15 seconds, but I feel even that may be a bit too generous.
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Any form of communication still creates opportunities to turn solos into something equivalent to a SWF. Someone running OoO could easily relay information to nearby teammates, making a feature that SWFs often abuse now commonplace, albeit to a somewhat more limited extent.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/229355/why-cant-killers-leave-without-a-dc-penalty
Yeah that's fair. I think there should be a way for survivors to leave a game without DC penalty as well if they end up with a bunch of toxic survivors and killer.
There already is, it's called dying on hook. If the killer is slugging then yeah, that sucks, but at that point just watch a video or something until you bleed out. Killers have no out if they want to leave a match without facing a DC penalty.
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Might want to consider throwing in the towel now and make a post in the bug report section, see if they can (or will) do anything about it, or if anyone can perhaps provide some insight.
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I want to say that I'm sure it was there, but you remind me of one instance on Grim Pantry where neither myself or the other survivor could find the hatch in that scenario. Spent well over 10 minutes the both of us trying to find it, although part of the long time frame is likely because I was not intent on giving the survivor hatch in that case.
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/1957315#Comment_1957315
How exactly does it synergize with him, out of all killers? His power makes him able to cover great distances and his rush attack doesn't count as a basic one, so the perk activates even more rarely
Ah, kind of forgot that detail, making the synergy more niche, but it can still help in that sense. In situations where you may hit a survivor with a basic attack, you can follow this up with a rush and catch up to them more easily since there won't be pallets for them to run to. 16 meters is short but far enough to where a Blight can follow up an attack with a rush. Worst case scenario, you can at least push a survivor into a less favorable position by forcing them to utilize areas without a pallet at their disposal.
I admit to my mistake regardless and acknowledge said synergy is a lot more niche than originally thought, if not extremely situational.
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The only time I'm ever using it for traversal is if I'm trying to beat survivors to a hooked survivor or a gen, which I don't think is the worst idea in the world depending on how far away you are, otherwise yeah, primarily best used for catching up to a survivor, especially if used in conjunction with a purple bottle to slow them down.
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Blood Favor in a sense actually synergizes with the killer it was made with: Blight. Blood Favor may be underwhelming in the long run due to its limitations, namely the aforementioned long cooldown and the fact it's a hex perk, but its 16 meters is a lot better when compared to something like Cruel Limits which is nigh-pointless since it can activate even if you are not nearby. Not to mention it can usually net you a free down so long as they don't figure out you have it.
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Seriously, is this normal for MacMillan or am I going crazy?
https://i.imgur.com/YWlk1tI.jpeg https://i.imgur.com/ibBRSUX.jpeg -
I've noticed some pretty whack pallet placement on the Macmillan maps myself, recently. I think their pallet generation broke.
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Edit: Because dumb brain forgot to mention in the original post, I will update this thread with pictures, since it didn't cross my mind to take any at the time, and I encourage others to share their images if they have experienced the same.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/227696/that-would-explain-a-lot
This can be for platform specific certification. Not every platform is like steam where you can instantly push updates to players.
This is true, didn't think about that, but in that case I think it would be better if they just ironed out the kinks first and then set up the date for console certification. With that in mind, that would also be a fair explanation considering they also have it on Switch, with Nintendo being notoriously slow/picky with its process...
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Not sure if I'm the first one to notice it or point it out, if someone else has in this thread then I have missed it and I apologize, but I'm seeing a trend in terms of the weird pipping and the broken emblem. It seems like almost every time someone does get the Unbroken emblem, the pips are wonky but those who don't get the emblem have their pips act like normal. So I'm beginning to think that whatever is wrong with the Unbroken emblem is directly impacting pips.
