Archol123
Archol123
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540376#Comment_3540376
Communities that self-regulate are usually tiny and sometimes die for it.
In fighting games there used to be a bunch of arbitrary rules people would set like no grabs or some OP move. I don't think they would have survived if the devs just let those communities self-regulate. Instead fighting games got both a grab button and the ability to break a grab as well as extensive combos (combos started as a bug btw).
The devs can very well help this game develop and become better than it currently is, moralizing over a video that adults play and comparing it to playground lessons is kind of silly. What's next we should bully and demean the weakest survivor/killer we come across because that's what happens in playgrounds?
You cannot be asking from people across the world to self-regulate according to your standards. Different places come up with different codes of honor. The people that post here aren't a hivemind and probably players from the US, EU and Asia differ a lot on their perception of what is ok and what isn't.
People who play competitive games play broken stuff like Skull Merchant all the time, even pro players do it. Are we supposed to punish OP that voiced something that is frowned upon here but might be more widespread than this forum has you believe? If you get this moralistic over a video game and a player you will probably never meet, then I don't know what to say to you.
You know who can regulate things? Well devs can, perhaps you should be asking them to implement changes you want and encourage your point of view instead making it harder and harder to tell if this game is competitive or a party game to begin with.
Also on a side note if you think that caring for other people and being polite and not intentionally making things miserable for other people is child's play and only on playgrounds then you are a terrible human being since empathy, pity and caring are parts of what makes us human, the ability to care for others and feel bad for them.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540376#Comment_3540376
Communities that self-regulate are usually tiny and sometimes die for it.
In fighting games there used to be a bunch of arbitrary rules people would set like no grabs or some OP move. I don't think they would have survived if the devs just let those communities self-regulate. Instead fighting games got both a grab button and the ability to break a grab as well as extensive combos (combos started as a bug btw).
The devs can very well help this game develop and become better than it currently is, moralizing over a video that adults play and comparing it to playground lessons is kind of silly. What's next we should bully and demean the weakest survivor/killer we come across because that's what happens in playgrounds?
You cannot be asking from people across the world to self-regulate according to your standards. Different places come up with different codes of honor. The people that post here aren't a hivemind and probably players from the US, EU and Asia differ a lot on their perception of what is ok and what isn't.
People who play competitive games play broken stuff like Skull Merchant all the time, even pro players do it. Are we supposed to punish OP that voiced something that is frowned upon here but might be more widespread than this forum has you believe? If you get this moralistic over a video game and a player you will probably never meet, then I don't know what to say to you.
You know who can regulate things? Well devs can, perhaps you should be asking them to implement changes you want and encourage your point of view instead making it harder and harder to tell if this game is competitive or a party game to begin with.
If you look at smaller communities especially in custom game lobbies they regulate fairly well, also tf2 is a way larger game than DBD and will most likely never die because for some reason it still exists.
You seem to confuse politeness and caring for other people, which should be taught by parents before children go play with their friends with what some brats come up with when bullying, it is not about the unwanted behavior but about the behavior the community wishes for itself.
The devs could not even come up with different game mode or some basic functions every other game seems to have, like replay mode or saving replays, blocking communication which certain players and so on. So I don't really have trust in their abilities, such things are the bare minimum for a game 10 years ago and it is just pathetic that this game does not have it in 2023.
Im not saying that all those communities should come up with only one rule set to hold up, but maybe one for each server in case they are truly different. If people come to an agreement of certain rules they want to hold up that can totally work, that's basically what guilds and clans in other games do for example.
The comp community also uses their specific rule set and excludes you if you don't play along those rules, so obviously self regulation can work, because it has proved to work in many games.
The game is basically neither, it is not competitive because of its rng and busted stuff on both sides, but also matchmaking not working and it is neither a party game because you cannot just start it and have fun with friends because the new player experience is terrible and once again matchmaking is too bad and it will make it miserable.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540307#Comment_3540307
What is this? A moral lesson?
Frankly he's not in the playground nor is he playing in a team. Killer is a solo activity. It's not his job to play in a way you like and vice versa, it's BHVR's job to ensure both parties are having fun. They created Skull Merchant and are currently doing nothing to address her. They're also doing nothing to address the frustration casual players experince being forced to play with sweaty Nurses, Blights, Skull Merchants and etc. instead of making two modes to pander to both crowds that have conflicting interest (one crowd wanting to chill and another to sweat).
He is still interacting with other people and that does not change just because it is not in person but over the internet. Some communities self regulate more than dbd...
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@UndeddJester said:
"Yeah, but I'm having fun... " is an attitude that hurts a lot of online games. It's a selfish mindset that people only get away with through the anonymity of the Internet.
On the playground, if you were to say... try and keep hold of the ball and never pass to your team with the same mindset of "Yeah, but I'm having fun...", you'd get reality checked pretty damned fast.
You learn in real life to be selfless and considerate, or at least you learn to pretend to be, because there are actual consequences to getting caught being selfish. Sadly not an option here, so enjoy it, because you can do so without penalty, but the community will never respect you for it, and creating a post that explains your point of view, begs the question "why?".
Apparently in team fortress 2 in the custom games people just got kicked if they didn't play according to some pre set rules, a good system I would say.
I think the mentality should be if I was playing against my buddies what would I bring and how would I play... Because if you hold your friends hostage for an hour you would not have friends anymore and they would probably just leave and tell you do that stuff somewhere else. I mean yeah sure winning is great and all, but if you have to make everyone else miserable because of it that's just dumb.
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@caipt said:
rework hatch, its the reason people due this to begin with
Agreed, the problem is that when you already "won", because the survivors are unable to finish the gens but you have to get all 4 and don't want to rely on hatch. Either make it so hatch escape does not count toward adept or just rework hatch into something that rewards skill and not some rng thing that might spawn right next to you or on the edges of Narnia (like in the swamp maps).
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540119#Comment_3540119
Id still saying decent timing is relevant
Naaah before the change you had to time it in the right moment, now the windows is really big.
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540088#Comment_3540088
Yeah I’m quite flustrated, regardless, it’s just that flashies were my main surv tool and I’d say I was pretty decent with them and they got me a lot of escapes and saves, now that they’re disabled I haven’t really gotten the same fun as I had before, but I haven’t played killer since the killswitch so I might try that instead
Since they made the windows for a flashlight safe so huge it is really not hard to be somewhat decent at using them, you basically need no timing anymore...
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@Wiccamanplays said:
I don't know what lobbies you're getting but flashlights being 'practically the number 1 Survivor tool' is a pretty wild thing to say. I guess since maps and keys are virtually useless flashlights are at least in the top 3...
Keys give you aura reading, people just don't use them properly, luckily for most people because keys are really strong.
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540032#Comment_3540032
But to killswitch such a used surv tool?? And isn’t it faster to fix smthng when they shut the servs anyways?
Why would it be faster? Wesker was the most played killer for quite some time and he still got kill switched, so what? Flashlights are the worst survivor item anyways... Keys are awesome in chase and the other 3 are just really practical, self heal, faster gens, orientation.
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@SAF3TYRA1LS said:
Killswitchint flashes was the wrong thing to do, maybe shut down the servers for a bit and FIX YOUR BROKEN GAME, flashlights were practically the number 1 survivor tools, wanna flash save? Not anymore! Wanna run a stealth build and gotta blind killer? Not anymore! Wanna get killers attention to save teammate? Not anymore! Killswitching flashlights was the completely wrong move
So instead of fixing the game while people can play without flashlights you want them to shut down the game while they fix it? You re not making sense... The kills witch is literally there to remove broken stuff while they work on a fix... What else is it for? xD
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@Xernoton said:
No offense but I hope we never cross ways when I play survivor.
I wasn't content with cheaters holding me hostage, I am not content with locker exploiters holding me hostage and I sure am not content with Caitlyn 3Genner holding me hostage.
I am not usually one to condone disconnects or hook suicides (in fact you'll find me pleading for harsher penalties) but I will run up to a 3Gen Merchant and force them to kill me, if it becomes clear that we are not getting out of this anyway. Enjoy your wins but don't expect anyone else to put up with it.
I have not heard Caitlyn 3Genner yet, but I'm totally gonna steal that phrase, that's a great one dude :D:D
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@Hermit said:
Don’t hate the player, hate the game.
BHVR knew exactly what they were doing when they released skull merchant.
You can still hate the player, because there are many other killers to play that actually offer gameplay, and Skull Merchant does not have any of that. You put a drone at a gen and camp it, there is really not much to learn or outplay or get good at or anything. This killer just offers nothing and I simply don't understand what people could possibly enjoy about it.
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@JonOzzie16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539467#Comment_3539467
Oh the chase is amazing. Getting hit from two blocks away. A billion unsafe pallets and dead zones. These are some fun chases let me tell you.
Ping issues, what do you want me to say? If someone has bad ping it is always a wild ride. Also if not unsafe pallets what do you want then? just drop safe pallets left and right like in the game? That map is terrible.
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@JonOzzie16 said:
This is for the devs. So all of the toxic player base can comment on this and it will NOT be read, so get started typing away.
1. Broken window hits. There is no way that Bubba should down me with his chainsaw on Haddonfield when I have vaulted and am halfway through the room. Bad ping favoring killers is complete garbage.
2. Survivor nerfs. Basically all survivors can do now is generators. Which is boring AF. Healing nerfed. Boons nerfed. Sabo nerfed. Flashlights nerfed. This game is becoming a generator simulator.
3. Hackers. I'm on console and I've taken all the necessary steps to report someone for hacking and simply received an email saying that I will never know the outcome of the report. Really? That's quite lazy and pathetic.
4. Maps. The new map is horrible, barely any pallets. Open dead space with nothing but opportunity to get slapped with Hatchets or whatever. "Reworking maps" to favor killers. The farm maps have been ruined with ######### tiles.
5. Skull merchant and Knight. This has to be the worst thing the devs have ever come up with. Both killers are terrible to go against. Promote 3 genning and are just annoying as all get out. I'd rather face pinhead and wesker on repeat than encounter either of those. Great job.
6. 3 genning, tunneling, camping and slugging. These are all very utilized strategies by killers. They take a lot of fun out of the game. Tunneling I will say is the least of my worries. But hanging on a hook and laying on the ground is totally aggravating. I am certain the anti camping mechanic will never see the live servers. Prove me wrong.
7. Catering to killer mains. We all know this forum is like 75% killer mains crying and begging devs to nerf this or that. And for some reason I suspect most of the devs are killer mains, because they love coddling killers and doing the bare minimum for survivors.
8. TCSM is just a better game. Very balanced. And I'm very excited to see what they do with it. I hope it doesn't get the DBD treatment with nerfs and buffs every single patch until the game is just an unbalanced mess.
9. Rifts, events, and cosmetics. There are rarely any good looking cosmetics. Most of them have blood splatter, rips and tears, look like they've been dragged through the mud. The rifts are FULL of ugly recolors, ugly charms, pathetically low bloodpoints. Etc.
10. Daily rituals. They are not worth my time. I can't remember the last time I completed one. They are all killer sided. The rewards are far too low.
11. Bugs. The PTB should include console platforms as well. Every single patch it seems console players are riddled with game breaking bugs that could have easily been prevented.
12. DC penalties because your servers are #########. Can't count how many times I've been force kicked from games and got penalties because your servers suck. I've tested my connection and it's solid. This is the only game I'm getting issues from. Fix your servers or remove the DC penalty.
As for the new map, I think it runs terrible, I have massive frame drops, but from a gameplay perspective it is the best map we had in years, that's not really hard considering how terrible those last maps were, but then again it also offers some eastereggs, which is really nice.
I think it is weird to say all survivors can do is do gens, all those things you named are boring things anyway? What about the chase dude?
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@the_honey_badger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539353#Comment_3539353
I 100% love dbd, I find the game super fun and engaging. But I also have to say that at times I like doing other things too, I enjoy the chase (I've been playing xeno almost non stop since release) so I definitely enjoy that aspect of the game.
But what I'm saying is, I enjoy also just relaxing and having a chill time. Again no offense taken, I get where you're coming from, but I find relaxing more on dbd is way more fun than an mmo
Ok, but then tell me what makes playing against bots different with your strat than against players? Besides the point where the players will have a miserable time and call you out for it.
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@TabS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539348#Comment_3539348
That's the point... it's not fun to play AS legion because they feel too weak
I think that is fair, because legion is a really easy killer, if they were strong and easy to play why spend more time learning a harder killer if it is not worth the effort. Legion requires survivors to be bad for him to capitalize on that, which works great in two ways 1. Macht making is terrible, so most survivors you go against have no clue what they are doing 2. The survivors you encounter when starting with an easy to play killer should be rather weak (if matchmaking is working), because Legion has such a low skill floor he does not take long to master (m1 killer gameplay taken aside, only looking at the killer specific things you need to learn).
You can still do good on him basically every match because he is so consistent but you need to use the frenzy more as an easy first hit/slowdown and not down.
On the other hand making him really annoying to go against is not the way, there should always be something fun and interactive on both sides. Legion is just the run slightly faster and stab people killer, if that's your thing good foryou if not there are 30 other killers to try.
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@the_honey_badger said:
So talking about a killer that's incredibly controversial, I'll be honest and straight up. Yes I play her in a 3 gen defence way, to me there's no other way of playing her effectively. If you're playing a chase playstyle then you're effectively shooting yourself in the foot so to speak.
So I'm unfortunately one of those people who can't help but have somewhat of a competitive mindset. It's not that I don't mind loosing, I'd just much prefer a 3k and move onto next match. That to me is a win condition. Yes I know I could do that with nurse, spirit, other S tiers or even A tier killer's. But at time's when I mess up constantly, I feel like it just gets to me if that makes sense? It messes me up even more and I end up just being pretty unhappy playing the game, especially when people message me saying stuff like "gg ez killer". I don't mind messages but it get old after a while.
So why did i bring this stuff up? Now I love playing her because I find it just incredibly relaxing, now I'm not taking away the fact that it's incredibly boring or unfair to face, that's a whole other issue. But something about just listening to a podcast or some music while chilling and playing dbd feels nice. Yes I know the killer gets alot of backlash due to this playstyle, but I'm not doing it to be malicious or mean, or to even sour someone's mood. I like doing it because it's something I find relaxing to do and not having to stress or worry feels so good.
So if you've read this far, I do apologise for posting quite a lengthy post, I do understand how frustrating it is to see someone enjoy a playstyle that is widely despised, but I do hope by reading this you can see the point of the topic. While I can understand how it is to face something like this, I also hope you can understand the other side of the coin.
Thank you for reading this, I once again apologise for such a length post. <3
No offense dude, but it just sounds like you don't like to play dbd... Because what this sounds to me is you don't like chase interaction but rather a relaxing game, with rather repetivie input from your side... I used to play wow like that some time ago while watching a movie or something but the question is do you actually like what you are doing or do you just want to do something while you are listening to a podcast or whatever.
Also why don't you play against bots then? I mean playing this style clearly shows that you don't care about the chase, OK I guess, but why ruin other people's day then by playing it against them?
Also as for chill games while watching a movie, just try an mmo or hack and slay thing like path of exile or something like that. Like I said, to me it seems like you don't really care what you re doing in the meantime, because that gameplay is not really engaging or anything, so you might as well try something else where you don't ruin 4 other people's day...
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@Emeal said:
Nobody wants Undetectable Frenzied Legion, if you want that you gotta guess where survivors are lol
I mean at least he cannot down you in frenzy, unless you are the last hit, but then again from a gameplay perspective it is still not fun to not even get a warning, there is already not too much fun interaction with legion in his power, this would not make it more fun for both sides.
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536320#Comment_3536320
The reason they're compared is because in chase Xeno IS slinger but better.
People need to stop using turrets as an excuse as if they're any good. It takes 2 turrets next to each other to even work 9/10 times because of how long it takes to actually burn the xeno.
You also brought up his fixed tunnels as if they aren't fixed right next to gens, yknow the thing he's supposed to be patrolling anyway and also the location survivors have to go to aquire counterplay and also the fact it sees footsteps while in tunnels. No way anybody can deny that Xeno isn't heavily overloaded with too much crap.
Slinger being nerfed was unjustified back then but I got it, casual survivors aren't good and that's where he stomped hard. That's fine w/e but Xeno IN CHASE is almost identical to slinger BUT better.
Reverting slingers nerfs doesn't allow him to do anything that Xeno already can't. There's no excuse or reasoning for it at this point is my main point/argument.
What would giving slinger his old (or at least a 24 meter) terror radius do that's so unfair? Xeno can already creep up with tail
Why would giving quickscope back break the game? Xeno tail attack does the same thing and still doesn't have to reload nor are they punished for missing
I can let the addon nerfs slide as they were practically the only ones anybody ever used
How is your idea of balance to bring back stuff that was broken and got fixed instead of fixing new stuff that is broken?? Quick scoping was zoning and free hits at larger distance, xeno has 5 m.... That's just not comparable, but both are problematic in the sense that you cannot dodge it. I would also disagree with turrets being useless... People just need to learn to place them properly.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537891#Comment_3537891
fun fact : susies mixtape already removes that check by allowing legion to see you outside of the 32 meters TR.
His terror radius becomes 40 m in frenzy btw.
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@JonOzzie16 said:
This is for the devs. So all of the toxic player base can comment on this and it will NOT be read, so get started typing away.
1. Broken window hits. There is no way that Bubba should down me with his chainsaw on Haddonfield when I have vaulted and am halfway through the room. Bad ping favoring killers is complete garbage.
2. Survivor nerfs. Basically all survivors can do now is generators. Which is boring AF. Healing nerfed. Boons nerfed. Sabo nerfed. Flashlights nerfed. This game is becoming a generator simulator.
3. Hackers. I'm on console and I've taken all the necessary steps to report someone for hacking and simply received an email saying that I will never know the outcome of the report. Really? That's quite lazy and pathetic.
4. Maps. The new map is horrible, barely any pallets. Open dead space with nothing but opportunity to get slapped with Hatchets or whatever. "Reworking maps" to favor killers. The farm maps have been ruined with ######### tiles.
5. Skull merchant and Knight. This has to be the worst thing the devs have ever come up with. Both killers are terrible to go against. Promote 3 genning and are just annoying as all get out. I'd rather face pinhead and wesker on repeat than encounter either of those. Great job.
6. 3 genning, tunneling, camping and slugging. These are all very utilized strategies by killers. They take a lot of fun out of the game. Tunneling I will say is the least of my worries. But hanging on a hook and laying on the ground is totally aggravating. I am certain the anti camping mechanic will never see the live servers. Prove me wrong.
7. Catering to killer mains. We all know this forum is like 75% killer mains crying and begging devs to nerf this or that. And for some reason I suspect most of the devs are killer mains, because they love coddling killers and doing the bare minimum for survivors.
8. TCSM is just a better game. Very balanced. And I'm very excited to see what they do with it. I hope it doesn't get the DBD treatment with nerfs and buffs every single patch until the game is just an unbalanced mess.
9. Rifts, events, and cosmetics. There are rarely any good looking cosmetics. Most of them have blood splatter, rips and tears, look like they've been dragged through the mud. The rifts are FULL of ugly recolors, ugly charms, pathetically low bloodpoints. Etc.
10. Daily rituals. They are not worth my time. I can't remember the last time I completed one. They are all killer sided. The rewards are far too low.
11. Bugs. The PTB should include console platforms as well. Every single patch it seems console players are riddled with game breaking bugs that could have easily been prevented.
12. DC penalties because your servers are #########. Can't count how many times I've been force kicked from games and got penalties because your servers suck. I've tested my connection and it's solid. This is the only game I'm getting issues from. Fix your servers or remove the DC penalty.
TCSM is more balanced really? Because I have seen videos where the survivors are so efficient the game basically ends after 2 minutes basically without much interaction with the killer, so how exactly is it more balanced? Especially certain abilities of the the survivors are way too strong apparently.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538525#Comment_3538525
Just make it fly roughly at head height. Problems solved. And also she is an M1 Killer right now so that won't change.
Then you still don't solve the problem of counterplay against that drone, like how do you outplay the thing? Is it just a free tag, or is it similar to legion where you can tag/injure, but not down? Or what exactly is the point of it?
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@Jay_Whyask said:
They just need to give us the built in totem counter next to the gen count.
There's no point in wasting time giving every totem perk a "totems broken" number.
Basic statistics should be base kit.
I shouldn't have to remember every mundane task I preform when I'm trying to have fun.
Generally speaking there are just too many perks in the game that are rather weak and don't do much but are similar to other also weak perks... They should maybe think about fusing perks together, because some of the perks in this game are just so God awful you could fuse 10 of them together and probably nobody would still run it... Even If predator bloodhound and stridor were fused I don't think many people would run the perk. Predator is even debatable a anti-perk in the sense of it might actually be worse then nothing, because scratch marks don't go up walls and stuff so tracking in the distance is harder... Same goes for many other perks with just no or really really weak effects.
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@TabS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537891#Comment_3537891
I'm a survivor main and yet I find Legion to be extremely weak compared to other killers. Most Legion I played against struggled to get even 2-3 hooks before the 5th gen popped. If survivors spread out (it doesn't even need to be a coordinated swf) frenzy does nothing but get an injure and that's it.
There is NO NEED for the terror radius. Killer instinct should be separated from it.
The again there is not really much to learn about legion at all, he doesn't have hard to learn mechanics or anything, so it is kind of fine if he is easy to learn but rather weak. However I thought his power only does not detect if he himself does not have a terror radius for example with something like plagues perk... Not if the survivors are oblivious as well? But I don't know so I guess they should adjust it in that sense. Also generally speaking it is fine if some perks don't work on all killers by design, there are more than enough persk in the game, I would even say too many. Therefore I don't really mind if some of them don't work on legion.
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@Fresh639 said:
2 of the last 3 times I've been on the map was against Skull Merchant & Knight. Both of them stayed on the side with main building to guard the 3 gens. While we managed to get a 2-man out versus SM, Knight & his guards prevented us from breaking the 3-gen. This map needs to be adjusted so that it's not a 40+ minute attempt at trying to finish 5 gens.
That's not really a map issue but a killer issue, knight and skull merchant are just really good at holding a 3 Gen, yes some maps like sanctum of wrath, azarovs or suffo pit are easier to 3gen than others, but it is still mostly a killer issue...
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@Demodoggoz said:
can we get visual filters in the game? like cool movie filters people could mess around with. such as a classic 50s movie filter, a vintage static, or 80s vhs static. and on a slightly different note, is it possible to change the lobby background/campfire? such as buying the silent hill chapter and being able to change the background to the silent hill campfire same with other chapters.
They could probably get so much money if they just sold backgrounds, maybe even with shards, not just Auric Cells... Same goes for moris and so on... I myself don't buy/use cosmetics in any game, but most people enjoy this stuff so why not do more than just outfits for the characters.
However I would really like there to be the option to just turn off all cosmetics on your screen, because sometimes it is rather hard to tell who the survivor is... So that would be nice for clarity. If I cannot tell survivors apart it is tough to decide who to go for... And that might just lead to frustration on both sides.
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@GroßusSchmiedus said:
This is more of a total rework, to make her more fun and less frustrating while also trying to maximise build variety because thats something i personally love on a Killer, i put the total strength of the character not as much of a priority:
Here is the changes aimed at making her less frustrating (aka nerfs).
- Drones are reduced to one, can be increased in Number via add-ons.
- Drones no longer apply an AOE with exposed or any effect on their own.
- Disarming Drones no longer has any penalty and does not apply Claw traps
- Claw Traps no longer offer Haste or Pallet Destruction.
- Claw traps apply a slight repair/healing/cleansing penalty and disruption instead, their main effects are now based on add-ons.
The Fun part:
- Skully can now manually fly drones and shoot claw traps by shooting them, think of it as a mix between Victor and Singularity.
- Drones see blood brighter, similar to Victor and Wraith.
- Skully now gains a haste boost after leaving drone control similar to the Knight.
- Claw traps show the location of the survivors on your radar.
- Claw traps now apply a big variety of different effects based on add-ons, similar to Doctor and Hag add-ons.
I am not sure about the effects and rarity. Effects i would like to see include could be a permanent terror radius, a scream on command, pallet destruction on vault, a permanent speed boost or vault speed while chasing a clawed survivor, an iridescent queen type shock, basic status effects.
The question is would she still be m1 in the sense of how does she gets downs? Because if the drone is flying above survivors I think it is really hard to have counterplay against getting tagged, also on indoor maps the drine implementation would be really rough, don't know if they would go through that struggle.
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@HolyDarky said:
Hey,
I want to ask if one of the developers could tell us if any map gets a rework - or at least a tweak/Qolc - after the two Swampmaps get their rework. There are some maps that don't really feel fun to play on. Some example of troublesome maps:
- Garden Of Joy: The map is really big, the red tones are sometimes disorientating, depentend on the RNG the map can have really disgusting loops that are connectet with fillerpallets, and the Mainbuilding with its windows is extremly strong, especially against M1-Killers.
- Both Red Forest Maps: Both maps are really large, filled with so much stuff, and too many loops that are conntectet too well.
- Badham Maps: really big maps, many strong loops and building, and the mainbuilding can become really disgusting if the basement is not there and the survivors are prepared for the map.
- Borgo: Very large map with many strong loops, and the red tones are very disorientating for scretch marks and aurareding perks.
- Haddonfield: The buildings are extremly strong while the middle of the map is so hard for survivors to play it right. This map is also too large.
- Midwich: Survivors have huge issues to find Generators and many loops or pallets are traps for survivors.
- RPD: Survivors struggle to find Generators and Killers have an easy time to defend Generators since most of the time two Generators are in the main hall. Killers have an easy time to camp on this map (g.e. You can hook a survivor at the front entrance next to the small gate and body this gate so the survivors have to go the hole way around; You can hook a survivor next to the library and staircase while also defending two Generators).
A little personal opinion from me: I don't need a new map every three months. I would appreciate it if the mapteam would focus more on balancing the currently existing maps to make them fun for bothsides instead of creating a new map every three months that could be either extremly killer- or survivorsided.
And while they are on it they can also change the game so it isn't just 25 safe pallets that you don't really need to be any good at the game to loop most of the killers...
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@Ayodam said:
I understand your frustration but I kinda feel posting about it is a bad idea because doing so encourages more players to look it up and try it.
Yeah was going to ask, what is this even? But then again when you bring attention to it bhvr has to fix it faster...
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@Cypherius said:
Gen explosions cause screams. Pain Res does this as well (and is often paired with Dead Man's Switch because of this interaction) . Eruption (even the old version) did this as well. Why would Jolt be any different?
Only issue is that the description of Jolt does not mention the scream. But i think the perk itself is fine like this. It has counter play and is limited to M1 downs.
Jolt would probably even be fine if it was not m1 only, unless you are on a two floor map, but on those maps the perk can already be quite oppressive. However I see that more as a problem of poor map design than a bad perk design.
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@buckk0097 said:
The title. im sprised this isnt talked about at all
I mean, you don't get the bubble up so it is not exactly that, but the screams sure help in that sense.
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@truthserum21 said:
alien is the most unfun and oppressive killer to play against in dead by daylight history. this game used to be designed around mind gaming killers to evade chase and using resources to do so. i admit that the bugs and some of the old mechanics made it extremely survivor sided but its as if we are paying for it now.
almost every killer in the last 3 years has been designed around any combination of the following, tracking/locating survivors with ease, monitoring or cutting off whole sections of the map(3 gen strat), almost completely ignoring all resources(pallets and windows), camping or monitoring hooks and gens, brutally slowing down the game for either extremely fast 4Ks or long, drawn out, cat and mouse gameplay.
Again, we may agree to disagree AND I understand that on a competitive level the game still leans towards survivors(slightly, at least). What percentage of games played does anyone think are 2000 MMR or higher with full, coordinated 4 player teams using voice comms? If I had to guess, Id say 20% at best, and that's being extremely generous. Even top MMR teams who are not communicating in voice chat to coordinate perks and sharing knowledge are severely hindered against even mid range killer players due to things like map design, killer perk build strength, and how strong recent meta killer base kits have been designed. Not even the OG Borrowed Time was as oppressive as the killers ability to slow and stop game progression with minimal effort today.
Can a window or a pallet save you from Nemis tentacle, Tricksters blades, Pyramids damned strike if you bait or fake? Yes, of course. Can you reroute a loop to evade a crow or a remnant, absolutely. Can you split gens in an effort to minimize guards and drones, sure. Was it a thing to regularly take a hatchet in the back when you didnt fake a vault, it was indeed. But every new killer has a new counter play to learn while survivors stay the same.
With the number of players being higher today as well as killer perks being far more oppressive to players in that class(new to moderate) the chances of a killer landing a lobby of a team they can not only beat but annihilate, torment, and embarrass if they wish to is exponentially high. Something has to give because the game is becoming extremely unfun on a far more than "you win some, you lose some" basis.
I get that the devs hold onto their 60% kill rate for dear life and how important that statistic is to them but its not really an accurate representation true game play or experience. At the highest MMR survivors escape a lot more but at mid to low MMR the number of 4Ks is much higher which makes for a perfect imbalance.
I don't know where I am going with this and I don't have the answers to solve this enigma and assure myself its all a dream but I think that some subtle changes to improve overall QoL and player experience are needed. The only thing I worry about is trying to find the root of the "problem" like was done with the healing nerf. What I mean is I think a massive change to any single mechanic could have a dire effect and instead analyze all the "little things" that create instant wins on either side while also taking into account how often these "little things" occur in 4 player lobbies as oppose to players not working directly together.
I get that this kind of feels like reading word soup but as someone who has loved this game since it's first day available on console I'm just not having fun as much as I did year 1-3(for console). Don't get me wrong, when it is fun its still a shot of that "good dope" but those days are few and far between now.
Anyway, if you got this far thanks for riding my bozo bus to nowhere.
On another point... How exactly do you have 20k hours in the game? That's an average of 7.8 hours every single day for 7 years... How do you even manage that if we have time for school/university/work or whatever and about 8 hours of sleep a day. And if we go with the 593 days we get around 5.5 h a day on average and this is still a ridiculous amount. (Also 593x24=14232, a little bit off of 20 k hours don't you think?) Most players with that many hours in the game either do it full time or are comp players and a lot younger then the rest of us.
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@truthserum21 said:
Also, comps have rules. Public games do not. IDC who says what, any Bare Bones comp where perks, Addons, and items are completely disabled almost any 20K hour comp team will beat the best killers on any toon in DbD history. Coordinated SWFs who understand core fundamentals and mechanics are no match for any base kit killer or player controlling the sticks. There is always RNG and other factors but overall the killer is at a massive disadvantage.
Now, at low tier play killers can easily mow down any team in public matches with ease. If anyone wants to see a video of my 3 year old daughter get 21 4 kills in a row with Alien base kit I will send the link. She doesnt understand anything about the game, she just button mashes. A toddler mowing down teams with ease is a perfect showcase of the difference between top tier comps and public games.
If you don't have proof for that it is not more than your opinion. Since most of Nurses power is already in her basekit I would think that she still has a really good chance to win even in a scenario without perks addons or items.
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@truthserum21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529961#Comment_3529961
How many comp survivors solo que 100% of their matches?
Most of them don't play pubs and if they do they probably don't play with their team since that would be boring for them, Hens and his friends stated that they only do the streak for a certain amount of games each times because it is just boring af.
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@Gandor said:
I have seen exactly coordinated boogeyman that absolutely destroyed me (yes - virtually everybody has those games). Exactly the time-precise callouts and whatnot - even deliverance (a perk that has potentially very little value in soloQ). But there was this one thing. In endgame chat they absolutely pointed out all the little mistakes they did and were mad at each other. They even communicated in a different way. And one of them spoke totally different language (IDK why people that write azbuka think everyone else will just understand them)
Just because someone is good, it does not automatically mean they are SWF. This might have been true before HUD, but (thankfully) no longer.
People just see swf everywhere so they don't need to reflect that they could have done many things better because swf is unbeatable, which is complete nonsense if we 1. Look at the amount of 4 men swf and 2. Look at how many of those existing are really that good that you cannot still find the weak link and win of that. I basically play only solo and have pulled those plays off already or bodyblock if necessary and stuff it is ridiculous that making good plays is bound to being in a swf.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536724#Comment_3536724
Do I speak a language you do not understand? I think I was clear?
but I’ll make it simpler:
names all start with hex = SWF
All Davids = swf
all luck offerings = swf
all french names = swf
it is in their profile = swf
excellent “communication” = swf (exactly finishing the final gen when pulling someone off a hook and then the rescuer having adrenaline whilst the fourth is at the door…yup, sounds like 4 solo players (this is sarcasm just to be clear))
yes, it is so hard to tell who plays as a SWF…
Your example is terrible, with the surv hud change to see progress this is not that hard to pull off, same with being at the door when the Gen is almost completed.... So maybe try something that actually makes sense.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536717#Comment_3536717
I have 3K hours so no, not new. And how many killers can down someone in seconds? Except for Nurse none. Most cannot deal with the map imbalance. I am mediocre as survivor and except for Xenomorph I can loop most killers for multiple generators, even Blight. So cut the crap already. Top people who are decent at the game off with meta perks adjusted to each other and comms and that is exactly why this game is SWF sided and everyone knows it.
Blight with his strongest addons is arguably stronger than Nurse, Spirit, Wesker, Plague and Artist are also all strong killers. All of those killers can down survivors in seconds if played properly.
3 or 4 men swf are a really small percentage and you will rarely encounter them. The vast majority is solos with a smaller percentage of duos.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536705#Comment_3536705
Oh my, those poor premades who are already miles ahead of solo players and even killers. Yes, their games are so rough…
Dude, playing in a SWF is easy mode. Either you’re trolling or just bad but otherwise almost every match that isn’t against a comp Nurse should be a win. A little nerfing should actually make their matches more normal again.
You must be new to the game, because otherwise I cannot understand your reasoning. If the players are not already good by themselves in chase they don't automatically win just because they have communication. If you face a good killer and you go down within seconds what does it help you to be in voice and all? There are many good killers in the game, not just nurse that can completely annihilate you if you make mistakes and if you really think that you only face people doing clock callouts and playing as efficient as possible then you're just delusional, because that is nowhere near the reality of matchmaking in this game.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536705#Comment_3536705
Usually it is very easy to spot. Similar names, same language and so on. It is also highly noticeable through their coordination and playstyle ingame. And yes, I do check profiles.
Language? You have like 80+% of people speaking english in my region. Also most people run good perks these days, basically no one runs all those trash perks. What playstyle exactly? And coordination? In what sense?
And in your research how many people were duos only and 3 or 4 men?
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536685#Comment_3536685
Ah, yes. The same excuse over and over again. Yet, everytime I play killer it is 90% against SWF with all the meta cheese. Those "people who just play with friends" would mind a few nerfs to bring them closer to SoloQ. I mean...they are just vibing right and not that serious?
Also how would you know it is 90% swf? When most swf are duos and very little 3 or 4 man? Did you check all their profiles and check if they have each other on the friend list or how would you know?
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536685#Comment_3536685
Ah, yes. The same excuse over and over again. Yet, everytime I play killer it is 90% against SWF with all the meta cheese. Those "people who just play with friends" would mind a few nerfs to bring them closer to SoloQ. I mean...they are just vibing right and not that serious?
Depends on how you nerf them but at least a few won't because their games will be harder for no good reason. Also what are you gonna do if people just decide to go to a voice chat after they got a random lobby? Like they used to do in the old days?
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@mca240 said:
SWFs are grossly overpowered. That's why most of them are so cocky. They need nerfing (without effecting solo players, and yes...this is possible).
If you punish people for playing with friends you will basically kill the game... Is this so hard to understand? Also most people in SWF are not even that good, they are mostly just friends messing around. The game should not be balanced around people playing ineffective. The proper thing to do is basically bring soloq on the level of swf and then balance around that, it is really not that hard.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535965#Comment_3535965
It's been a point I've seen brought up a lot; very strong killers with high mobility don't really care about MFT since they can catch up with survivors easily. Weaker ones, however, get hosed, especially those with no anti-loop or good chase abilities.
Yeah sure, but I have not seen that this would impact killer variety and I play survivor quite frequently...
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536357#Comment_3536357
That's exactly my point, to make her accessible to low level players, you almost have to kill exactly what makes Nurse unique and interesting.
The nature of her power means you have to crimp it pretty hard to nerf high level players by basically removing the ability to blink on a survivor and then follow up for free with a second blink (or a third). If you do that however, you then have to water down her kit with basic movement speed and m1 gameplay to allow her to still be able to operate without blinks available and make her easier for low level players. As a low level scrub, I play with Spasmodic Breathe cause it means I only have to accurate 1 time, then I finish my down as an M1 killer using bloodlust if I need, and don't have to fear getting constantly juked.
I'm sure with enough thought someone could get something that would work OK, but the unique point of the Nurse is she is slower is survivors, but to compensate can blink through walls... this blink is both her general movement, and her gap close for hits... if you remove that, she has to become a normal movement killer to compensate.
If you want to keep her identity as a character that moves slow and links everywhere, you need to find some way of making that easy to play but not overpowered... and it's one of those where having both is probably not possible... that's why she has her harsh fatigue effect and narrow windows to line up her blinks, because without those, it's really easy to land her stuff.
But you remove the only counterplay she has with that?? Bad players already have the addons that shows where you blink to, I don't think she needs to be much more beginner friendly than that.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536050#Comment_3536050
Hard disagree. Just because you can do something doesn’t mean you have to. Yes should the devs address camping/tunneling? Yes. Do players have to face camp/tunnel at 5 gens? No. As such, no ggs.
If they feel like it is the best strategy then there is no reason to... It is hard to know how good the survivors you re facing are at the beginning so playing sweatier early on might be necessary.
Also that argument would be similar to you don't need to take advantage of a situation to have it easier, yes you don't, but can you really people to play sub optimal? As long as it is not bm it is still a valid strategy.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536150#Comment_3536150
As a follow up I'd consider something like this would make her easier to play at low level, while limiting her at higher levels, but I guarantee any high level Nurse will have to hold back their vomit reading this xD: -
- 4.4m/s base movement speed.
- Each blink has 15 charges.
- 1 blink that charges normally at current speed 5c/s (or 3s).
- 2nd blink (and 3rd blink) are charged at a rate 1 c/s (or 15 secs).
- Blink charging can be accelerated by absorbing the breathe of survivors at a rate of 2c/s (or 7.5s). (Similar to Oni, have vapour trails survivors leave when they run that the Nurse can absorb).
- Each blink charged after the first slows the Nurse by 0.25m/s.
- Fatigue from blinking decreased by 50%.
- For each successive blink, fatigue is increased by 25%.
At low level the Matchbox and Spasmodic Breathe add-ons make her much easier to play, because you can fall back on M1ing to finish the job if a survivor is giving you trouble with juking. This is why something like above would help
However at high level you would have to make your blinks really count to get value as you have to charge them by following survivors in chase before you can do it again. This makes her much more like a normal m1 killer ofc, so the loss of uniqueness is substantial, and the overly punishing nature of missed blinks means you have to ask why would I play this over Blight?
But then you basically remove the line of sight breaking as counterplay because you can just follow and are not forced to blink to catch up with survivors... I don't think this helps in any way...
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@radiantHero23 said:
From what I can see, the camping solution will not make matches more fun. That's not possible. The killer would have to be a bot for this to happen. Players play how they want to play. If the killer wants to camp, they will camp. Even when 50 people shout at him for doing it and the game even punishes them.
The solution will make the game more fair for soloq survivors because a good swf usually has no problems with a camping killer.
If you find out the survivor is hooked and camped, you can just spread out and rush gens. The survivor unhooks themselves, gets tunneled and hooked again. If the survivor is halfway decent or has the right perks / map to back them up, gens should have progressed pretty far.
The game will still be boring because most survivors haven't been in chases and one survivor will probably die. But the other 3 have a decent chance at getting out at least. If this is all they care about.
I guess it gives some sort of negative reinforcement to the killer to not play like that because he cannot win that way... So at least something, but yes the match itself will still be unfun, but less bad I hope... Question is only how many solo queue survivors will go through that struggle of getting camped to help 3 guys out but still die on hook... Maybe just to spite the killer?
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@ZombieDan said:
A while back we were told about a proposed hook camping solution. A pretty straightforward idea, if the killer stayed close to the hook, the survivor would get a free self unhook, even in second stage.
The community received this news well, and survivors on the forum seem to be all for this change.
I'm a killer main. Not a good one, very much a mid tier killer. Like most other killers I find that if I get an early survivor kill, the match tends to get much easier. I try not to tunnel, but I've noticed the games where I do (unhooked survivor runs straight into me) tend to end better for me.
I'm all for this new camping solution. It will make me want to camp. Normally I'll hook and scan for BBQ value, and wander off. Now the first hook I get I can just hang around, knowing they are going to get a free unhook, and I can tunnel and rehook much faster than waiting for another survivor to come get them. And then I can do it again. And then they are out and I'm facing a three man.
This can't be what they intended, I must be reading this wrong?
You do realize he does not immediatly unhook once the charge is full? He can still wait for the full minute before stage 2 before unhooking? With 3 survivors on generators the game will be over before you catch this guy the 3rd time to kill him, without this guy taking you on a long chase? I don't exactly understand what you even mean?
Let's say best case scenario. You find this guy immediatly, chase him for 30 sec, down him, carry him to hook for like 10 seconds and hook him. You now have 3 gens that are almost at half, maybe 1 almost done, another one half if you are lucky. 60 seconds later those 2 gens will be done, a third one will be almost done and the solo survivor is at 20 % of his generator. You now have basically 2 gens left. The guy unhooks himself after 59 seconds of being on hook, he has 10 second bt and loops you for another 20-30 seconds because in a reach of 40 m is at least one structure to use. You down him again and take around 10 seconds to carry him to hook and hook him. So another 50 seconds total. The thrid generator is done, a fourth generator repaired by the duo is at maybe half the solo generator is almost completed. The fourth survivor is still on hook. And has 60 seconds until he dies on hook. In this time alone all gens will be done, and even if not you would need to catch him a 3rd time... 10 second bt 20-30 second chase 10 carry to hook. If the survivors are somewhat sentient and you don't get to hook the guy in the middle of a 3 gen then you will loose the game before this guy dies on hook.
Also this game still takes like 6+ minutes... It is not even that the survivors are being too fast, I didnt calculate for toolboxes or regression perks, for DS or OTR or anything like that, if you straight up facecamp someone you will loose the game unless the survivors really mess it up.
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@DEMONANCE said:
i think she's unbeatable in pubs a capable nurse is just gonna destroy evey public lobby she's in.
some of them are on a +700 winstreaks she's a killier that's once mastered Survivors' input matters very little.
but then again only a few people in the game really got to that point with nurse and she's an unpopular killer in general so with her best addons nerfed and her m2 being special attack idk if she needs more nerfs.
but i do like your ideas they don't nerf her directly but add some counterplay from the survivor's side.
That is basically a matchmaking issue, because when you go against a Nurse player who mastered the killer, someone like Knightlight or Alf then you will get trashed, but that's only fair, because those guys have 10k hours in the game and are just that much better, you cannot really expect to win it without 4 good players and probably even communication. Expecting to win otherwise would the same as going against Serral in Sc2 and expecting to win the game when you're not a professional players, the odds are just vastly against you.
The problem ist that not many killers in the game are viable when everyone is really good, I mean you can be the best Trapper or Legion or whatever in the whole world and a comp team will probably still demolish you rather easily. With really good I don't mean many hours or "high mmr" (which basically does not really exist since matchmaking doesn't work) but basically on a comp level of good. Not many killers are designed in a way that it let's the better player win if he is good enough, because from a certain level of survivor skill some killers are limited by their design. Nurse can totally loose in comp, Spirit and Blight as well.
People should go against players of similar or equal skill and this just does not work.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536063#Comment_3536063
Considering nurse I generally agree with this statement with 2 notable exceptions - The game that is so tiny and has good visibility even if it's indoor map is very strong for nurse and RPD that even though works as a labyrinth (which usually makes the map horrible for her - see Lery's) has a notable exception in a way hallways are structured - they always lead somewhere on very much predefined path (but have many turns which effectively slow down survivor for fast catch-up) where you can predict survivor will go - if you include the fact that survivor can't dodge you in these narrow halls - I at least am able to very often predict-blink on top of survivor for very fast downs.
Sure enough this mandates certain strength of survivors (which I actually get). There still are quite a lot of nooks and crannies where survivor can hide instead of continuing his path on hallways which can totally make me loose him altogether - but this happens much more rarely then very fast down. (and basically this is also the reason why I mentioned people consider the map bad for nurse but I personally don't agree with this).
But sure enough - to abuse this factor, you need to perfectly know the map. It will not work otherwise and you can very much struggle as nurse in this map.
As for Toba landing... I just don't like it. I personally consider the map always favoring the other side no matter which side I play xD That's why I made no statement towards it.
Also I agree that indoor maps are usually bad for both sides (keeping in mind quite a few notable exceptions).
I mean the game is still a bad map even with that because the gameplay consists of drop safe pallet when necessary and nothing else... There is just use of skill... But besides I can agree.