Archol123
Archol123
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3283387#Comment_3283387
Not at all, having two anti boon killer perks is a good thing.
Yeah but this new thing would be far better XD wasting survivors times for like half of the time a gen takes...
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@Emeal said:
This is a good idea, make it its own perk, screw the rework of Shattered Hope. You got a great perk idea right there.
Yeah but it kind of makes shattered hope redundant... So it is not too bad of an idea to make a rework.
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That's actually a really great idea... Haven't thought of that before.
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@AverageAshEnjoyer said:
Yes because MMR totally works
Indeed... (Copium)
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I'm so glad it was gone, it was really annoying, if they bring it back I want at least an option to deactivate the voiceline.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3282198#Comment_3282198
1st of all not everyone has the time to play all those hours on a game like dbd (and honestly there are better things to do than wasting time on this game but this is another topic...). If you think that those survivors were "good", especially with THOSE PERKS (urban evasion in the 1st match just to do an example lmao) and without using the broken stuff that usually it's present in high mmr (map offerings paired with items like commodious toolboxes with brand new parts, green/purple medkits with styptic agents/anti hemorrage syringe, purple flashlights with iri bulb, etc etc, multiplied for 4 survivors and everyone with the same 2nd chances perks obviously) then i'll give you gladly the ones that i'm usually facing... unless mine are cheaters (very likely since after giving for free dbd on epic those kind of people became MUCH more common to find), they are better by a long shot. Btw thinking that this game could be competitive is ridiculous in the 1st place and as i said, even in the case that spirit can be considered viable, this proves only my point: only 2/3 killers are BARELY viable, everyone else will be bullied badly.
Anyway we are derailling the topic since it's about the knight and his "effectiveness"... he isn't bad as myers, pig or trapper, but he certainly needs some love since his power is extremely easy to counter, it can be dangerous only if he successfully zone you, but even in that case perks will come to resolve this problem for the survivor (you are cornered and you must choose between being spotted and chased by a guard or by the killer itself? Sprint burst, balance landing, lithe and even dead hard will save the day allowing you to escape from both if timed correctly, which is a joke to do),
It is not even an argument that those survivors are good... Those guys are the best comp team in dbd, constantly winning tournaments... And in comp there are perk limitations... My argument was that in comp Spirit is viable, which is proved by both the video and the tierlist made by one of the best comp players in the game especially for a comp setting... They limited the survivors perks for I think all 3 games, and for Spirit only in the last game the addons she used were not allowed in comp... But even if we only look at the first two games it is fairly obvious that spirit can perform really well... In a comp setting and outside... Hens333 himself even said you could argue that MDR spirit might be really close or even stronger than nurse, just by the fact how ridiculously mobile and fast she is with the right addons...
I totally agree that BNP, Commodius and really strong medkits are way too good and need to be looked at, but as far as I know those things are not allowed in comp so it kind of misses the point... The survivors you face are for sure not better than those survivors in the video... They might have stronger perks and addons and items, but that does not make them better at the game... Those guys are (among) the best players in DBD, all with thousands of hours... I belief that if they would want to do a winstreak without limitations or even with limitations that there would be basically nothing that could stop them...
But back to the topic, yes he is not the worst, but also not really good, his power offers little chance to apply skill as survivor when facing him and he is therefore quite boring to play, since the chase interaction only consists of holding w and hoping to reach another tiles...
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3282498#Comment_3282498
You don't have to convince someone for a person to realize that comparison sucked.
I mean... The argument is that structures in general don't hold nurse back and the same in a weaker form applies to pyramid head, even though of course he would need to be way more precise with his hit because he cannot correct with a second hit or lunge, but in the end his attack also ignores most gameplay elements... Except stairs, because they are totally broken and need to be nerfed...
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@AhoyWolf said:
- Decreases Shred miss cooldown by 50%.
- Increases movement speed while charging Of The Abyss by 11%.
- You aren't able to use Basic Attacks.
- Gain an additional 200 Bloodpoints for Hit score events.
I just want to see Demo Shredding towards you at unbelievable speeds.
So demo will basically always keep his shred ready as soon as he enters reasonable range... And walk around with... 106% or what it is? Don't know really, especially since the shred cd is already not that long xD
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3282298#Comment_3282298
I'm sorry but no, if someone is not breaking the game rules they can play the character and the way they want to play - they should not be prevented for playing a character because someone doesn't want to play against that character. This is one of the main reasons we will not have a block list for things like this.
Then how about a block list for post game toxicity? You may not be able to prevent people from being toxic ingame but at least in post game... I mean sometimes you would want to talk with some people but not with everyone... So disabling the chat entirely might not be the best thing?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282267#Comment_3282267
What i'm saying is that if you nerf her,she would feel fair and counterable even againts the ones that user her to her maximum potential and play her really good.
Right now there is nothing you can do againts a good Nurse because her power in its current state is too strong.
There is plenty you can do about her up until a certain level, but at that level all the top killers become somewhat stale to go against... Not only Nurse, but also Spirit, Blight, Artist, Pyramid Head and so on... It is just their basic design that when mastered makes it so you can only do that much to avoid getting hit for a little bit of time...
And also I don't think what you do about her changes that much... You still have to work with line of sight if she has one or two blinks... 1 blink just makes it more punishing if she misses and makes her get tricked easier...
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282197#Comment_3282197
This is like saying,just because no one is playing her to its maximum potential then its ok.
lol
Sure,how about make Nemesis tentacle insta down a survivor.
But wait,just because not everyone can optimally play him and use his tentacle to always hit,then its ok.
But that was literally your argument?? You yourself said that with the change only skilled people could be op with her??
"I'm tired of seeing Nurse be soo op,now she can only be op if you are skilled with her." Those were your exact words?
And overall if the nurse is only average you can loop her fairly well, if you have some clue of what you're doing...
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3279696#Comment_3279696
this is just ridiculous, spirit comp tier? Don't make me laugh, the only killers that are BARELY playable are nurse and blight.
Also here you have Knightlights tierlist availabe from his twitch at https://www.twitch.tv/knightlight with the command !tierlist... Knightlight plays for team eternal currently dbds best comp team... So I guess I just trust one of the best comp players more in the evaluation of strength than you random person on the internet... Lol
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https://www.youtube.com/watch?v=MIiGws6MTwk@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3279696#Comment_3279696
this is just ridiculous, spirit comp tier? Don't make me laugh, the only killers that are BARELY playable are nurse and blight.
Watch that and say that again... Comp spirit vs the best comp team in the world... I don't think you are informed well here buddy...
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/356457/for-people-that-want-nurse-nerfed
She can only have 1 blink,and have the addon that reveal where she blinks be basekit.
And after she blinks once,her speed goes to 110m/s for 5 seconds after the exhausting effect.
I'm tired of seeing Nurse be soo op,now she can only be op if you are skilled with her.
Having that thing on your screen all the time would be so annoying when you already know how far her blinks go... So maybe make it so you can disable that in the options or something? But Nurse is not op if the guy playing her is average... So what even is your argument?
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@LuvDaDakka said:
No, her base kit is not fine. Its actually the main reason why she remained the best(by far) killer in the game for so long.
She ignores 90% of the game's chase mechanics - how can that be fine?
At the very least she should earn the ability to blink(like Oni with his power) in some way and once she does it should be limited in use either by time or number of uses(like 4-5 blinks). Of course, her movement speed would need to be buffed to compensate.
The way she is now, playing Nurse is basically cheating.
Spirit with yellow addons also cannot be hold back by 90% of the structures in the game? Once the few god pallets your average map has (which is shack and 1-2 more usually) are used there is nothing you can do to keep her from hitting you. So is spirit also cheating?
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3281693#Comment_3281693
That wiki information is not completely accurate. There are certain hatch spawn locations.
For example there is only one spot the hatch will spawn on a Shack tile.
Knowing those hatch locations can give you an advantage in searching for the hatch and therefore it is not completely luck-dependent.
I am done with this thread.
Ok, so hatch can only spawn in one location when spawning at shack... That does not really mean much... Shack is not that big of a structure anyway... But it can generally spawn random everywhere... It could be in the corner or in the middle or somewhere in between and you have no clue where it could spawn.
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How about we just get a block action in post game chat for specific players? That way they at least cannot be toxic in chat anymore...
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3281651#Comment_3281651
Not necessarily true. I have have a few YouTuber that played DBD for fun, usually in custom matches (with the killer in discord), that didn't have a clue of the game.
That was 4-5 years ago. Then they played public games as a team and still didn't have much of a clue but still they managed to win games simply because of constant call outs.
From their usual gameplay and more importantly their understanding of the game according to the BS they were talking about mechanics, like killer powers, they completely interpreted wrong, they shouldve never won against any killer in pub games.
4-5 years ago?? That's not comparable dude xD Back then every vault was a fast vault, infinites were still in the game and the only reason survivors didn't escape every game was just because people were terrible back then xD
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281365#Comment_3281365
No they aren't. Comp doesn't allow you to stack perks or items. A lobby of competent players all running green medkits, BNPs/toolboxes, insta heals with multi dead hards, a CoH, a deliverance that's played perfectly, etc. and it's gg ez
But comp also has limitations for the killer certain Addons are banned...? Also half the things you listed don't even work against plague... And there is still a huge difference between "competent players" and comp players... If you give a comp player one of those killers he will most likely whipe the floor with those guys in chase... Sure if they have 4 great medkits and insta heals it will be rough even for him but that would be rough for every killer regardless...
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281211#Comment_3281211
The last survivor should not be punished for their team's mistakes because you can't control what other people do. It doesn't matter if they are part of the team. Half the time I feel like I don't even have a team. Being punished for simply hitting the ready button and getting matched with random people who may or may not play like you isn't fair. Yes I do agree there should be a skill element for the last survivor. There should never be a situation where the last survivor is caught in a "game over" moment because the killer found you after closing the hatch. Honestly what can you do at that point? Nothing. You can't run the killer enough where you'll gain enough distance to finish opening the exit gates. If the killer finds you after the hatch is closed, you lose. There is no point in even running. You're only delaying the inevitable. I've had too many matches where the killer found the hatch almost instantly and then a moment later found me. That is not fair. Those situations should never happen. If the last survivor is able to evade the killer in a chase after the hatch is closed why should the end result always be the last survivor dying? If you want to talk about skill, THAT is when the last survivor should be rewarded for their efforts instead of punished for it.
But it is a team game... Of course you should get punished for your teams mistakes, yeah it is not fair but that's how it goes... Just think of Oni or Myers... Both capitalize on weak links and you might get punished for your teams mistakes... You need to see it from both sides... At some point it should just be over... You cannot expect the killer to basically win 4 times...
But in the end I want something skillfull at the end and not some random spawning thing...
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@GrimReaperJr1232 said:
You have some neat ideas.
I don't see the point in reducing Eruptions regression from 10% to 9%. That's just a few deciseconds of difference. I'd also have it apply to people within 4m of the gen, so people on coms can't avoid the Incapacitated while Solos suffer.
I don't think Beast of Prey needs any cooldown. Hiding a red stain is nice but it's not a game changer, and can be emulated by moonwalks, so a cooldown feels gratuitous.
Furtive chase, I don't think needs its tokens up to 6. At 24m reduction max, you can have a Spirit with Furin that makes her phase omnidirectional, or an 8m TR Deathslinger...
You have 6 hooks at that point... And you have to waste a perk slot until it gets value over half the game in XD I mean, I see the critic, but the game is at least half way over at that point anyway so...
@YOURFRIEND said:
You've absolutely destroyed eruption. It's an issue, but swinging it back into worthless territory ain't it. Just reduce incapacitated to 15s and call it a day.
Remember me could stand to have this effect in addition to it's current one. You're just trading one underwhelming thing for another.
Noed is pretty weak now. It doesn't need further nerfing, especially in a way that kills interactivity for survivors. Also this just rewards Claudettes who hid in bushes all game and never got hooked. Pass.
Everything else is fine, I guess. Nobody would use that iteration of territorial imperative but nobody uses it anyway so whatever.
But it also limits the value terrible players who didn't accomplish anything all game long get out of it...
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3280794#Comment_3280794
You and the one I quoted in my poker analogy post missed the keyword in my original post. I said the hatch is "not completely luck-dependent" which is true but you both somehow read that as "not luck-dependent." Yes the hatch is luck-dependent, but it's not completely luck-dependent. If you know its spawn locations and use certain strategies you can give yourself better odds of finding the hatch before the your opponent. But it is still 90% luck.
That's why the poker analogy is apt. In poker you can know the odds, but you still have to get lucky.
I don't even know if there is a limited amount of spawn location for the hatch in DBD... According to the wiki it is random:
Therefore it is still completely luck dependant... If the hatch can spawn randomly basically everywhere then there is no strategy to go around the spots it can spawn, because it can spawn basically everywhere... If you have a source for your claim that hatch has only a limited amount of spawns per map I'd be glad to see that.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3281345#Comment_3281345
Taking away a blink absolutely gives her more counterplay. There's no way on the face of the Earth a Nurse can rely on 105% speed to get within guaranteed blink range even remotely consistently. Trickster catches up to survivors twice as quickly as that and he is still absolutely terrible at getting within knife range. You will pretty much have to learn how to hit longer-range blinks without relying on line of sight.
Just no dude... I showed you how her current blink movement speed is barely above 105% so she can catch up around as fast but breaking line of sight does not work anymore since she can just follow you... I don't think you need to hit longer range blinks... You can just follow, there is no reason to blink at all... Especially since blinking when you don't have line of sight is so risky because you cannot correct it with the 2nd blink anymore her gameplay would be far more boring because the safe way to get hits is just to and blink when they either vault a pallet or a window... You need to realize that her chase might be weaker because it will take longer, but even a bad nurse will get hits more reliably with this...
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281360#Comment_3281360
("meanies that are so handheld that they can 4E with no skill")
I mean this is definitely true if it's a lobby of competent players tryharding and they aren't playing a god Nurse or Blight
Or Spirit, Plague, Artist, Wesker, Pyramid Head or Twins... Even in comp those killers are viable so they are probably also viable in normal matchmaking against high skilled players.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281347#Comment_3281347
So if doing gens is boring and unfun and being in chases is really fun, how is the killer playing in an unfun way if they keep you in chase the entire time??
I didn't say that beein kept in chase was the unfun thing... But when you have a facecamping bubba but are playing in SWF and therefore your gen time is even longer than that really sucks... Or when you have a killer that hard tunnels and you cannot really do something about it the same thing...
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281325#Comment_3281325
Couple things here. I don't believe the devs for one second about survival rates between SWF and solo. They haven't released exact stats in 4 years, they won't show killers who was in a SWF after the game, and they're overall just extremely hush hush about the giant advantages SWF enjoys over solo.
Second of all, SWFs don't exclusively get matched against better killer players. If queues are too long, basically any killer gets shoved into lobbies against SWF even if they aren't near their MMR level. Also, killers probably play against SWF more often than solo queue because of the MMR system IMO. It's easier for killers to reach the "high MMR softcap" because it's easier to get kills than it is to escape in solo. Solos don't push high MMR because they have to rely on their teammates too. Killers that reach the high MMR softcap are probably exclusively fighting SWF
But not even every SWF consists of really good players, some are just mediocre or even bad and want to have fun with people... I played rather consistantly with two groups of like 20 guys in total and out of those 20 16 were complete trash... No idea how to loop just hiding sometimes even missing skillchecks, I liked those guys but winning games was a struggle me and one of the other guys that somewhat knew what they were doing had to always try to get the killer to chase us because our mates would not last 20 seconds in chase... That was really rough... It is just not true that every SWF is really good at the game... You will find many solo players that are far better than a SWF... Also a SWF does not necessarily have a higher mmr...
The softcap is so low that they do not exclusively face SWF... According to some dataminers the softcap is 1600 and really really good players with coms reach about 2200-2400 I think it was... You also need to think of the fact that with long queues you can be matched with lower mmr players as well and not only higher... Since there are far more mediocre or low mmr players than high mmr players above the soft cap you will more likely play against those, because there are just more of them...
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@icedrake402 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281268#Comment_3281268
If you're just playing with friends for fun, why do you care if a change makes groups less powerful?
Because sitting on gens for even longer is like the least fun thing about the entire game? And every time when you encounter a killer that plays in an unfun way you will be thinking it would be easier if you did not have the disadvantage of playing in a swf... And that's something that should never happen...
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3280992#Comment_3280992
You vastly overestimate how much making her 105 would help her in the face of having her chain blink removed.
I said in the one aspect, of course makes her chase worse, but you completely ignore the part where her entire counterplay gets removed... She might not be as strong then but even more unfun to go against for most people... You cannot even trick her then to mess up a blink... Because she does not need the blink to gain distance but only to get a hit... The chain blink is only used to get the when you have reached a critical distance to the survivor... Reaching that distance would take a little bit longer but since you will basically only shortrange blink at pallets or windows there will be even less survivors can do about it... that's my critic for that change...
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280477#Comment_3280477
Next we're gonna hear territorial Imperative needs a nerf or even beast of prey (although imo I think beast of prey is fine where it is since it gives 50% hunting bloodpoints)
But it does not go over the limit, it just makes the 10.000points being reached faster :/
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But the condition for spirit fury and Hubris is the same getting stunned... Sure you don't need to pre throw them from a mile away but you are probably not risking it either... Or might even take a free hit over a stun because you don't want to get exposed if the pallet was not safe enough... The safest and easiest option would still to just prethrow so you don't have the possibility to misjudge distance or get a stun oon accident because you dropped the pallet out of reflex.
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@Veinslay said:
I would love to hear how making gens take 10 seconds longer or not allowing you to stack Dead Hard on everyone or not being able to have 4 green medkits or something if you're playing in a SWF mean you can't have fun with your friends lol. It's only fun if you get to easy 4 out every game with your busted setups and Eyrie of Crows offerings?
You are getting a disadvantage for playing with friends, you are punished for that... That in itself makes it less fun...
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3281254#Comment_3281254
How do you do that without tipping the scales in favour of one side or the other too much?
My concept idea would be:
- Pallets on the map get resetted up to x % so the map is not entirely dry... Also the resetted pallets should be equally spread all over the place... If the map already has above x% of the total pallets no pallets get reset
- Exit gates cannot be opened, Survivor and Killer have permanent aura reading of each other regardless of perks or killer abilites UNTIL a chase gets started or they get in XY m distance of each other... I'm not entirely sure what I would make it depend on because some killers like nurse can basically get a hit without even having to start a chase, but others do need to get closer just so they don't get surprised by stealth.. Maybe something in between... The permanent aura reading stops after they get in the teror radius but to prevent stealth styles you see the aura of each other every xy seconds for a short amount of time until a chase gets started... If you loose chase unlucky I guess... (110% killers on midwich would be a nightmare... The survivor could just run around the thing endlessly... But hey not everything is perfect...)
- Some perks get disabled during that time for example oneshot down perks stealth perks and so on... I would need to make a more indepth list about what perks could kind of cheese this mechanic and making it basically worthless, but for now I would say perks that give one side a major advantage over the other basically compeltely negating the whole thing...
- When you are the last survivor a timer of let's say 5 minutes or so starts... Just to prevent endless games
- When the chase/xy m requirement is met a second timer starts... The survivor now has to stay alive for as long as he can... He will get a specific amount of bloodpoints for x amount of seconds he stays alive... I don't have any concrete numbers in mind here, so this would be up for debate.
- The bonus per time they stay alive varies from killer to killer, just so you get more points for a shorter time against nurse than for example against Trapper or so...
- If the survivor manages to stay alive for the duration of the 2nd timer that started when the chase/xy m of distance started they will immediatly escape... Maybe just spawn hatch directly under their feet and escape automatically or something...
- The killer also gets bonus bloodpoints in general and his bonus gets higher the faster he gets the survivor, also depending on which killer he is playing... So you can take longer to catch them as trapper as you can as nurse
- Bloodlust is deactivated in this scenario since you could use it to guarantee hits in a way that would negate the sense of this whole "Endgame Chase Scenario"
I might have not taken some things into account, but we can also add other stuff... So this version is not final just my current thoughts on what to do instead... I also thought about something like teleporting both parties to shack resetting all pallets and then doing the whol thing, but that would be ridiculous, a nurse would instantly hit you xD But could also work something out in that case... Maybe just nurse gets stunned immediatly and her charges need to refil or something like that...
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I guess the only time when I cared about that was when getting adepts... Because often that last escaping survivor was all that kept you apart from the adept...
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3281237#Comment_3281237
So accept the 3K as the win, because it is.
The hatch is not a true escape, it's a commiseration prize. Stop sweating for the 4K.
Most of the time I don't care about the hatch neither as killer nor as survivor, can't be asked to run across the map not getting anything of value out of it anyway... But like I said I would rather have a fun more skillfull thing instead of the hatch play, because winning with that would actually feel rewarding instead of just getting lucky...
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3281200#Comment_3281200
Stunning the killer with a pallet when already injured also does nothing. Which if the killer doesn't already threaten to instant down you from healthy, there's little reason to throw pallets while healthy.
Hubris just forces survivors to be smarter with pallets.
I would not say smarter, because it makes them pre-throw them... But rather more carefull over all..
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MMR wise I think hatch does get counted as neither win nor loss... Which is fair I think.
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@Seraphor said:
The core of the issue here is, you don't deserve to kill 4 survivors, just because you killed the first 3. You haven't earned 4 kills, you earned 3, now you have to earn the 4th on top of that.
The game should not be constructed in a way that the final survivor doesn't have a chance.
But then again ... The killer did everything he could have done that was available to accomplish with his skill... And then just because of luck, on which he had no impact whatsoever he does not get what was so close yet so far? The objecive was for the entire game and just because the one left is the last one does not mean he should get a higher chance to get out based on pure luck... If you introduce a mechanic based on skill that lets him outplay the killer for some time and get rewarded for it fair enough but RNG is so annoying ...
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What they inted to do is bring Solos closer to the level of SWF and then balance it from that point onwards... Giving a disadvantage to people who play with friends would kill the game rather fast, why would you even want that, most games are more fun when played with friends why do you want to rob them of fun just because they play with friends?
I think they once talked about the amount of people in SWF and 2 and 3 men were a far larger amount than 4 man swfs so I think people overestimate how many SWF they get... I agree that a SWF consisting of 4 players using coms has an advantage over those exact same players without using coms, but when they get solo closer to swf they actually have a somewhat consistant base from which onwards they can balance the game, with players having roughly the same information that's something they can work with... And I'm honestly looking forward to that independantly of both changes...
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3277376#Comment_3277376
So because you killed three survivors and stopped gens you deserve the 4k? Okay, when the survivors power five gens and open the exit gate do you desist in killing them? They deserve the escape right?
the difference being that gates and gen positions are already clear from the start... They can play with those in mind... Whereas the hatch just spawns completely random just when it is only one survivor left... That is far more rng than the other thing don't you agree?
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/356604/changes-to-the-hatch
No... just no. You're being incredibly one sided with these ideas and falling on the assumption that the killer basically deserves to win because they found the hatch first even when it sometimes spawns right by them. The idea of the last survivor having to complete the remaining generators and open the door is basically a death sentence for the survivor. They might as well give up at that point. All you'd have to do is patrol the generators until the last survivor is either found or just gives up after realizing the hopeless situation they are in. The killer would NEVER open the gate themselves if they are trying to win. That is not a fair trade off to support this idea.
The last survivor should not be punished for the incompetence of their team. It doesn't matter if you found the hatch first. Sometimes the hatch spawns right at your feet, same with survivors. The last survivor also doesn't get to "open a gate for free." Unless the survivor is running all of the exit gate speed boost perks, you're most likely going to win the exit gate fight. I basically feel obligated to use sole survivor and wake up in all my builds now as a backup escape plan when I'm the last survivor. Even with those perks you're not guaranteed to escape. You have to time your dash to the exit gate just right and hope the killer doesn't do a quick turn and sees you there.
I have to admit I kind of understand what he meant in the first place... The survivor already got a 2nd chance with hatch after he and his team failed to do the objective and now he gets a third one... That's kind of rough...
The hatch can also spawn right under the survivors feet so that argument does not really work... It is a stupid luck/rng dependant mechanic... And I'd much rather have something more skillfull instead of it... I mean sure, it is a death sentence at that point... But the survivor already had a 2nd chance to get out with hatch? What else do you want the killer to do? 1. Find hatch first 2. Hope the survivor was not waiting at a door 3. Patrol Gates 3. Hope the survivor does not have (found) a key 4. Hope Gates are positioned in a way that makes it possible to patrol them properly... Rng in this game is just so annoying sometimes... Usually gate spawns are really onsided and never really fair... Having both on one side visible from a spot 30m away from both and so on...
Why should the last survivor not be punished for his teams mistakes? He was part of the team?? Then how about we make it something more skillfull for the last survivor?
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Yeah hubris is similiar to spirit fury in a way that it will only work once, because after that the player knows you have it and will just pre throw pallets, unless they are already injured... And then you basically wasted at least one perk slot... 2 if you took enduring as well... 3 with enduring spirit fury... So I don't think a nerf is needed... You should only get hit by it once... And after that you know the killer has it, so it's fine.
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I like the changes, I think you could have even increased some values more... for example on fire up or even Beast of prey... But in general I don't think a single change is bad... I especially like the Insidious thing that makes it a thing to be used in chase... Well done dude :D
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And what do you mean it is not balanced towards the 1v1? In general there is always something the survivor can do in a 1v1 situation to prolong the chase... Despite things like bloodlust that are basically meant to make it easier for even bad killers to get hits... And killers with stronger chases would have a lower time the survivor needs to stay alive for... Which you would know if you read what I wrote before...
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3280794#Comment_3280794
thats why is a terrible idea, why do u want the survivor have 0 chance of escaping?. when the game is about to end there is no resource for the survivor to use, and we all know the game is not balanced towards 1 v 1 either, so ther survivor is mostly dead without hope at all. the hatch is fine as also is fine the stealth at the end.
Can you at least read what I wrote before so I don't have to repeat myself? I even said that if the map was too dry some pallets could respawn up until a specific % amount to make it fair...
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3281032#Comment_3281032
There you go, I don't move a lot in solo q in some situations, I like to blend and hide, bait gens, etc to get killer off teammates. If he can just find exactly where I am with that perk it just breaks the play style and takes no skill whatsoever to actually, you know, find people, which is a killer skill that just goes away with the perks I mentioned.
Do you have any clue how hard it is to properly triangulate the position of survivors with whipsers?? Especially since you don't know if there is only one or more survivors in its radius... And no tracking does not just go away... But when you are hiding and blending in a corner you deserve to get found anyway... If you just sit in a random corner without leaving scratchmarks, scaring crows or anything else he 1. cannot find you 2. has not the time to look for you properlybecause it can take him ages and he cannot even be sure that he will eventually find you... What you should do now is go in a lobby with bots... Use whispers and try it out for yourself... Then when you did that you can redeem yourself by admitting what you have learned... Incredible dude... Whispers? People are complaining about whipsers these days xD What's next Spies from the Shadows? xD
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3280895#Comment_3280895
The concept of The Knight is also great, but the execution was not done well and there are a ton of bugs. There's a bug that lets you teleport to a gen and pull them off, old spirit style.
There is no way you're serioulsy comparing Wesker, who is considered one of the best killers they made, design wise, with the Knight who is one of the worst killers they made...
The difference between those two is that with Wesker you already in the PTB knew that the power was a great idea and it just needed bugfixes:
- Being able to hit people while the vault anything
- Not getting your vaulting blocked by people slowvaulting the pallet/using any means necessary on it (is that still in?)
- Sliding indefinitely
- Messy hitbox issues
- and so on...
With the Knight it is completely different... People played him for like an hour and where instantly like: Ok this killer is terribly designed... What they intended him to do did not work one bit and resulted in the boring put guard at loop playstyle we are currently at... It is not like Wesker where the idea was solid but bugged... Knight's concept is not buggy, some of the things like guards not immediatly spotting people and so on was annoying but not an issue with the core concept... Some people are not even sure if he is readeamable because making guards faster does not stop his boring playstyle and so on...
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3280500#Comment_3280500
If you read the thread I definitely said nerf that perk as well.
Seems like there are a ton of angry killers, I'm absolutely fine with aura reading perks because they're either temporary, or they're limited to a single gen, etc. The "whsipers" and "no where to hide" perks are just broken and break the game.
But Whispers only tells you that there is a survivor within 32 m, and it also triggers on hooked survivors? What are you talking about XD There are far better tracking perks in the game... Also pinpointin the rather exact location of a survivor only works when they don't move... Otherwise you will only get somewhat of a direction in which you need to check for them... Leaving the possibility of error or the perk not deactivating because there are other survivors close by... it has some weaknesses... It's not a bad perk, but more impactfull tracking perks got released over time so you barely see it anymore... And I sincerely don't see a reason to nerf it...
As for the new perk... If you're hiding close by and not just pre-running you are already making a mistake... So I don't really see a reason to nerf that perk either... Hiding survivors are the most boring thing to go against, so I don't see a problem with them playing a risky game with that perk in the game now... But if you would elaborate further on why you think the mechanics of those perks are broken people might not think you're either joking or a really new player... Unless of course your explanation is terrible... Then that would only confirm their first opinion...
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By increasing her base movement speed that much she does not need to rely on blinking and the possibility to miss a blink while gaining distance on survivors... That's a buff to be honest... Also if needed she can still one blink in a better way now since she does not loose distance while blink is on cooldown... So you have increased her mobility... Basically buffing her in that sense XD Her chase gets somewhat weaker but also removing counterplay to what she can so she would be even less interactive...
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3280931#Comment_3280931
So, in other words, the changes I proposed in a thread about nerfing Nurse would nerf her?
Bub, that’s the idea.
You did not even necessarily nerf her... You just removed any possible thing you could do about her and turned her into a follow and use power to get guranteed hit killer... So effectively made her more boring to play and go against...
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@Reinami said:
Anyway, i think i got pretty derailed, but generally i think nurse is "fine" until these fundamental problems get addressed. And i get tired of people saying nurse should be nerfed but SWF death squads are fine because "they are rare" You should want both things to be fixed and solo queue should be made better.
I agree on putting solo queue and SWF closer together when it comes to information given.

