Aven_Fallen
Aven_Fallen
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@PapiFelixPSN said:
The killrate argument is to prove that most Nurses are bad, nothing more.
The proof that Nurse is balanced is tournaments.
Aside from the fact that tournaments should not be taken seriously (DBD is no tournament-game, really), the statement that Nurse is balanced because you can see it in tournaments just shows that she deserves a Nerf.
You will not encounter tournament-Teams in public matches. MAYBE you will face one or two if you get unlucky, but they dont play public games usually. And the tournament teams are always SWFs, have communication and are way better than the average or even good Survivors. And if Nurse is balanced in such an environment, it clearly shows that she is busted for public gameplay.
@Topic:
Yes, once learned, she is quite easy to play. The low Killrate comes from the fact that she has a steep learning curve and is also available in the Basegame. Both things which lower her Killrate.
I also cannot really imagine that people who are good at Nurse play her all the time, because I find her quite dull to play. She is fun to play, but after two or three games I usually switch to another Killer.
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@GiveMeTheBox said:
https://forum.deadbydaylight.com/en/discussion/comment/3117131#Comment_3117131
I don't know, if only there was a way to check
Honestly, it is better that there is no way to check. This was already horrible with Ranks. "I bet you are not Rank 1!!!", as if Rank 1 meant something.
If MMR would not be hidden, we would have discussions like: "Ok, someone with 1490 MMR does not know what they are talking about, you need at least 1511 MMR to have an opinion". It will happen.
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@[Deleted User] said:
Besides me, is anyone not "high MMR" on this forum?
Everyone on this forum is high MMR. And those who claim to be high MMR are also gifted with 140 IQ, some cars and houses in the high class areas and they are Supermodels and are married to Supermodels.
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Yes.
And the best thing for all of it - BHVR ######### up the Matchmaking over time with their questionable decisions. When you got reset back to Rank 10 or 11 at Rank Reset, this is the time where you got decent games. Because such a big setback was enough that you had enjoyable games for around 3 weeks after Rank Reset. Only during the last week those players who struggled with the game reached Red Ranks, which means that the overall quality was lower at this point.
But before that you had good games. And if you rank up very fast on either side, you will also have equally skilled opponents, who also rank up fast.
Once they changed that you only get set back to the next lower Rank-Color, they basically destroyed it. Because those people who struggled to get into Red Ranks were back at it immediatly, which resulted in an overall lower quality of matches.
And the best thing is, their reason for this was that they wanted to avoid that people who cannot play as much feel left out. Which is nonsense - first, they did exactly this now with the Grades, you get set back to Ash IV every month, so someone who cannot play much will probably never make it to Iri 1 and NOW they actually miss out on actual rewards. And second, it is just logical that players who play more, get more. This is in every game.
I am very sure that if they would not have lowered the Rank Reset back then, we would have a better Matchmaking than nowadays. Because MMR is not skill-based at all and even now you get such a variety of games. I can have one match where I get teammates who played less than 100 hours and then the next game I go against someone who has the second-most Lethal Rush Downs as Blight or something like that.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3116855#Comment_3116855
i think u misunderstood, if it gets booned there is no notification and when u are running something like devour or lullaby which tend to be off until you hook, yea u won't notice for a while , if it just gets broken sure i will notice and there is a a sound
and let me get this straight infinite unbreakable and no scratch marks are bad, since when?
No, I did not misunderstand. But it is not really hard to pay attention to your own Perks...
And Exponential is not "infinite Unbreakable". It is "Get up if the Killer decides to slug you, which is more unlikely with nerfed DS, while being in a Boon-Area and without the Killer snuffing the Boon". Which is way weaker.
And Shadow Step is the okish-Perk. Exponential and Dark Theory are the terrible Boon-Perks.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3116853#Comment_3116853
Fog whisperers aren't targeted nearly as much as other streamers. Lilith omen literally had to switch to an alt account because his penalty was too high.
Meanwhile FW rarely get them in comparison to these 2.
oh yea add coconut, dead, and chemzy to that.
mkay.
Was just a guess on my part, because I thought if Hackers want to hurt BHVR, the first persons to annoy are the Fog Whisperers.
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All I know is that he will be S-Tier and D-Tier at the same time. Like always.
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If you STILL struggle as Killer, that is on you. 4 Boons is not even a good build, there is 1 good Boon-Perk. 1 okish Boon-Perk and two terrible Boon-Perks. You can clearly get a better build than this.
But I agree, there was not much of a Meta-Shift. Survivor-Meta got shaken up, because many Perks are not worth running (and never have been) and some Perks got nerfed just for the sake of removing them from the Meta.
Killer-Meta on the other hand is still 4 Slowdown, no Meta-Shift at all. Just different Perks, same outcome.
EDIT: If you dont realize that your Hex is gone, you have a pretty bad awareness... Maybe work on this one first before you complain that Killer is soooo hard...
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Fog Whisperers are probably targeted the most by those Hackers. The other person I have seen targeted a lot is an ex-Fog Whisperer (not tru3), who is pretty unbearable to watch. And with this person, I think it is pretty funny that Hackers are annoying them.
That being said, I dont encounter Hackers in my games, so disabling the DC-penalty would be wrong for the general player (which makes at least 99% of the playerbase).
So I can just guess that Fog Whisperers are targeted way more often than others so they can DC. And it is not as if they can DC whenever they like, if they are doing it in regular matches without Hackers involved, they will probably lose their Fog Whisperer-Status pretty fast.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3114803#Comment_3114803
See message above yours.
Honestly, when 6.1.0 was released, people spammed the forum how survivors left, since survivors had a 100% bonus bloodpoints displayed. While ignoring, that survivors also had a 5 minute queue.
Because the Bonus was displayed incorrectly. And you know it.
Without the incentive, there are too less Survivors. And this is a fact.
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@Tsulan said:
Its fascinating how everyone instantly assumes, that OP is refering to killer queue. When nothing was specified.
Because those are the queues which are long.
If you would not have specified it before 6.1.0, everyone would have assumed it is Survivor-Queue, which was also long during specific times of the day.
The difference is, at least in EU, the Killer Queue is always longer now.
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If anything, this Patch showed that adding incentives to chase other people does not do anything. Playing Killer got easier because they got better in chases AND there was a Basekit increase of Gen Repair Time. And still tunneling and camping are the best "strategies" and are even done more frequently.
If you add a automatic Regression, this wouid just make tunneling even more effective, because it will prolong the game. And if it is an early 3v1, even if the Regression is gone, the game is over. (Let alone that they just nerfed Ruin in a way to not be functional after the first Survivor is dead, so very unlikely that they add it as Basekit. But given the fact that they added back the PR + DMS-Combo, despite wanting to get rid of it, anything can happen).
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@[Deleted User] said:
It's really just range that I have a problem with personally.
It really isnt.
She deserves a full Rework. Not something half-ass like just nerfing Range Add Ons. They are problematic, 100%. But so is Nurse itself.
So there should not be something like "We nerfed her Range Add Ons", because this would still keep her as problematic as she is. I really hope that the Devs do it right this time and not take months to nerf her, just followed by years where she is as broken as always.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3111726#Comment_3111726
That doesn't answer my question.
I mean, obviously they have to write their opinion somewhere.
I just think it is sad that the DBD-Community is THAT whiny.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3111545#Comment_3111545
How exactly do you propose devs be aware of changes that players want?
I dont think that a Map someone dislikes is not really a problem. It is one Map.
But I understand it, DBD-players have their "I dont like it, change it"-Mentality.
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Countless Windows?
One of the reason why this Map has so many Pallets is because there are almost no Windows.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3111487#Comment_3111487
it was probably one of the most hated maps for both sides. Survivors still seem to have trouble finding their way to my hook or doing gens. Killers have trouble moving through it to apply pressure. I am 100% glad its being reworked. It's horrible, fitting for the puzzle game that is RE2 but not for this game.
Yeah, but whenever DBD-players dont like something, the mass-crying starts until it is changed. DBD-players are basically like Babies.
Like, nobody had a horrible gameplay-experience overall if they ended up on RPD once in a while.
And as I said, two small indoor Maps will also be quite miserable to play on. At least for Survivor, cant wait to play against a Nurse on those small Maps. Midwich 2.0 and 3.0...
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Still sad that players in this game just have to cry enough to get changes. It is not like RPD was common. It was not my favorite Map, but it was refreshing to be on it once in a while.
That being said, I am not looking forward to two small Indoor Maps.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3111313#Comment_3111313
I'm not even going to have chat open anyway. We got enough negativity as is.
Loving this countdown music though
I have it open, because I am dumb.
And I was also right on my expectation.
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I expect the Chat to be god awful when something not-DBD-related is coming up.
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Ah, thats a classic.
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@Alphasoul05 said:
Nothing more BHVR than removing BP perks because they "totally reduced the grind" and created matchmaking incentives, but they're bugged so there's actually nothing that helps. Not like you'd ever see an incentive as a killer anyway.
Killers will also benefit from the incentive, because their queue times will be faster.
And IMO, the incentive is not really good anyway. If I get camped on my first Hook and end up with 3k; i am not happy that this amount of BP is doubled.
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I dont miss it.
I am quite happy to not use the Perk anymore. The main reason to run it was just the feeling of missing out of something (double BPs). Sure, it is nice to just play a few games of Killer and reach the Cap, but it is fine like it is now as well.
I only run BBQ on Killers where it makes sense (like Nurse, Blight or Billy) and I am happy with that.
Also, I really did not like how bad of an incentive it was. It should have been an incentive to go for different Survivors all the time to get the Stacks, in reality the Killer can easily tunnel out one person and STILL get the double BPs.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3110733#Comment_3110733
Then whats the point of your reply :)
I just said that some players are just so bad that they still struggle with Killer.
I mean, I said that Killer was the easiest it has ever been before Boons were released. And there were still players who had problem with playing Killer.
Right now Killer is the easiest it has ever been and naturally, some players still struggle. You cannot make it easy enough that every Killer will have success all the time.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3110729#Comment_3110729
Were you one of the people that genuinely believed killers got 4ks all day every day since the patch?
No.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3110575#Comment_3110575
Lul. Honestly feels like survivors adapted/ got over the changes. I routinely get my ass beat even when i get very fast downs.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3110585#Comment_3110585
Yep, same. Turns out, the killer buffs/survivor nerfs weren´t as harsh as people claimed.
Playing without slowdown perks is really a eye opener.
There will always be Killer players who struggle, no matter how much you buff Killer. The abilities of some players are quite limited.
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It is playable. But you might end up getting a really rough playsession.
Like, I did not play the whole week, because I was too busy (was back home late in the evening and needed to get back up very early in the morning and I prefer Sleep over DBD). And I did not miss the game at all. I played during the weekend and either Saturday or Sunday was a really horrible playing experience.
Funnily enough I went against Nurses on Monday a lot, so this is MMR for you - dying all day, followed by a day full of Killer players who run the best Killer in the game. Yay.
But yesterday was quite enjoyable. I guess today will be horrible again.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3108723#Comment_3108723
I agree it may need a rework, but thats nothing for a hotfix patch. The perk needed some quick numbers change, and it got it.
I don't think that change is bad, btw, I actually like it! Bc. it gives a counterplay, or tradeoff, to the perk. You as a survivor can drastically reduce it's effectiveness by healing (wasting time against legion) or cleansing (giving Plague corrupt fountain). I guess thats the main point of the change, giving the players some kind of counter to the perk.
"In general, a Perk which is only useful on a very small amount of Killers and useless on every other Killer is just very, very bad."
Why is it bad? Some killers synergize more with perks than others. M1 perks in general. BBQs aura is good with fast killers, but meaningless with slow ones. Auras in general can be hit or miss with Spirit, since she cannot see them in phase. TR perks are bad with stealth killers, and meaningful with big TR killers (Myers EW3, Doctor). Oblivious effects are bad with Legion. Nurses calling is dead perk with Plague. Many perks do not proc when controlling victor. Hoarder works for Pinhead and maybe Nemesis (do his chests count for hoarder? Never tried that...).
There are so many limitations for killer and perk combinations, why is thana doing the same such a big deal?
It is totally fine that some Perks are only really useful on some Killers. However, it should not be the case that a Perk gets changed into a way that it ends up like this. Then it should be reworked.
"There are so many limitations for killer and perk combinations, why is thana doing the same such a big deal?"
The thing is that Thana was complained about mainly for Legion and Plague, since those keep you injured and on top of the increase to 90 seconds per Gen, it means that the outcome could be pretty oppressive (almost 2 minutes per Gen with Thana alone). However, the Devs did not address this, instead they made the Perk bad for every other Killer.
Nobody complains about having a Debuff against the other 28 Killers, since against those, it at least makes sense to heal.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3107029#Comment_3107029
Out of curiosity, how would YOU change Thana to be still strong for any other killer but not as problematic with legion and plague?
Issue is, there's no easy solution to achieve this. Making it stronger for the other killers makes it stronger for Legion/Plague as well. Nerfing it for Legion/Plague likely nerfs it for all other killers as well.
What is your NICE AND EASY solution for this?
I dont really have a NICE AND EASY solution for this. But it is also not my Job to provide them. In the end, it will probably be a full Rework.
But the thing is, if many players can tell that the solution they went for is bad, this means that the Devs themselves did think even less about it than those players figuring it out (minutes after reading the Patchnotes).
In general, a Perk which is only useful on a very small amount of Killers and useless on every other Killer is just very, very bad. And this is what Thana has become - it is STILL oppressive on Legion and Plague, but now you will not see it on any other Killer in the game.
Again, I dont have a NICE AND EASY solution, but probably a full Rework. But in general, Slowdowns should be capped at some point so that you cannot stack Slowdowns and have Gens take way above 2 minutes. But this again is a Job for those who actually make money with the game.
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Those were knee-jerk Reactions. Something they even said they dont want to do, yet they are doing it.
Like, they wanted to remove the DMS + PR - Combo, yet they brought it back. Instead of changing something on Merciless Storm (like giving it a flat duration like 9 seconds so that you dont end up having 40 Skill Checks).
Same with Thana - instead of doing something with the Perk to not make it oppressive on Legion and Plage, they kept it oppressive, but made it useless for every other Killer.
If I know after 5 minutes of thinking that those things are pretty bad, I have to assume that the Devs did not think at all.
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@[Deleted User] said:
It makes zero sense. It's now useless on every killer except for the two killers it was already problematic on, in which case it's pretty much unchanged given how those killers play. Like...I *guess* it won't be fully active all the time in some cases, but still. Just, why?
Exactly this. It will be less effective if you waste time healing against Legion and less effective if you cleanse against Plague. However, if only one Survivor cleanses against Plague, everyone basically has to cleanse.
I really dont understand their thought process by making the Perk super-bad on basically every Killer EXCEPT those where it was problematic.
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Does not really change anything. It will be as annoying as before on Legion and Plague.
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I think it is fine.
However, I hope they dont put it on every Killer now. Since Legion was released, a lot of Killers got Killer Instinct and sometimes it is not really necessary (e.g. Artist or Nemesis).
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@DH3206 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106141#Comment_3106141
Yeah, I don't like that idea. When you get the situation I got today, you're done playing quick when you have to wait 30 minutes because the game DC'd you.
The 5 minutes already felt really unfair.
Me neither. The game crashed on me a few weeks ago, it just crashed for no apparent reason. I would be really annoyed if I would had to wait more than the 5 minutes to keep on playing.
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And then there are people here who want to increase the DC-Penalty.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3106024#Comment_3106024
It’s good for new players. If you are already a good nurse, it won’t bother you.
If you are already used to her, it will bother you A LOT. I dont even think it is that good for new players, I felt better learning her without the Add On.
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36k.
I usually only buy Skins with those.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3105996#Comment_3105996
According to a Coconut video, it seems like Otz actually posted such a claim. Not sure if he started it though.
Ah ok.
I have seen the tweet, but since it started with "Tinfoil DBD conspiracy of the day", I thought that it was obvious sarcasm.
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Who the heck startet this conspiracy theory?
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@Anghroth said:
https://forum.deadbydaylight.com/en/discussion/338315/survivors-dc-to-manipulate-stats-is-a-joke
People say all this simply because it IS the sad, pathetic truth. Entitled survivor mains have gotten their will with this tactic over and over again (Spirit got nerfed via mass DCs, Freddy got nerfed via mass DCs), so for the past several years they've been conditioned that, if they DC against something often enough, things will change.
I really hope BHVR sees through all this and hard commits on this patch. If all those "crybabies" want to quit, raise the penalty for repeatedly DCing, they will leave eventually. And that would the best thing that could ever happen to this game!
What a nonsense.
Spirit got nerfed because she was simply dumb to go against with giving 0 information while getting all the information herself. Years ago she did not even have a vaulting animation, Killers called this a "Mindgame". She is STILL strong and she STILL has broken Add Ons.
Freddy got nerfed because his Slowdown was ridiculous (even tho it does not really concern the Devs with Legion or Plague after this Patch, and those are even worse) and in general, he was so easy to play that even my cat would get 4K with it left and right. And the main complaint about Freddy nowadays is that he is really boring to play and play against. Not his strength.
Currently, DBD as Survivor is a really miserable gameplay experience. I think I had two enjoyable games yesterday, one against a Dredge (I died) and one against a Spirit (I survived). The rest was just a bunch of camping, mass Slowdown or dumb teammates (which was the case before as well, but other problems were added on top). And if I suicide on Hook against a Nurse, I dont suicide to screw the stats to get her nerfed or the Patch reverted or DH back (which I did not even run in the first place), I did this because two Kates were teabagging each other in the Basement or that Plague decides to run a Build which let Gens take over 2 minutes to complete.
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@KolbyKolbyKolby said:
Actually, I'm fairly certain that just like Self Care, it was nerfed for no other reason than to make it worse so that the usage would drop. The only important factor in most of these changes was making them used less often, regardless of reasons they were used in the first place.
Yes, DS is one of those Perks. Iron Will another, one of the Nerfs would have been enough. They could have just disabled it while exhausted, this would mean that you cannot run Iron Will and Exhaustion Perks together if you want usage of both, which would be a big trade off.
Ruin is another one. Disabling it when a Survivor is dead would have been a fair Nerf, at this point the Killer would have a lot of pressure and does not need Ruin anymore while it would become a bit more bearable to play a 3v1 with a bunch of Gens to go for the Survivors. But the Regression-Nerf outright killed the Perk (it would have killed the Perk without the Perk being disabled after a dead Survivor as well).
So, yeah, DS is one of those Perks which just got nerfed to change the Meta. There were barely any complains about it after it disables after progressing the game by any means. And it should have been buffed in its Anti-Tunneling aspect if they decided to disable it in Endgame, yet they just destroyed it so that they can say that they changed the Meta.
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If the Killers (or Mechanics, Perks, etc...) are working as intended, they should not be killswitched. Being annoying to go against does not warrant a Killswitch.
That being said, I dont get why they are not killswitching Overcharge, which does not work as intended...
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Nurse and Blight currently. Usually I dont mind them too much, but lately almost all Nurses and Blights I face are using Range + Recharge or Alchemists Ring + Speed / Adrenaline Vial + Speed or any other Add On Combination.
Because they also know that this stuff is busted and that it might get nerfed in the somewhat near future, now that Killer got buffed so much.
And while going against Base Blight is fun, going against Blight with Alchemists Ring or Adrenaline Vial on a constant basis is just BS.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3103658#Comment_3103658
We're not just talking about turboslowdown legion and plague though, people are DCing for being found first, going down first, for no obvious reason at all. Not just survivors, I broke a demo's haunted grounds yesterday and he dc'd when he couldn't find me. What realistic changes can be implemented to stop these outside of harsher penalties?
Nothing. As I said, people will always DC for things which are not really considered actual reasons. You will have people DCing when they get stunned by a Pallet (have seen it happen, was a very effective pallet stun) or when they play against an add on-less Wraith. You cannot do anything about those.
But you can do something about DCs which are caused by frustrating game mechanics. The big problem is that the Devs fail to realize that those exist. Or that they dont want to do something against those.
The DC-Penalty itself should not be more severe. It is ok that it starts low, but it can get high pretty quickly. You should not be punished too much for a DC. E.g. a few weeks ago I DCed because my game just crashed. Nothing on my end, it just crashed. Was playing Survivor during this evening and on top of the 5 minute penalty, I should have 50k BPs penalty? If I would been at 0 before (which was most likely the case, because I spend BPs immediatly after games), I would need to play like 2 or 3 games to get to 0 again. For something which was not even my fault?
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@Bwsted said:
The escalation curve and cap for timeouts is already harsh in dbd compared to PvPs in general.
People will just stop playing altogether. So, either way you'll achieve the same result.
If you want to cure the disease, you need to tackle its causes, not try to cover its symptoms.
"If you want to cure the disease, you need to tackle its causes, not try to cover its symptoms."
^ this.
I honestly cannot blame people for DCing against Forever Legions or Plagues. Who wants to spend 20-30 minutes in a game and lose in the end anyway? It is just so boring to play those games out.
And those things need to be fixed. There will always be people who DC, this cannot be avoided. But the cause why people DC needs to be fixed.
Let alone that there will always be a way for players on both sides to just not play the game. At the very least, both sides can just go afk if they dont want to play, so you will also not have a game at this point.
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IMO he is wrong in saying that her ability is not a problem by mentioning those two Add Ons. Those two Add Ons are a proof that she should be reworked and not nerfed too hard, because you would need to nerf into the ground in order to make her not broken. And this would not work out.
At least he says that people saying that Nurse is hard to play are just wrong. Some people act like you need to be as smart as Hawking or Einstein to play Nurse well. Other Killers are way more difficult to play than her.
Personally, I think she should be reworked. Otherwise you cannot have a Killer which is not broken, but also not too weak, it is not possible. Giving her power a restriction like Oni or Myers might be an idea, but this would not really solve her issues. If you would have a minute of your power every now and then, this would mean that at worst, the whole team might be dead in that one minute. The 1v1-aspect (which also needs to be cared about) would not be good. Because on one hand, the Nurse would probably be an M1-Killer and then with her power active, she is the broken Killer she is just now. So in the 1v1, the Killer AND the Survivor will have an unenjoyable experience, it will just switch at some point and then switch back a bit after that.
She needs a Rework. Her Skill Floor needs to be lowered, it should not be so hard to learn Nurse. And on the same page, her Skill Ceiling needs to be increased, you should not have somewhat easy games just because you spend a bit to learn her. Other Killers have way more depth and Nurse should have the same. But she also should not be so different from any other Killer so that you dont have to learn her completely new if you gained some experience with Killer.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102083#Comment_3102083
Hmm. Fair. My only question is if dhs impact was minimal. Why would just nerfing it as a option inflate the kill rates on its own? They said kill rates overall were low. So i can see why from their POV, If dh wasnt as bad as people said it was from some peoples POV. Just nerfing Dh wouldn't change kills as a whole. Youd have to buff killers universally. Wouldn't you agree? Unless DH DID have a huge impact and people didn't realize till after the fact. Because idk if a little basekit STBFL and Brutal with old DH would still matter. But theres no way to tell i guess.
And this post summs up my opinion - we dont know how much the impact of DH was. You can speculate all you want, you will never know it, since they decided to buff Killers so much with it.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102015#Comment_3102015
I mean didn't you say survivors would just loop safer and predrop earlier? So shouldn't that have been what happened when it came to looping? Why are survivor's getting caught out so much more then? They should still be playing just more safe like predicted without DH, loop twice drop then move forward. Also i do think you pushed for sprint burst to be the replacement but I've seen a wild variety of exhaustion perks since the update,mainly lithe.
I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).
But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.
But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3101918#Comment_3101918
Then riddle me this: every killer in the past could equip Brutal Strength (+20% palette break and gen kick speed) and hit a couple of survivors with Save the best for last (lets go for a moderate 3 hits and +15% on hit cool down). Throw in Thanatophobia for about +10% gen speed debuff.
Why didn't games in the past just implode under this circumstances, that could very much represent a common midgame match? A bit pressure, sure, but UTTERLY desintegrate?
I proclaim that it wasn't the 10% killer buff that threw the game into stupor for 2 days straight till some of the better survivors woke up from their paralysis, it was just the absence of DH. We would have seen the same effect if they had just taken DH away, albeit maybe a little bit less pronounced. That everything happened at the same time is a bit unfortunate, but the 10% killer buff and 10 extra seconds gen time aren't what is what is "handing killers free kills", its survivors unable to cope with the loss of their safety net and confronted with the reality that a lot of them weren't as good as they thought with the rough MMR system throwing them through the wringer till they reach a place that actual reflects their skill level.
Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.
First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3101664#Comment_3101664
Even the strong killers couldn't facecamp, but yeah, some of them could get back fast to the hook. But I think it is already some improvement.
I guess prolonging the hook timer could work as well. The issue I see there is that survivors would tend to finish the gens before going for the save. That would maybe result in bigger genrush.
I dont think that this is really a thing that would happen. But what happened (and what was already known before and during the PTB and STILL made it to live) is that the extra seconds which are needed to Gens were a Buff to camping.
The thing is, if we want to pause the Hook timer when the Killer is close, we would need to avoid situations where Survivors can pause the Hook Timer if the Killer is not actually camping. A Killer is not camping if another Survivor is running around the Hook for example. And the Devs would be very careful so that those situations can be avoided.
And on the same time, they need to make sure that it is not possible to have a running Hook Timer and a Killer camping nearby. e.g. a Nurse with a full-charged blink camping in the distance will not be affected by the Hook Timer-thingy, but if a Survivor goes for the Unhook, she is there.
In general, I would avoid having over-complicated solutions for those issues. Just increase the Hook Timer to 90 seconds each and a Killer who is camping will have a way less reward.