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Brokenbones

Brokenbones

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  • Be wary of RPD offerings

    Cheaters will often use this map because they think people are dumb and believe that when they lose a survivor it's because of the map itself.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843909#Comment_2843909

    We’re Freddy and Pinhead ever OP? Why did they get no compensation for their nerf because it’s not like either needed to be weaker?

    They weren't OP they just had things about them that people ran into the ground until ppl got sick of it

    for Freddy it was stacking all the slowdowns in the world with slowdown addons. They ended up nerfing him even more because of his high kill rate. (Also I wanted to mention that a while ago Almo said 'Freddy is overpowered, but we're not sure why') meaning at one point he was considered OP by the lead game designer

    As for Pinhead, it was when everyone decided "he's only good if u run franklins/hoarder and these 2 addons". Of all the PH's I've played lately none of them are doing these combos anymore. They're either running a normal build or they're running Engi's fang and some other busted stuff

  • It's def the most subtle and quietest lullaby we have

    It's also nowhere near the range of Huntress/Tricksters. I'm p sure it's a much smaller lullaby radius because I've had times where I've heard it and she was really close to me

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843580#Comment_2843580

    Most players don't break LOS enough or they panic and don't sell their fakes well enough. If you break LOS around a corner, you have to break LOS again. She has two blinks. It's not enough to just run around a corner, because if she blinks to that corner, then she has an easy follow up blink on you out in the open. Break LOS, and break LOS again on the assumption that she'll corner blink.

    Regarding holding W vs doubling back, you can make that decision on the fly. A lot of survivors pre-determine it, which makes it very easy to read and predict. If you round a corner, move your camera and watch where the Nurse is aiming as she charges if possible. If she's aiming at the corner, keep going and break LOS. If she's following your trajectory, wait a beat to sell her on the fake, then double back as she releases the blink.

    Survivors also tend to not use the whole map. They tend to hug tiles when they have a ton of space and LOS breakers at the edges of the map. Nurse takes away some things, but she makes other things useful.

    Pallets are playable. You need to bait out the initial blink on the near side of the pallet, then cross to the other side as she's in the air. She either takes a lunge or charges her second blink. This gives you a window to double back across the pallet and stun, or bait out a bad lunge. I like to run towards her to force her to release the blink early on the desired side of the pallet. Pallets are a mindgame vs Nurse instead of a mechanical loop.

    I definitely understand the argument that Nurse takes too much practice to play against, and that's due to her unique kit.

    Yeah I think I basically agree with everything you've said here. Thanks for taking the time to write up your thoughts

    I find I try to 'kite' nurses in straight lines far away from my teammates, while also mixing up doubling back and stuff like that. I do enjoy it, even if because it's solo Q the matches are typically over really quickly bc it's a stomp/nobody can do gens fast enough.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843611#Comment_2843611

    Nurse is balanced when against people of actually even skill match ups. It wouldn’t be reasonable to blame Nurse for winning uneven skill match ups.

    If you’re curious, it’s very worth watching tournament VODs. They’re all available online on YouTube and/or Twitch. Yeah, it’s competitive which is drastically different from non-competitive, as a whole. BUT, they also still have chases, just like non-competitive, and people can learn from how they play and apply that to non-competitive.

    I don't enjoy "comp" dbd, I find it very silly and unrepresenative of how the game is actually played

    I get what you're saying though

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843593#Comment_2843593

    Pretty much what it says on the tin since she can't open lockers after blinking. If you are about to get hit and are near a locker wait for her to blink to you, jump in, wait for fatigue, jump out and continue the chase.

    Makes sense, although like I said from my experience most ppl who try to use lockers against Nurse either get grabbed from it or go down 2 seconds later anyway.

    I suppose if you're gonna go down anyway wasting some extra time is the best option so I can see the utility. Not exactly the most consistant though I don't think

  • @SuzuKR said:

    She’s the best-designed and best-balanced killer in the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2843580#Comment_2843580

    That IS counterplay. If anything, that’s the MOST SKILLFUL counterplay for any killer. Nurse cannot land hits without her power without something to boost her movespeed/survivor misplaying drastically. Everything she can do can be mindgamed. Mindgame is skill vs skill. It’s not “map RNG/other stuff out of the players’ control favors one side regardless of skill”. It’s “whoever made the better mindgame read or bait wins the trade instance”.

    Pallets and windows can be used. It’s just harder, cause you have to mindgame a lot better. It’s a lot more skillful to win a trade (landing or dodging a hit) when it’s 100% reliant on skill vs skill, rather than eg, auto winning/losing a chase vs an M1 because the tile setup is drastically in your favor or against your favor. Same with winning because it’s even moderately in your favor. Stuff like that is out of either side’s control, and has no bearing on skill. Even dead zones can be mindgamed against Nurse cause she can’t just walk up to you. But even otherwise unbalanced tile setups can be mindgamed too. That’s WHY it’s the most skill intensive.

    Disagree, def not the best balanced killer in the game. Not even close. Most rewarding and skill reliant killer? Sure.

    That said I don't think she needs to be changed or anything like that, I'm just trying to better understand what tactics one is supposed to use when going against Nurse players who are competent. Not perfect, 'competent' because newer, less experienced nurse players are very different to ones who know how to play her. Not 'god tier' or whatever exaggeration people make.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843580#Comment_2843580

    your not suppose to have an unlimited ways to counter a killer that's why over half the killer roster isn't played.

    That isn't what I said at all, I don't know if you're projecting or what

    The person I'm responding to said that people move the goalposts when people try to explain Nurse's counterplay, so I wanna know what they think it is bc outside of what I wrote down in my post I can't think of much else


    @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843580#Comment_2843580

    Stealth is debatable but lockers, breaking LOS, running early, doubling back or "mindgaming". I dont know why people act like 4 forms of counterplay isn't a lot its more that some other killers.

    Lockers? Mind elaborating a bit more on that one because I've never seen anyone use lockers against a Nurse and not go down 2 seconds later

  • @[Deleted User] said:

    There are a shocking number of players who think she "ignores game mechanics" as if she doesn't have her own unique set of mechanics. And if you try to explain Nurse counterplay to people, they'll move the goal posts and say "...but a *good* Nurse". Half of it is literally running away sooner and not greeding a 40% gen against a killer who can cover 20 meters

    I mean what is nurses counterplay apart from stealth (which nobody seems to do anymore), breaking LOS, doubling back or "mindgaming"?

    I'm not asking out of bad faith I want to know what you personally think it is because not everyone can agree.

    You can't really use windows, because you get animation locked. You can't really use pallets because she can go right through them and stunning a nurse out of blink isn't as rewarding anymore since she can blink straight afterwards. Supposedly it was a bug where she had the stun and the fatigue but I can't deny it felt more rewarding to pull off. Also DH, Should ppl really feel like DH is the only perk that helps against this killer?


    Again, I wanna also mention something I see Nurse and Blight players do a lot which I find a bit hypocritical which is burning map offerings that favour them. Survivors do it too, of course but it's still unfair.

  • Halloween has the superior perks by far

    You get DS from Laurie, one of the strongest survivor perks there is

    Myers has Save the Best for Last, one of the best perks for M1 killers to use. He also has Play with your food which isn't super strong but it's a fun perk to run

  • I mean

    wasn't there an uncleansable totem on RPD? could've sworn I saw someone mention one

  • Be careful what you wish for

    We might see a chapter with only two survivors next time instead...

  • I think this has happened because normally when survivors are injured, their portrait is highlighted in that glow.

    However I think Elodies profile portrait has been updated but the 'glow portrait' is the same as the old one.

    I think her older portrait had longer/puffier hair which explains why her glow is like that. This is just speculation but this is what it looks like to me, I noticed this as well when I was playing

  • Also it is kind of weird that fully condemned survivors aren't exposed considering how difficult it is to actually reach those seven stacks

    The closest I came to the seven stacks was when I was experimenting and seeing if turning off TVs to curb her mobility was worth it. I'm not really sure tbh.

  • they put the game out for free on epic for a while, not sure if u heard about that

    bad idea because all it did rlly was help cheaters

  • @KateDunson said:

    Your brother is just not good enough at hockey

    Damn you stole what I was gonna say.

  • From playing against her, I have to say I can see what the developers were intending

    Basically, I think the idea was for survivors to go "Hm, this generator also has a TV near it - maybe I should remove the tape to make sure she can't teleport over here for a while" and in theory, if survivors kept doing this then they would have to waste a bit of time ridding themselves of the build up while they work on the generator. This would create a risk vs reward scenario, rob the killer of mobility while adding condemnation.

    There's also the fact that survivors holding tapes can turn off multiple TVs, instead of just one - meaning the developers expected survivors to go around turning them all off - which again doesn't happen because it's pointless.

    The big problem lies in the fact that unless Sadako downs someone (Which, since she's an M1 killer - chases can drag on), then there's no real need to worry about the TVs.

    Also having the TV turn off when the killer uses it defeats the point of turning it off because if the killer does break chase to come after you on a generator, you'll gain less condemnation AND the TV will turn off making that gen safer for a teammate to finish

  • After trying all of these perks, gonna give a brief summary of my thoughts on them

    COH is COH. Enough said tbh

    Shadowstep is really only good against a certain kind of killer - the ones who play high mobility killers and use a lot of aura reading perks to essentially keep the constant pressure up, as well as make sure that the correct gens are kept under control. The scratchmark hiding part of the perk is hard to judge, in chase it's not super useful unless you also have a build tailored for it because in most chases the killer can see and hear you. Most chases. When it robs the killer of crucial information, that's when this perk is good but I wouldn't say it's broken

    Exponential on paper sounds amazing, in practice the perk relies on the killer not only slugging you but slugging you in an area where the boon is or close enough to the boon for it to not be audible. The main place this perk shines from my experience using it is when the killer has the advantage I.E It's a 3v1 or a 2v1. I recently had a game where a teammate got slugged in a 2v1 scenario and I managed to buy them enough time to use it to get up and open a gate then escape. That's when this perk shines.

    Dark Theory is...I don't want to say bad but uninteresting and not really noticable. Main reasons why:

    1) Bloodlust basically negates any distance you might get from this perk. Bloodlust one basically makes the killer the same speed they would be if they were chasing you normally with no boon

    2) Totem spots are typically not in great spots to loop killers. On multi-floored maps this isn't true, but if you put your boon in an L wall T wall on one side of let's say gas heaven, the perk won't do anything.

  • 1) Yes I believe so

    2) Healing a slugged survivor counts as healing in basically every other perk and such so probably does yeah

  • Where did they say they wouldn't?

  • I find it funnier than most of the dbd jokes that BHVR actually endorses

  • @Ghostofsnow said:

    it can crash the game some how? how can a number tweak cause that or was it just a lesser know bug that it always had?

    Beats me

    people just figured out that it was causing crashes and had proof of it, the devs got wind of it and yeah. Rest is history

    I don't wanna say spaghetti code, but maybe something was changed that has had an unintended effect

  • Wake Up has been killswitched due to a bug that was causing players in matches where it was being used to crash

    It's been killswitched until the devs can find the issue and presumably hotfix it

  • Also worth bringing up that the steamchart is, as it says, steam only.

    It's generally believed consoles make up the majority of DBDs current playerbase, given the amount of consoles + gamepass and such.

    It also doesn't include Windows/Epic which would def only be a small portion I'm sure but still worth considering.

  • @StarLost said:

    I will say that my 'trick' to staying engaged is to set little challenges for myself that encourage me to play differently.

    That, and permanently disabling postgame chat.

    What is concerning though is that the playerbase seems to be shrinking at an alarming rate.

    I do a similar thing as well, I like to mess around with diff perks and such

    It's just, whether SBMM or another reason - I struggle to do this because I'm frequently but with opponents who are playing their hardest to win which typically puts me at a disadvantage.

  • Just a dumb joke about what Patrick (one of BHVRs game designers) said about SBMM/MMR

    Basically comparing DBD to Hockey in a really painful analogy.

  • Wanted to say thank you to everyone who's responded so far!

    I appreciate everyone's responses and experiences, short or long

  • Another soon to be hockey enthusiast.

    God speed

  • the skill checks aren't even that hard

    the perk is only annoying if the killer pushes you off the gen but you're being chased anyway so it's not like it matters too much

  • when you plan on P3ing a new killer and you get bbq on the very first bloodweb 💀

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840444#Comment_2840444

    That's just matchmaking literally not working due to lack of killers, they threw anything they found at you, while intentionally ignoring MMR for que time.

    Also do note MMR decrease will be negated in some degree if you die quickly because "probably match wasn't balanced", they acknowledge this system and made it so MMR will take it into consideration.

    If there's no killers then why is killer que time so high

    I shouldn't go on death streaks and face BETTER killers with triple my hours back to back. That makes literally no sense

  • @Aurelle said:

    Very much. I'm tired of camping, tunneling, and slugging. I'm tired of gen rushing and high tier survivor groups. I'm tired of getting teammates who doesn't do anything or purposefully works with the killer. It's just really exhausting at this point.

    I've been taking a break from this game for a couple of days and planning on to continue doing so until this game gets somewhat fixed or when I feel like playing again. Right now the game is just dull and boring, even with Sadako's chapter coming out today.

    I share the same feelings really

    A lot of the matches feel the same now

    Either 3 gens pop and the killer has to camp one dude out or the killer proactively tunnels one dude out from the get-go


    I can go on like 8+ death streak and still be paired with nurse players with almost triple my hours. Escape Based Matchmaking makes no sense

  • @Yatol said:

    8 but i blame the last rift, im not participating in this one.

    What didn't you like about the last rift?

    The challenges or the items on the rift itself?

  • @Smoe said:

    Ain't burned out on my end, also the steam chart numbers are gonna stabilize themselves sooner or later anyway, only a matter of time.

    I'm not saying that won't happen, the reason I mentioned the steamchart thing is because I don't think we have the full picture

    Consoles has probably had more players than PC for a long time now and they aren't included, so.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/313243/how-burned-out-are-you

    2 not much burn out I love playing the game but garbage teammates ruin it. And the grind is ridiculous.

    Yeah the teammate conundrum is one that causes me a lot of frustration as well

    I'm being put against competent killers and while that's not the problem, the problem is as 1 member of a team there's only so much I can do to affect the outcome of a match. Sometimes feels somebody can play perfectly but they lose because 1 person didn't bring DS and gets tunnelled out.

  • Every new update has to have 1 thing killswitched from now on I guess

    First Nurse, now Wake up.

    Who's next in the killswitch roulette, only time will tell...

  • Without bug fixes to Nemmy's zombies AI/pathfinding, maybe some kind of fail safe might be a better idea where if a zombie doesn't move from a spot it'll auto respawn

    Although building on OPs idea, it'd be neat if zombies spawn hook spawn priority was changed to be closer to the killer to make 'zombie gambits' more of a strategic play than they are currently.

  • The steam name is probably my favourite part of this whole thread

    Thank you for the giggle

  • She'll be back tomororow (Techincally today in EU timezones)

    Not long left to wait

  • Speaking of things that have changed in line with accessibility and such, It's weird to think that flashlights blinds used to actually turn your screen completely white back in the day

    Must've sucked to be a Killer main back then

  • If they were easier to get I would burn one every game

  • Just change the addon so doing this strat isn't possible anymore

    there's plenty of solutions that don't involve doing anything other than tweaking like one value

  • @Sluzzy said:

    The supposedly most OP perk is totally nothing when killers bait it out. It's actually not that strong of a perk. There's plenty of Megs dead harding into walls.

    Sluzzy with all due respect, I've heard you play a lot of Nurse so I think you of all ppl should know why Dead Hard is considered so strong

    It's one of the only perks that helps against her in chase. Same with Blight, everyone's favourite.

  • With the changes made to Sadako to address these kinds of concerns, I hope we see changes to flashlights/Doctor to help people who deal with these medical issues

    Doctor isn't as bad as he used to be for it iirc, I remember it being much worse a couple of years ago


    Also I'm sorry that this happened to your cousin, I wish them a swift recovery!

  • Honestly I like the idea of overheat not disabling the chainsaw but making it less lethal

    It punishes the dreaded 'feathering' that happened and would help curb facecamping with the chainsaw somewhat while also not locking Billy out of his most important mobility tool.

    Outside of outright removing overheat (which won't happen), I like this alternative

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837288#Comment_2837288

    Ik, but the killer is still probably going to be playing like it's normal BT, just incase, which just boost basekit BT's power

    Oh yeah I mean I think if it's done the way I mentioned BT will still be a meta staple but you might see it way less because it doesn't feel like such a necessity.

    That's ultimately why the whole basekit BT thing exists bc survivors feel naked without it (or rather, their teammates having it I should say lol).


    Personally I'm not 100% sold on basekit BT, while I would appreciate a bit more of a chance of survivor perk variety I also feel like maybe survivors should learn how to make proper safe unhooks instead of what usually happens (farming/hook diving).

    Granted, BT is one of the only few anti-camping/tunnelling perks so - who knows.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837188#Comment_2837188

    I mean, that 6 seconds borrowed is gonna technically be as strong as normal BT, because it will always have the threat of normal BT, i mean, what killer will swing his weapon at 7 seconds just to find out that it's normal BT instead of the basekit

    At least that survivor won't be able to bodyblock the killer for as long, you get a lot of wiggle room with 12 seconds. Not so much 6

    I don't think current BT is super oppressive for killer except in endgame scenarios really. Same with current DS

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837224#Comment_2837224

    Example: LT tile

    You predict:

    A. The Blight will use bump-logic

    B. The Blight will slide

    And so you:

    A.1-(#). Knowing how bump logic works, and having observed the tile and its surrounding objects as you originally approached the tile, can see what various paths he can take. It gives him certain options and takes away others.

    B.1-#. Knowing how sliding works, and having observed the tile and its walls/connected objects are laid out, can see what various paths he can take. It gives him certain options and takes away others.

    And so you:

    A.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot approach you from the route you expect him to take. Eg, actually taking the vault. Now you are completely out of his range and on the complete other side of the wall.

    B.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot reach you from the route you expect him to take. Eg, faking the vault and heading towards the other letter (T if L, vice-versa). Then the Blight cannot physically reach you, as he must start the attack when he turns the corner, which sharply slows his speed, and thus his range.

    Conversely, the Blight is doing the same in reverse at this time.

    Now:

    Y: You successfully made the read and have probably avoided the hit (unless some extra factor is in, eg, sandbagged).

    N: You incorrectly made the read and have probably been hit (unless some extra factor is in, eg, someone stuns him/a perk of yours helps/etc).

    None of this is reaction-based, speed add-ons or no. Both sides predict what the other will do, and play accordingly based off those mindgames. Now, you add in complications like this:

    1. You have seen the Blight randomly alternates between sliding and bump-logic, and picks a variety of different paths for bump logic/sliding.
    2. The Blight sees you understand LOS denial and how bump logic/sliding works, and how to fake and commit to be random as well. For instance, you know, and he knows you, that Yamaoka's shack prevents sliding, and usually is messy collision overall and creates problems for bumping cleanly as well.
    1. Now, the question for both is. Will the Blight bump or slide? From and to where? Will the survivor fake or commit? From and to where?
    2. It is anyone's ball at this point. Who succeeds the trade will come down to whoever made the better mindgame or consequent read.

      Furthermore, speed add-ons are its own counterplay. If the Blight uses up rushes to speed up the later ones, you know you only have to dodge maybe 1 or 2 Rushes instead of 1-4 depending on the tile. It also provides the time to make any additional plays or movements, in the time it takes for him to prep the last Rushes while he does the first few slams. Especially in chase where he is essentially always at close distance, you can always count and keep track of the number of used Rushes.

    I appreciate the example but you make a lot of assumptions about the chase itself and how it plays out

    What you are describing is each side REACTING to what is going on and how the chase is playing out. The speed addons heavily reduce the amount of reaction time a survivor has, as well as making closing the gap faster and faster which again is hard to REACT to.

    You cannot expect people to seriously know all of these different Blight speeds by heart considering each rush is increased by a % depending on which addons are in play. Base Blight moves at the same consistant speed which makes the back and forth in your example actually an interaction that isn't lopsided.

    In your example you also fail to mention what usually happens at L wall T walls.

    1) Blight can easily correct mistakes he makes because his power is really forgiving in the amount of tokens he has by default (Even more with the vial). With the speed addons these corrections are even faster and, once again, hard to react to

    2) The back and forth on tiles implies a level of balance in the chase, which there isn't. Not imo

    It's all well and good to go "well obviously ur supposed to do this and this and this" but that's not how it plays out in practice. Going into hypotheticals about how if Blight does x then you do y is all great but it still doesn't change the core of the issue which is reaction time.

    Spirit had this same problem, she had addons that made reacting to her phasing impossible because she moved too fast. She still has that addon in MDR. Movement speed addons reduce margin of error/reaction time, hopefully that's not a matter of dispute here?

    The speed addons aren't their own form of counterplay either, there's no penalty for using them. No Blight in their right mind would opt to not use them, His speed at 2 tokens used is already super fast and that's generally all most blight players need although you are right that the ones who decide to spam bump for max speed have less margin for error. That is true

  • I've seen Artist players hit people on higher structures by using the slopes on the Swamp Maps. The crow hitbox is actually quite forgiving.

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